Add textured_cube example (a ported libctru example)
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examples/textured_cube/Makefile
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177
examples/textured_cube/Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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#
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# NO_SMDH: if set to anything, no SMDH file is generated.
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# APP_TITLE is the name of the app stored in the SMDH file (Optional)
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# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
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# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
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# ICON is the filename of the icon (.png), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.png
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# - icon.png
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# - <libctru folder>/default_icon.png
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-fomit-frame-pointer -ffast-math \
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$(ARCH)
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) -Wl,--gc-sections
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LIBS := -lcitro3d -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB) $(CURDIR)/../..
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.pica)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES := $(addsuffix .o,$(BINFILES)) $(PICAFILES:.pica=.shbin.o) \
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$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_SMDH)),)
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export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
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endif
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(NO_SMDH)),)
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$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh
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else
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$(OUTPUT).3dsx : $(OUTPUT).elf
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endif
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# rule for assembling GPU shaders
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#---------------------------------------------------------------------------------
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%.shbin.o: %.pica
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@echo $(notdir $<)
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$(eval CURBIN := $(patsubst %.pica,%.shbin,$(notdir $<)))
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$(eval CURH := $(patsubst %.pica,%.psh.h,$(notdir $<)))
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@picasso -h $(CURH) -o $(CURBIN) $<
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@bin2s $(CURBIN) | $(AS) -o $@
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@echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
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@echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
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@echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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BIN
examples/textured_cube/data/kitten.bin
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BIN
examples/textured_cube/data/kitten.bin
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Binary file not shown.
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examples/textured_cube/source/main.c
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233
examples/textured_cube/source/main.c
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#include <3ds.h>
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#include <citro3d.h>
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#include <string.h>
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#include "vshader_shbin.h"
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#include "kitten_bin.h"
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#define CLEAR_COLOR 0x68B0D8FF
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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typedef struct { float position[3]; float texcoord[2]; float normal[3]; } vertex;
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static const vertex vertex_list[] =
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{
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// First face (PZ)
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// First triangle
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{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
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{ {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
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{ {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
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{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
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// Second face (MZ)
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// First triangle
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
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{ {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
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{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
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{ {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
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// Third face (PX)
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// First triangle
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{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
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// Fourth face (MX)
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// First triangle
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
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// Second triangle
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{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
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// Fifth face (PY)
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// First triangle
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{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
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{ {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
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{ {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
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{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
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// Sixth face (MY)
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// First triangle
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
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{ {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
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{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
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// Second triangle
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{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
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{ {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
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};
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#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
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static DVLB_s* vshader_dvlb;
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static shaderProgram_s program;
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static int uLoc_projection, uLoc_modelView;
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static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
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static C3D_Mtx projection;
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static C3D_Mtx material =
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{
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{
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{ { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
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{ { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
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{ { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
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{ { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
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}
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};
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static void* vbo_data;
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static C3D_Tex kitten_tex;
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static float angleX = 0.0, angleY = 0.0;
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static void sceneInit(void)
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{
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
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uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
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uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
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uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
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uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material");
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// Configure attributes for use with the vertex shader
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
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AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal
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// Compute the projection matrix
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||||||
|
Mtx_PerspTilt(&projection, 80.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f);
|
||||||
|
|
||||||
|
// Create the VBO (vertex buffer object)
|
||||||
|
vbo_data = linearAlloc(sizeof(vertex_list));
|
||||||
|
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
|
||||||
|
|
||||||
|
// Configure buffers
|
||||||
|
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
||||||
|
BufInfo_Init(bufInfo);
|
||||||
|
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 3, 0x210);
|
||||||
|
|
||||||
|
// Load the texture and bind it to the first texture unit
|
||||||
|
C3D_TexInit(&kitten_tex, 64, 64, GPU_RGBA8);
|
||||||
|
C3D_TexUpload(&kitten_tex, kitten_bin);
|
||||||
|
C3D_TexSetFilter(&kitten_tex, GPU_LINEAR, GPU_NEAREST);
|
||||||
|
C3D_TexBind(0, &kitten_tex);
|
||||||
|
|
||||||
|
// Configure the first fragment shading substage to blend the texture color with
|
||||||
|
// the vertex color (calculated by the vertex shader using a lighting algorithm)
|
||||||
|
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
|
||||||
|
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||||
|
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0);
|
||||||
|
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
|
||||||
|
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void sceneRender(void)
|
||||||
|
{
|
||||||
|
// Calculate the modelView matrix
|
||||||
|
C3D_Mtx modelView;
|
||||||
|
Mtx_Identity(&modelView);
|
||||||
|
Mtx_Translate(&modelView, 0.0, 0.0, -2.0 + 0.5*sinf(angleX));
|
||||||
|
Mtx_RotateX(&modelView, angleX, true);
|
||||||
|
Mtx_RotateY(&modelView, angleY, true);
|
||||||
|
|
||||||
|
// Rotate the cube each frame
|
||||||
|
angleX += M_PI / 180;
|
||||||
|
angleY += M_PI / 360;
|
||||||
|
|
||||||
|
// Update the uniforms
|
||||||
|
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_projection, 4), &projection, sizeof(C3D_Mtx));
|
||||||
|
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_modelView, 4), &modelView, sizeof(C3D_Mtx));
|
||||||
|
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_material, 4), &material, sizeof(C3D_Mtx));
|
||||||
|
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_lightVec, 1), (float[]){0.0f, -1.0f, 0.0f, 0.0f}, sizeof(C3D_FVec));
|
||||||
|
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 1), (float[]){0.0f, -1.0f, 0.0f, 0.0f}, sizeof(C3D_FVec));
|
||||||
|
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_lightClr, 1), (float[]){1.0f, 1.0f, 1.0f, 1.0f}, sizeof(C3D_FVec));
|
||||||
|
|
||||||
|
// Draw the VBO
|
||||||
|
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void sceneExit(void)
|
||||||
|
{
|
||||||
|
// Free the texture
|
||||||
|
C3D_TexDelete(&kitten_tex);
|
||||||
|
|
||||||
|
// Free the VBO
|
||||||
|
linearFree(vbo_data);
|
||||||
|
|
||||||
|
// Free the shader program
|
||||||
|
shaderProgramFree(&program);
|
||||||
|
DVLB_Free(vshader_dvlb);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialize graphics
|
||||||
|
gfxInitDefault();
|
||||||
|
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||||
|
|
||||||
|
// Initialize the renderbuffer
|
||||||
|
static C3D_RenderBuf rb;
|
||||||
|
C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||||
|
rb.clearColor = CLEAR_COLOR;
|
||||||
|
C3D_RenderBufClear(&rb);
|
||||||
|
C3D_RenderBufBind(&rb);
|
||||||
|
|
||||||
|
// Initialize the scene
|
||||||
|
sceneInit();
|
||||||
|
|
||||||
|
// Main loop
|
||||||
|
while (aptMainLoop())
|
||||||
|
{
|
||||||
|
gspWaitForVBlank(); // Synchronize with the start of VBlank
|
||||||
|
gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
|
||||||
|
hidScanInput(); // Read the user input
|
||||||
|
|
||||||
|
// Respond to user input
|
||||||
|
u32 kDown = hidKeysDown();
|
||||||
|
if (kDown & KEY_START)
|
||||||
|
break; // break in order to return to hbmenu
|
||||||
|
|
||||||
|
// Render the scene
|
||||||
|
sceneRender();
|
||||||
|
C3D_Flush();
|
||||||
|
C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
|
||||||
|
C3D_RenderBufClear(&rb);
|
||||||
|
|
||||||
|
// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
|
||||||
|
gfxFlushBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Deinitialize the scene
|
||||||
|
sceneExit();
|
||||||
|
|
||||||
|
// Deinitialize graphics
|
||||||
|
C3D_Fini();
|
||||||
|
gfxExit();
|
||||||
|
return 0;
|
||||||
|
}
|
90
examples/textured_cube/source/vshader.pica
Normal file
90
examples/textured_cube/source/vshader.pica
Normal file
@ -0,0 +1,90 @@
|
|||||||
|
; Example PICA200 vertex shader
|
||||||
|
|
||||||
|
; Uniforms
|
||||||
|
.fvec projection[4], modelView[4]
|
||||||
|
.fvec lightVec, lightHalfVec, lightClr, material[4]
|
||||||
|
.alias mat_amb material[0]
|
||||||
|
.alias mat_dif material[1]
|
||||||
|
.alias mat_spe material[2]
|
||||||
|
.alias mat_emi material[3]
|
||||||
|
|
||||||
|
; Constants
|
||||||
|
.constf myconst(0.0, 1.0, -1.0, -0.5)
|
||||||
|
.alias zeros myconst.xxxx ; Vector full of zeros
|
||||||
|
.alias ones myconst.yyyy ; Vector full of ones
|
||||||
|
|
||||||
|
; Outputs
|
||||||
|
.out outpos position
|
||||||
|
.out outtc0 texcoord0
|
||||||
|
.out outclr color
|
||||||
|
|
||||||
|
; Inputs (defined as aliases for convenience)
|
||||||
|
.alias inpos v0
|
||||||
|
.alias intex v1
|
||||||
|
.alias innrm v2
|
||||||
|
|
||||||
|
.proc main
|
||||||
|
; Force the w component of inpos to be 1.0
|
||||||
|
mov r0.xyz, inpos
|
||||||
|
mov r0.w, ones
|
||||||
|
|
||||||
|
; r1 = modelView * inpos
|
||||||
|
dp4 r1.x, modelView[0], r0
|
||||||
|
dp4 r1.y, modelView[1], r0
|
||||||
|
dp4 r1.z, modelView[2], r0
|
||||||
|
dp4 r1.w, modelView[3], r0
|
||||||
|
|
||||||
|
; outpos = projection * r1
|
||||||
|
dp4 outpos.x, projection[0], r1
|
||||||
|
dp4 outpos.y, projection[1], r1
|
||||||
|
dp4 outpos.z, projection[2], r1
|
||||||
|
dp4 outpos.w, projection[3], r1
|
||||||
|
|
||||||
|
; outtex = intex
|
||||||
|
mov outtc0, intex
|
||||||
|
|
||||||
|
; Transform the normal vector with the modelView matrix
|
||||||
|
; r1 = normalize(modelView * innrm)
|
||||||
|
mov r0.xyz, innrm
|
||||||
|
mov r0.w, zeros
|
||||||
|
dp4 r1.x, modelView[0], r0
|
||||||
|
dp4 r1.y, modelView[1], r0
|
||||||
|
dp4 r1.z, modelView[2], r0
|
||||||
|
mov r1.w, zeros
|
||||||
|
dp3 r2, r1, r1 ; r2 = x^2+y^2+z^2 for each component
|
||||||
|
rsq r2, r2 ; r2 = 1/sqrt(r2) ''
|
||||||
|
mul r1, r2, r1 ; r1 = r1*r2
|
||||||
|
|
||||||
|
; Calculate the diffuse level (r0.x) and the shininess level (r0.y)
|
||||||
|
; r0.x = max(0, -(lightVec * r1))
|
||||||
|
; r0.y = max(0, (-lightHalfVec[i]) * r1) ^ 2
|
||||||
|
dp3 r0.x, lightVec, r1
|
||||||
|
add r0.x, zeros, -r0
|
||||||
|
dp3 r0.y, -lightHalfVec, r1
|
||||||
|
max r0, zeros, r0
|
||||||
|
mul r0.y, r0, r0
|
||||||
|
|
||||||
|
; Accumulate the vertex color in r1, initializing it to the emission color
|
||||||
|
mov r1, mat_emi
|
||||||
|
|
||||||
|
; r1 += specularColor * lightClr * shininessLevel
|
||||||
|
mul r2, lightClr, r0.yyyy
|
||||||
|
mul r2, mat_spe, r2
|
||||||
|
add r1, r2, r1
|
||||||
|
|
||||||
|
; r1 += diffuseColor * lightClr * diffuseLevel
|
||||||
|
mul r2, lightClr, r0.xxxx
|
||||||
|
mul r2, mat_dif, r2
|
||||||
|
add r1, r2, r1
|
||||||
|
|
||||||
|
; r1 += ambientColor * lightClr
|
||||||
|
mov r2, lightClr
|
||||||
|
mul r2, mat_amb, r2
|
||||||
|
add r1, r2, r1
|
||||||
|
|
||||||
|
; outclr = clamp r1 to [0,1]
|
||||||
|
min outclr, ones, r1
|
||||||
|
|
||||||
|
; We're finished
|
||||||
|
end
|
||||||
|
.end
|
@ -3,23 +3,17 @@
|
|||||||
|
|
||||||
typedef u32 C3D_IVec;
|
typedef u32 C3D_IVec;
|
||||||
|
|
||||||
typedef struct
|
typedef union
|
||||||
{
|
{
|
||||||
union
|
struct { float w, z, y, x; };
|
||||||
{
|
float c[4];
|
||||||
struct { float w, z, y, x; };
|
|
||||||
float c[4];
|
|
||||||
};
|
|
||||||
} C3D_FVec;
|
} C3D_FVec;
|
||||||
|
|
||||||
// Row-major 4x4 matrix
|
// Row-major 4x4 matrix
|
||||||
typedef struct
|
typedef union
|
||||||
{
|
{
|
||||||
union
|
C3D_FVec r[4]; // Rows are vectors
|
||||||
{
|
float m[4*4];
|
||||||
C3D_FVec r[4]; // Rows are vectors
|
|
||||||
float m[4*4];
|
|
||||||
};
|
|
||||||
} C3D_Mtx;
|
} C3D_Mtx;
|
||||||
|
|
||||||
static inline C3D_IVec IVec_Pack(u8 x, u8 y, u8 z, u8 w)
|
static inline C3D_IVec IVec_Pack(u8 x, u8 y, u8 z, u8 w)
|
||||||
|
Loading…
Reference in New Issue
Block a user