diff --git a/examples/fragment_light/Makefile b/examples/fragment_light/Makefile new file mode 100644 index 0000000..238a1f3 --- /dev/null +++ b/examples/fragment_light/Makefile @@ -0,0 +1,177 @@ +#--------------------------------------------------------------------------------- +.SUFFIXES: +#--------------------------------------------------------------------------------- + +ifeq ($(strip $(DEVKITARM)),) +$(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") +endif + +TOPDIR ?= $(CURDIR) +include $(DEVKITARM)/3ds_rules + +#--------------------------------------------------------------------------------- +# TARGET is the name of the output +# BUILD is the directory where object files & intermediate files will be placed +# SOURCES is a list of directories containing source code +# DATA is a list of directories containing data files +# INCLUDES is a list of directories containing header files +# +# NO_SMDH: if set to anything, no SMDH file is generated. +# APP_TITLE is the name of the app stored in the SMDH file (Optional) +# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional) +# APP_AUTHOR is the author of the app stored in the SMDH file (Optional) +# ICON is the filename of the icon (.png), relative to the project folder. +# If not set, it attempts to use one of the following (in this order): +# - .png +# - icon.png +# - /default_icon.png +#--------------------------------------------------------------------------------- +TARGET := $(notdir $(CURDIR)) +BUILD := build +SOURCES := source +DATA := data +INCLUDES := include + +#--------------------------------------------------------------------------------- +# options for code generation +#--------------------------------------------------------------------------------- +ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard + +CFLAGS := -g -Wall -O2 -mword-relocations \ + -fomit-frame-pointer -ffast-math \ + $(ARCH) + +CFLAGS += $(INCLUDE) -DARM11 -D_3DS + +CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11 + +ASFLAGS := -g $(ARCH) +LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) -Wl,--gc-sections + +LIBS := -lcitro3d -lctru -lm + +#--------------------------------------------------------------------------------- +# list of directories containing libraries, this must be the top level containing +# include and lib +#--------------------------------------------------------------------------------- +LIBDIRS := $(CTRULIB) $(CURDIR)/../.. + + +#--------------------------------------------------------------------------------- +# no real need to edit anything past this point unless you need to add additional +# rules for different file extensions +#--------------------------------------------------------------------------------- +ifneq ($(BUILD),$(notdir $(CURDIR))) +#--------------------------------------------------------------------------------- + +export OUTPUT := $(CURDIR)/$(TARGET) +export TOPDIR := $(CURDIR) + +export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ + $(foreach dir,$(DATA),$(CURDIR)/$(dir)) + +export DEPSDIR := $(CURDIR)/$(BUILD) + +CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) +CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) +SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) +PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.pica))) +BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) + +#--------------------------------------------------------------------------------- +# use CXX for linking C++ projects, CC for standard C +#--------------------------------------------------------------------------------- +ifeq ($(strip $(CPPFILES)),) +#--------------------------------------------------------------------------------- + export LD := $(CC) +#--------------------------------------------------------------------------------- +else +#--------------------------------------------------------------------------------- + export LD := $(CXX) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +export OFILES := $(addsuffix .o,$(BINFILES)) $(PICAFILES:.pica=.shbin.o) \ + $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) + +export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ + $(foreach dir,$(LIBDIRS),-I$(dir)/include) \ + -I$(CURDIR)/$(BUILD) + +export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) + +ifeq ($(strip $(ICON)),) + icons := $(wildcard *.png) + ifneq (,$(findstring $(TARGET).png,$(icons))) + export APP_ICON := $(TOPDIR)/$(TARGET).png + else + ifneq (,$(findstring icon.png,$(icons))) + export APP_ICON := $(TOPDIR)/icon.png + endif + endif +else + export APP_ICON := $(TOPDIR)/$(ICON) +endif + +ifeq ($(strip $(NO_SMDH)),) + export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh +endif + +.PHONY: $(BUILD) clean all + +#--------------------------------------------------------------------------------- +all: $(BUILD) + +$(BUILD): + @[ -d $@ ] || mkdir -p $@ + @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile + +#--------------------------------------------------------------------------------- +clean: + @echo clean ... + @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf + + +#--------------------------------------------------------------------------------- +else + +DEPENDS := $(OFILES:.o=.d) + +#--------------------------------------------------------------------------------- +# main targets +#--------------------------------------------------------------------------------- +ifeq ($(strip $(NO_SMDH)),) +$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh +else +$(OUTPUT).3dsx : $(OUTPUT).elf +endif + +$(OUTPUT).elf : $(OFILES) + +#--------------------------------------------------------------------------------- +# you need a rule like this for each extension you use as binary data +#--------------------------------------------------------------------------------- +%.bin.o : %.bin +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @$(bin2o) + +#--------------------------------------------------------------------------------- +# rule for assembling GPU shaders +#--------------------------------------------------------------------------------- +%.shbin.o: %.pica + @echo $(notdir $<) + $(eval CURBIN := $(patsubst %.pica,%.shbin,$(notdir $<))) + $(eval CURH := $(patsubst %.pica,%.psh.h,$(notdir $<))) + @picasso -h $(CURH) -o $(CURBIN) $< + @bin2s $(CURBIN) | $(AS) -o $@ + @echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h + @echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h + @echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h + +-include $(DEPENDS) + +#--------------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------------- diff --git a/examples/fragment_light/source/main.c b/examples/fragment_light/source/main.c new file mode 100644 index 0000000..d750aa9 --- /dev/null +++ b/examples/fragment_light/source/main.c @@ -0,0 +1,248 @@ +#include <3ds.h> +#include +#include +#include "vshader_shbin.h" + +#define CLEAR_COLOR 0x68B0D8FF + +#define DISPLAY_TRANSFER_FLAGS \ + (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \ + GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ + GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) + +typedef struct { float position[3]; float texcoord[2]; float normal[3]; } vertex; + +static const vertex vertex_list[] = +{ + // First face (PZ) + // First triangle + { {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, + { {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, + { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, + // Second triangle + { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, + { {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, + { {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, + + // Second face (MZ) + // First triangle + { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} }, + { {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} }, + { {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} }, + // Second triangle + { {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} }, + { {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} }, + { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} }, + + // Third face (PX) + // First triangle + { {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} }, + { {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} }, + { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} }, + // Second triangle + { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} }, + { {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} }, + { {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} }, + + // Fourth face (MX) + // First triangle + { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }, + { {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }, + { {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} }, + // Second triangle + { {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} }, + { {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} }, + { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }, + + // Fifth face (PY) + // First triangle + { {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} }, + { {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} }, + { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} }, + // Second triangle + { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} }, + { {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} }, + { {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} }, + + // Sixth face (MY) + // First triangle + { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} }, + { {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} }, + { {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} }, + // Second triangle + { {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} }, + { {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} }, + { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} }, +}; + +#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0])) + +static DVLB_s* vshader_dvlb; +static shaderProgram_s program; +static int uLoc_projection, uLoc_modelView; +static C3D_Mtx projection; + +static C3D_LightEnv lightEnv; +static C3D_Light light; +static C3D_LightLut lut_Phong; + +static void* vbo_data; +static float angleX = 0.0, angleY = 0.0; + +static void sceneInit(void) +{ + // Load the vertex shader, create a shader program and bind it + vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); + shaderProgramInit(&program); + shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); + C3D_BindProgram(&program); + + // Get the location of the uniforms + uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); + uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView"); + + // Configure attributes for use with the vertex shader + C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); + AttrInfo_Init(attrInfo); + AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position + AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord + AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal + + // 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); + + // Configure the first fragment shading substage to blend the fragment primary color + // with the fragment secondary color. + // 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_FRAGMENT_PRIMARY_COLOR, GPU_FRAGMENT_SECONDARY_COLOR, 0); + C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); + C3D_TexEnvFunc(env, C3D_Both, GPU_ADD); + + static const C3D_Material material = + { + { 0.2f, 0.2f, 0.2f }, //ambient + { 0.4f, 0.4f, 0.4f }, //diffuse + { 0.8f, 0.8f, 0.8f }, //specular0 + { 0.0f, 0.0f, 0.0f }, //specular1 + { 0.0f, 0.0f, 0.0f }, //emission + }; + + C3D_LightEnvInit(&lightEnv); + C3D_LightEnvBind(&lightEnv); + C3D_LightEnvMaterial(&lightEnv, &material); + + LightLut_Phong(&lut_Phong, 30); + C3D_LightEnvLut(&lightEnv, GPU_LUT_D0, GPU_LUTINPUT_LN, false, &lut_Phong); + + C3D_FVec lightVec = { { 1.0, -0.5, 0.0, 0.0 } }; + + C3D_LightInit(&light, &lightEnv); + C3D_LightColor(&light, 1.0, 1.0, 1.0); + C3D_LightPosition(&light, &lightVec); +} + +static void sceneRender(float iod) +{ + // Compute the projection matrix + Mtx_PerspStereoTilt(&projection, 40.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f, iod, 2.0f); + + // Calculate the modelView matrix + C3D_Mtx modelView; + Mtx_Identity(&modelView); + Mtx_Translate(&modelView, 0.0, 0.0, -4.0 + sinf(angleX)); + Mtx_RotateX(&modelView, angleX, true); + Mtx_RotateY(&modelView, angleY, true); + + // Rotate the cube each frame + if (iod >= 0.0f) + { + angleX += M_PI / 180; + angleY += M_PI / 360; + } + + // Update the uniforms + C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_projection, &projection); + C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_modelView, &modelView); + + // Draw the VBO + C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count); +} + +static void sceneExit(void) +{ + // Free the VBO + linearFree(vbo_data); + + // Free the shader program + shaderProgramFree(&program); + DVLB_Free(vshader_dvlb); +} + +#define CONFIG_3D_SLIDERSTATE (*(volatile float*)0x1FF81080) + +int main() +{ + // Initialize graphics + gfxInitDefault(); + gfxSet3D(true); + + 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 + + float slider = CONFIG_3D_SLIDERSTATE; + float iod = slider/3; + + // Render the scene + sceneRender(-iod); + C3D_Flush(); + C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS); + C3D_RenderBufClear(&rb); + + if (iod > 0.0f) + { + sceneRender(iod); + C3D_Flush(); + C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, 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; +} diff --git a/examples/fragment_light/source/vshader.pica b/examples/fragment_light/source/vshader.pica new file mode 100644 index 0000000..83121fb --- /dev/null +++ b/examples/fragment_light/source/vshader.pica @@ -0,0 +1,84 @@ +; Example PICA200 vertex shader + +; Uniforms +.fvec projection[4], modelView[4] + +; 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 +.alias half myconst.wwww + +; Outputs +.out outpos position +.out outtc0 texcoord0 +.out outclr color +.out outview view +.out outnq normalquat + +; 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 + + ; outview = -r1 + mov outview, -r1 + + ; 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 + ; TODO: use a separate normal matrix that is the transpose of the inverse of modelView + ; 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 + + dp3 r14.x, modelView[0], innrm + dp3 r14.y, modelView[1], innrm + dp3 r14.z, modelView[2], innrm + dp3 r6.x, r14, r14 + rsq r6.x, r6.x + mul r14.xyz, r14.xyz, r6.x + + mov r0, myconst.yxxx + add r4, ones, r14.z + mul r4, half, r4 + cmp zeros, ge, ge, r4.x + rsq r4, r4.x + mul r5, half, r14 + jmpc cmp.x, degenerate + + rcp r0.z, r4.x + mul r0.xy, r5, r4 + +degenerate: + mov outnq, r0 + mov outclr, ones + + ; We're finished + end +.end