Add fragment lighting example
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examples/fragment_light/Makefile
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177
examples/fragment_light/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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examples/fragment_light/source/main.c
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248
examples/fragment_light/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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#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 C3D_Mtx projection;
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static C3D_LightEnv lightEnv;
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static C3D_Light light;
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static C3D_LightLut lut_Phong;
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static void* vbo_data;
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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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// 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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// Create the VBO (vertex buffer object)
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vbo_data = linearAlloc(sizeof(vertex_list));
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memcpy(vbo_data, vertex_list, sizeof(vertex_list));
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// Configure buffers
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 3, 0x210);
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// Configure the first fragment shading substage to blend the fragment primary color
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// with the fragment secondary color.
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvSrc(env, C3D_Both, GPU_FRAGMENT_PRIMARY_COLOR, GPU_FRAGMENT_SECONDARY_COLOR, 0);
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C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_ADD);
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static const C3D_Material material =
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{
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{ 0.2f, 0.2f, 0.2f }, //ambient
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{ 0.4f, 0.4f, 0.4f }, //diffuse
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{ 0.8f, 0.8f, 0.8f }, //specular0
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{ 0.0f, 0.0f, 0.0f }, //specular1
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{ 0.0f, 0.0f, 0.0f }, //emission
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};
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C3D_LightEnvInit(&lightEnv);
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C3D_LightEnvBind(&lightEnv);
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C3D_LightEnvMaterial(&lightEnv, &material);
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LightLut_Phong(&lut_Phong, 30);
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C3D_LightEnvLut(&lightEnv, GPU_LUT_D0, GPU_LUTINPUT_LN, false, &lut_Phong);
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C3D_FVec lightVec = { { 1.0, -0.5, 0.0, 0.0 } };
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C3D_LightInit(&light, &lightEnv);
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C3D_LightColor(&light, 1.0, 1.0, 1.0);
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C3D_LightPosition(&light, &lightVec);
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}
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static void sceneRender(float iod)
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{
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// Compute the projection matrix
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Mtx_PerspStereoTilt(&projection, 40.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f, iod, 2.0f);
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// Calculate the modelView matrix
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C3D_Mtx modelView;
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Mtx_Identity(&modelView);
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Mtx_Translate(&modelView, 0.0, 0.0, -4.0 + sinf(angleX));
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Mtx_RotateX(&modelView, angleX, true);
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Mtx_RotateY(&modelView, angleY, true);
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// Rotate the cube each frame
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if (iod >= 0.0f)
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{
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angleX += M_PI / 180;
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angleY += M_PI / 360;
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}
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// Update the uniforms
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C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
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// Draw the VBO
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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}
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static void sceneExit(void)
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{
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// Free the VBO
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linearFree(vbo_data);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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}
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#define CONFIG_3D_SLIDERSTATE (*(volatile float*)0x1FF81080)
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int main()
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{
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// Initialize graphics
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gfxInitDefault();
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gfxSet3D(true);
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|
||||
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;
|
||||
}
|
84
examples/fragment_light/source/vshader.pica
Normal file
84
examples/fragment_light/source/vshader.pica
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user