Examples have been moved to https://github.com/devkitPro/3ds-examples
This commit is contained in:
parent
e70d9fbfbf
commit
f74c7b19ed
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SUBDIRS:= $(shell ls | egrep -v '^(CVS)$$')
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DATESTRING := $(shell date +%Y)$(shell date +%m)$(shell date +%d)
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#---------------------------------------------------------------------------------
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all: examples
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#---------------------------------------------------------------------------------
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@rm -fr bin
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@mkdir -p bin
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@find . -name "*.3dsx" ! -path "./bin/*" -exec cp -fv {} bin \;
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examples:
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@for i in $(SUBDIRS); do if test -e $$i/Makefile ; then $(MAKE) -C $$i || { exit 1;} fi; done;
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#---------------------------------------------------------------------------------
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clean:
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#---------------------------------------------------------------------------------
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@rm -fr bin
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@rm -f *.bz2
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@for i in $(SUBDIRS); do if test -e $$i/Makefile ; then $(MAKE) -C $$i clean || { exit 1;} fi; done;
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@ -1,196 +0,0 @@
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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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# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
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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 $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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#ROMFS := romfs
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-fomit-frame-pointer -ffunction-sections \
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$(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)
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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 := $(CTRULIB)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(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)/*.v.pica)))
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SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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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)) \
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$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
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$(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)/$(TARGET).smdh
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endif
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ifneq ($(ROMFS),)
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export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
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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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# rules for assembling GPU shaders
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#---------------------------------------------------------------------------------
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define shader-as
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$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
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picasso -o $(CURBIN) $1
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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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endef
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%.shbin.o : %.v.pica %.g.pica
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@echo $(notdir $^)
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@$(call shader-as,$^)
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%.shbin.o : %.v.pica
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@echo $(notdir $<)
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@$(call shader-as,$<)
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%.shbin.o : %.shlist
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@echo $(notdir $<)
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@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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@ -1,242 +0,0 @@
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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
|
|
||||||
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_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
|
||||||
C3D_FVUnifMtx4x4(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);
|
|
||||||
}
|
|
||||||
|
|
||||||
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())
|
|
||||||
{
|
|
||||||
C3D_VideoSync();
|
|
||||||
hidScanInput();
|
|
||||||
|
|
||||||
// Respond to user input
|
|
||||||
u32 kDown = hidKeysDown();
|
|
||||||
if (kDown & KEY_START)
|
|
||||||
break; // break in order to return to hbmenu
|
|
||||||
|
|
||||||
float slider = osGet3DSliderState();
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deinitialize the scene
|
|
||||||
sceneExit();
|
|
||||||
|
|
||||||
// Deinitialize graphics
|
|
||||||
C3D_Fini();
|
|
||||||
gfxExit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
@ -1,73 +0,0 @@
|
|||||||
; 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
|
|
||||||
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
|
|
@ -1,196 +0,0 @@
|
|||||||
#---------------------------------------------------------------------------------
|
|
||||||
.SUFFIXES:
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
ifeq ($(strip $(DEVKITARM)),)
|
|
||||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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.
|
|
||||||
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
|
|
||||||
# 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):
|
|
||||||
# - <Project name>.png
|
|
||||||
# - icon.png
|
|
||||||
# - <libctru folder>/default_icon.png
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
TARGET := $(notdir $(CURDIR))
|
|
||||||
BUILD := build
|
|
||||||
SOURCES := source
|
|
||||||
DATA := data
|
|
||||||
INCLUDES := include
|
|
||||||
#ROMFS := romfs
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# options for code generation
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
|
|
||||||
|
|
||||||
CFLAGS := -g -Wall -O2 -mword-relocations \
|
|
||||||
-fomit-frame-pointer -ffunction-sections \
|
|
||||||
$(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)
|
|
||||||
|
|
||||||
LIBS := -lcitro3d -lctru -lm
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# list of directories containing libraries, this must be the top level containing
|
|
||||||
# include and lib
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
LIBDIRS := $(CTRULIB)
|
|
||||||
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# no real need to edit anything past this point unless you need to add additional
|
|
||||||
# rules for different file extensions
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ifneq ($(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)/*.v.pica)))
|
|
||||||
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
|
|
||||||
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:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.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)/$(TARGET).smdh
|
|
||||||
endif
|
|
||||||
|
|
||||||
ifneq ($(ROMFS),)
|
|
||||||
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
|
|
||||||
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)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# rules for assembling GPU shaders
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
define shader-as
|
|
||||||
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
|
|
||||||
picasso -o $(CURBIN) $1
|
|
||||||
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
|
|
||||||
endef
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica %.g.pica
|
|
||||||
@echo $(notdir $^)
|
|
||||||
@$(call shader-as,$^)
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$<)
|
|
||||||
|
|
||||||
%.shbin.o : %.shlist
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
|
|
||||||
|
|
||||||
-include $(DEPENDS)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
||||||
endif
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
@ -1,130 +0,0 @@
|
|||||||
#include <3ds.h>
|
|
||||||
#include <citro3d.h>
|
|
||||||
#include <string.h>
|
|
||||||
#include "program_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 color[4]; } vertex;
|
|
||||||
|
|
||||||
static const vertex vertex_list[] =
|
|
||||||
{
|
|
||||||
{ {200.0f, 200.0f, 0.5f}, {1.0f, 0.0f, 0.0f, 1.0f} },
|
|
||||||
{ {100.0f, 40.0f, 0.5f}, {0.0f, 1.0f, 0.0f, 1.0f} },
|
|
||||||
{ {300.0f, 40.0f, 0.5f}, {0.0f, 0.0f, 1.0f, 1.0f} },
|
|
||||||
};
|
|
||||||
|
|
||||||
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
|
|
||||||
|
|
||||||
static DVLB_s* program_dvlb;
|
|
||||||
static shaderProgram_s program;
|
|
||||||
static int uLoc_projection;
|
|
||||||
static C3D_Mtx projection;
|
|
||||||
|
|
||||||
static void* vbo_data;
|
|
||||||
|
|
||||||
static void sceneInit(void)
|
|
||||||
{
|
|
||||||
// Load the shaders and create a shader program
|
|
||||||
// The geoshader stride is set to 6 so that it processes a triangle at a time
|
|
||||||
program_dvlb = DVLB_ParseFile((u32*)program_shbin, program_shbin_size);
|
|
||||||
shaderProgramInit(&program);
|
|
||||||
shaderProgramSetVsh(&program, &program_dvlb->DVLE[0]);
|
|
||||||
shaderProgramSetGsh(&program, &program_dvlb->DVLE[1], 6);
|
|
||||||
C3D_BindProgram(&program);
|
|
||||||
|
|
||||||
// Get the location of the projection matrix uniform
|
|
||||||
uLoc_projection = shaderInstanceGetUniformLocation(program.geometryShader, "projection");
|
|
||||||
|
|
||||||
// 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, 4); // v1=color
|
|
||||||
|
|
||||||
// Compute the projection matrix
|
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);
|
|
||||||
|
|
||||||
// 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), 2, 0x10);
|
|
||||||
|
|
||||||
// Configure the first fragment shading substage to just pass through the vertex 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_PRIMARY_COLOR, 0, 0);
|
|
||||||
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
|
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void sceneRender(void)
|
|
||||||
{
|
|
||||||
// Update the uniforms
|
|
||||||
C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, uLoc_projection, &projection);
|
|
||||||
|
|
||||||
// Draw the VBO - GPU_GEOMETRY_PRIM allows the geoshader to control primitive emission
|
|
||||||
C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, vertex_list_count);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void sceneExit(void)
|
|
||||||
{
|
|
||||||
// Free the VBO
|
|
||||||
linearFree(vbo_data);
|
|
||||||
|
|
||||||
// Free the shader program
|
|
||||||
shaderProgramFree(&program);
|
|
||||||
DVLB_Free(program_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())
|
|
||||||
{
|
|
||||||
C3D_VideoSync();
|
|
||||||
hidScanInput();
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deinitialize the scene
|
|
||||||
sceneExit();
|
|
||||||
|
|
||||||
// Deinitialize graphics
|
|
||||||
C3D_Fini();
|
|
||||||
gfxExit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
@ -1,93 +0,0 @@
|
|||||||
; Example PICA200 geometry shader
|
|
||||||
|
|
||||||
; Uniforms
|
|
||||||
.fvec projection[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 - this time the type *is* used
|
|
||||||
.out outpos position
|
|
||||||
.out outclr color
|
|
||||||
|
|
||||||
; Inputs: we will receive the following inputs:
|
|
||||||
; v0-v1: position/color of the first vertex
|
|
||||||
; v2-v3: position/color of the second vertex
|
|
||||||
; v4-v5: position/color of the third vertex
|
|
||||||
|
|
||||||
.gsh
|
|
||||||
.entry gmain
|
|
||||||
.proc gmain
|
|
||||||
; Calculate the midpoints of the vertices
|
|
||||||
mov r4, v0
|
|
||||||
add r4, v2, r4
|
|
||||||
mul r4, half, r4
|
|
||||||
mov r5, v2
|
|
||||||
add r5, v4, r5
|
|
||||||
mul r5, half, r5
|
|
||||||
mov r6, v4
|
|
||||||
add r6, v0, r6
|
|
||||||
mul r6, half, r6
|
|
||||||
|
|
||||||
; Emit the first triangle
|
|
||||||
mov r0, v0
|
|
||||||
mov r1, r4
|
|
||||||
mov r2, r6
|
|
||||||
call emit_triangle
|
|
||||||
|
|
||||||
; Emit the second triangle
|
|
||||||
mov r0, r4
|
|
||||||
mov r1, v2
|
|
||||||
mov r2, r5
|
|
||||||
call emit_triangle
|
|
||||||
|
|
||||||
; Emit the third triangle
|
|
||||||
mov r0, r6
|
|
||||||
mov r1, r5
|
|
||||||
mov r2, v4
|
|
||||||
call emit_triangle
|
|
||||||
|
|
||||||
; We're finished
|
|
||||||
end
|
|
||||||
.end
|
|
||||||
|
|
||||||
.proc emit_triangle
|
|
||||||
; Emit the first vertex
|
|
||||||
setemit 0
|
|
||||||
mov r8, r0
|
|
||||||
mov r9, v1
|
|
||||||
call process_vertex
|
|
||||||
emit
|
|
||||||
|
|
||||||
; Emit the second vertex
|
|
||||||
setemit 1
|
|
||||||
mov r8, r1
|
|
||||||
mov r9, v3
|
|
||||||
call process_vertex
|
|
||||||
emit
|
|
||||||
|
|
||||||
; Emit the third vertex and finish the primitive
|
|
||||||
setemit 2, prim
|
|
||||||
mov r8, r2
|
|
||||||
mov r9, v5
|
|
||||||
call process_vertex
|
|
||||||
emit
|
|
||||||
.end
|
|
||||||
|
|
||||||
; Subroutine
|
|
||||||
; Inputs:
|
|
||||||
; r8: vertex position
|
|
||||||
; r9: vertex color
|
|
||||||
.proc process_vertex
|
|
||||||
; outpos = projectionMatrix * r8
|
|
||||||
dp4 outpos.x, projection[0], r8
|
|
||||||
dp4 outpos.y, projection[1], r8
|
|
||||||
dp4 outpos.z, projection[2], r8
|
|
||||||
dp4 outpos.w, projection[3], r8
|
|
||||||
|
|
||||||
; outclr = r9
|
|
||||||
mov outclr, r9
|
|
||||||
.end
|
|
@ -1,25 +0,0 @@
|
|||||||
; Example PICA200 vertex shader
|
|
||||||
|
|
||||||
; 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 - since we are also using a geoshader the output type isn't really used
|
|
||||||
.out outpos position
|
|
||||||
.out outclr color
|
|
||||||
|
|
||||||
; Inputs (defined as aliases for convenience)
|
|
||||||
.alias inpos v0
|
|
||||||
.alias inclr v1
|
|
||||||
|
|
||||||
.entry vmain
|
|
||||||
.proc vmain
|
|
||||||
; Pass through both inputs to the geoshader
|
|
||||||
mov outpos.xyz, inpos
|
|
||||||
mov outpos.w, ones
|
|
||||||
mov outclr, inclr
|
|
||||||
|
|
||||||
; We're finished
|
|
||||||
end
|
|
||||||
.end
|
|
@ -1,175 +0,0 @@
|
|||||||
#---------------------------------------------------------------------------------
|
|
||||||
.SUFFIXES:
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
ifeq ($(strip $(DEVKITARM)),)
|
|
||||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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):
|
|
||||||
# - <Project name>.png
|
|
||||||
# - icon.png
|
|
||||||
# - <libctru folder>/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 -mtp=soft
|
|
||||||
|
|
||||||
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)
|
|
||||||
|
|
||||||
LIBS := -lcitro3d -lctru -lm
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# list of directories containing libraries, this must be the top level containing
|
|
||||||
# include and lib
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
LIBDIRS := $(CTRULIB)
|
|
||||||
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# no real need to edit anything past this point unless you need to add additional
|
|
||||||
# rules for different file extensions
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ifneq ($(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)))
|
|
||||||
SHADERFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shader)))
|
|
||||||
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)) $(SHADERFILES:.shader=.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)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
%.shbin.o: %.shader
|
|
||||||
@echo $(notdir $<)
|
|
||||||
$(eval CURBIN := $(patsubst %.shader,%.shbin,$(notdir $<)))
|
|
||||||
$(eval CURH := $(patsubst %.shader,%.shader.h,$(notdir $<)))
|
|
||||||
@picasso -o $(CURBIN) $< -h $(CURH)
|
|
||||||
@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
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
File diff suppressed because one or more lines are too long
@ -1,212 +0,0 @@
|
|||||||
#include <string.h>
|
|
||||||
#include <3ds.h>
|
|
||||||
#include <citro3d.h>
|
|
||||||
#ifdef DEBUG
|
|
||||||
#include <stdio.h>
|
|
||||||
#endif
|
|
||||||
#include "test_vsh_shbin.h"
|
|
||||||
#include "test_vsh.shader.h"
|
|
||||||
#include "test_gsh_shbin.h"
|
|
||||||
#include "test_gsh.shader.h"
|
|
||||||
#include "grass_bin.h"
|
|
||||||
|
|
||||||
#define EXTENDED_TOPSCR_RESOLUTION
|
|
||||||
|
|
||||||
#ifndef EXTENDED_TOPSCR_RESOLUTION
|
|
||||||
#define TOPSCR_WIDTH 240
|
|
||||||
#define TOPSCR_COPYFLAG 0x00001000
|
|
||||||
#else
|
|
||||||
#define TOPSCR_WIDTH (240*2)
|
|
||||||
#define TOPSCR_COPYFLAG 0x01001000
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define CLEAR_COLOR 0x80FF80FF
|
|
||||||
|
|
||||||
C3D_RenderBuf rbTop, rbBot;
|
|
||||||
|
|
||||||
static DVLB_s *pVsh, *pGsh;
|
|
||||||
static shaderProgram_s shader;
|
|
||||||
|
|
||||||
C3D_MtxStack projMtx, mdlvMtx;
|
|
||||||
|
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
float position[3];
|
|
||||||
float texCoord[2];
|
|
||||||
float color[3];
|
|
||||||
} vertex_t;
|
|
||||||
|
|
||||||
static const vertex_t vertex_list[] =
|
|
||||||
{
|
|
||||||
// First triangle
|
|
||||||
{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
|
|
||||||
{{-0.5f, -0.5f, -4.0f}, {0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
|
|
||||||
{{+0.5f, -0.5f, -4.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
|
|
||||||
|
|
||||||
// Second triangle
|
|
||||||
{{+0.5f, -0.5f, -4.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
|
|
||||||
{{+0.5f, +0.5f, -4.0f}, {1.0f, 1.0f}, {1.0f, 1.0f, 0.0f}},
|
|
||||||
{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
|
|
||||||
};
|
|
||||||
|
|
||||||
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
|
|
||||||
|
|
||||||
#define FOVY (2.0f/15)
|
|
||||||
|
|
||||||
static void* myVbo;
|
|
||||||
static C3D_Tex myTex;
|
|
||||||
|
|
||||||
static void drawScene(float trX, float trY)
|
|
||||||
{
|
|
||||||
C3D_RenderBufBind(&rbTop);
|
|
||||||
|
|
||||||
C3D_TexBind(0, &myTex);
|
|
||||||
|
|
||||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_TEXTURE0, 0);
|
|
||||||
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
|
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
|
|
||||||
|
|
||||||
Mtx_PerspTilt(MtxStack_Cur(&projMtx), C3D_Angle(FOVY), C3D_AspectRatioTop, 0.01f, 1000.0f);
|
|
||||||
Mtx_Identity(MtxStack_Cur(&mdlvMtx));
|
|
||||||
Mtx_Translate(MtxStack_Cur(&mdlvMtx), trX, trY, 0.0f);
|
|
||||||
|
|
||||||
MtxStack_Update(&projMtx);
|
|
||||||
MtxStack_Update(&mdlvMtx);
|
|
||||||
|
|
||||||
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
|
||||||
|
|
||||||
C3D_Flush();
|
|
||||||
}
|
|
||||||
|
|
||||||
static void drawSceneBottom(float trX, float trY)
|
|
||||||
{
|
|
||||||
C3D_RenderBufBind(&rbBot);
|
|
||||||
|
|
||||||
C3D_TexBind(0, NULL);
|
|
||||||
|
|
||||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0);
|
|
||||||
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
|
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
|
|
||||||
|
|
||||||
Mtx_PerspTilt(MtxStack_Cur(&projMtx), C3D_Angle(FOVY), C3D_AspectRatioBot, 0.01f, 1000.0f);
|
|
||||||
Mtx_Identity(MtxStack_Cur(&mdlvMtx));
|
|
||||||
Mtx_Translate(MtxStack_Cur(&mdlvMtx), trX, trY, 0.0f);
|
|
||||||
|
|
||||||
MtxStack_Update(&projMtx);
|
|
||||||
MtxStack_Update(&mdlvMtx);
|
|
||||||
|
|
||||||
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
|
||||||
|
|
||||||
C3D_Flush();
|
|
||||||
}
|
|
||||||
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
gfxInitDefault();
|
|
||||||
gfxSet3D(true); // uncomment if using stereoscopic 3D
|
|
||||||
|
|
||||||
#ifdef DEBUG
|
|
||||||
consoleInit(GFX_BOTTOM, NULL);
|
|
||||||
printf("Testing...\n");
|
|
||||||
#endif
|
|
||||||
|
|
||||||
C3D_RenderBufInit(&rbTop, TOPSCR_WIDTH, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
|
||||||
C3D_RenderBufInit(&rbBot, 240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
|
||||||
rbTop.clearColor = CLEAR_COLOR;
|
|
||||||
rbBot.clearColor = CLEAR_COLOR;
|
|
||||||
|
|
||||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
|
||||||
|
|
||||||
MtxStack_Init(&projMtx);
|
|
||||||
MtxStack_Bind(&projMtx, GPU_VERTEX_SHADER, VSH_FVEC_projMtx, VSH_ULEN_projMtx);
|
|
||||||
MtxStack_Init(&mdlvMtx);
|
|
||||||
MtxStack_Bind(&mdlvMtx, GPU_VERTEX_SHADER, VSH_FVEC_mdlvMtx, VSH_ULEN_mdlvMtx);
|
|
||||||
|
|
||||||
C3D_TexInit(&myTex, 64, 64, GPU_RGBA8);
|
|
||||||
C3D_TexUpload(&myTex, grass_bin);
|
|
||||||
//C3D_TexFlush(&myTex)
|
|
||||||
// ^ Not needed! FlushAndRun() already does it
|
|
||||||
|
|
||||||
// Load shaders
|
|
||||||
pVsh = DVLB_ParseFile((u32*)test_vsh_shbin, test_vsh_shbin_size);
|
|
||||||
pGsh = DVLB_ParseFile((u32*)test_gsh_shbin, test_gsh_shbin_size);
|
|
||||||
shaderProgramInit(&shader);
|
|
||||||
shaderProgramSetVsh(&shader, &pVsh->DVLE[0]);
|
|
||||||
shaderProgramSetGsh(&shader, &pGsh->DVLE[0], 3*5); // Comment this out to disable the geoshader
|
|
||||||
C3D_BindProgram(&shader);
|
|
||||||
|
|
||||||
// Configure attributes
|
|
||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
|
||||||
AttrInfo_Init(attrInfo);
|
|
||||||
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // position
|
|
||||||
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // texcoord
|
|
||||||
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // vertex color
|
|
||||||
|
|
||||||
// Configure VBO
|
|
||||||
myVbo = linearAlloc(sizeof(vertex_list));
|
|
||||||
memcpy(myVbo, vertex_list, sizeof(vertex_list));
|
|
||||||
|
|
||||||
// Configure buffers
|
|
||||||
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
|
||||||
BufInfo_Init(bufInfo);
|
|
||||||
BufInfo_Add(bufInfo, myVbo, sizeof(vertex_t), 3, 0x210);
|
|
||||||
|
|
||||||
// Clear renderbuffers
|
|
||||||
C3D_RenderBufClear(&rbTop);
|
|
||||||
C3D_RenderBufClear(&rbBot);
|
|
||||||
|
|
||||||
float trX = 0, trY = 0;
|
|
||||||
float zDist = 0.1f;
|
|
||||||
|
|
||||||
// Main loop
|
|
||||||
while (aptMainLoop())
|
|
||||||
{
|
|
||||||
C3D_VideoSync();
|
|
||||||
hidScanInput();
|
|
||||||
|
|
||||||
u32 kDown = hidKeysDown();
|
|
||||||
u32 kHeld = hidKeysHeld();
|
|
||||||
if (kDown & KEY_START)
|
|
||||||
break; // break in order to return to hbmenu
|
|
||||||
|
|
||||||
if (kHeld & KEY_UP)
|
|
||||||
trY += 0.05f;
|
|
||||||
if (kHeld & KEY_DOWN)
|
|
||||||
trY -= 0.05f;
|
|
||||||
if (kHeld & KEY_LEFT)
|
|
||||||
trX -= 0.05f;
|
|
||||||
if (kHeld & KEY_RIGHT)
|
|
||||||
trX += 0.05f;
|
|
||||||
if (kHeld & KEY_L)
|
|
||||||
zDist -= 0.005f;
|
|
||||||
if (kHeld & KEY_R)
|
|
||||||
zDist += 0.005f;
|
|
||||||
|
|
||||||
float slider = osGet3DSliderState();
|
|
||||||
float czDist = zDist*slider/2;
|
|
||||||
|
|
||||||
drawScene(trX-czDist, trY);
|
|
||||||
C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), TOPSCR_COPYFLAG);
|
|
||||||
|
|
||||||
if (slider > 0.0f)
|
|
||||||
{
|
|
||||||
C3D_RenderBufClear(&rbTop);
|
|
||||||
drawScene(trX+czDist, trY);
|
|
||||||
C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), TOPSCR_COPYFLAG);
|
|
||||||
}
|
|
||||||
|
|
||||||
C3D_RenderBufClear(&rbTop); // In theory this could be async but meh...
|
|
||||||
|
|
||||||
#ifndef DEBUG
|
|
||||||
drawSceneBottom(trX, trY);
|
|
||||||
C3D_RenderBufTransfer(&rbBot, (u32*)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x1000);
|
|
||||||
C3D_RenderBufClear(&rbBot); // Same here
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
C3D_Fini();
|
|
||||||
gfxExit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
@ -1,93 +0,0 @@
|
|||||||
; This is a geometry Shader
|
|
||||||
|
|
||||||
; Constants
|
|
||||||
.constf myconst(0.0, 1.0, 2.0, 3.0)
|
|
||||||
.alias zeros myconst.xxxx
|
|
||||||
.alias ones myconst.yyyy
|
|
||||||
|
|
||||||
; Outputs
|
|
||||||
.out outpos position
|
|
||||||
.out outtc0 texcoord0
|
|
||||||
.out outtc1 texcoord1
|
|
||||||
.out outtc2 texcoord2
|
|
||||||
.out outclr color
|
|
||||||
|
|
||||||
.proc main
|
|
||||||
; === EMIT THE FIRST TRIANGLE - passed through as-is ===
|
|
||||||
|
|
||||||
; Emit the first vertex of the triangle
|
|
||||||
setemit 0
|
|
||||||
mov outpos, v0
|
|
||||||
mov outtc0, v1
|
|
||||||
mov outtc1, v2
|
|
||||||
mov outtc2, v3
|
|
||||||
mov outclr, v4
|
|
||||||
emit
|
|
||||||
|
|
||||||
; Emit the second vertex of the triangle
|
|
||||||
setemit 1
|
|
||||||
mov outpos, v5
|
|
||||||
mov outtc0, v6
|
|
||||||
mov outtc1, v7
|
|
||||||
mov outtc2, v8
|
|
||||||
mov outclr, v9
|
|
||||||
emit
|
|
||||||
|
|
||||||
; Emit the third and final vertex of the triangle
|
|
||||||
setemit 2, prim
|
|
||||||
mov outpos, v10
|
|
||||||
mov outtc0, v11
|
|
||||||
mov outtc1, v12
|
|
||||||
mov outtc2, v13
|
|
||||||
mov outclr, v14
|
|
||||||
emit
|
|
||||||
|
|
||||||
; === EMIT THE SECOND TRIANGLE - translated and its color inverted ===
|
|
||||||
|
|
||||||
; Adjust the coordinates of the first vertex & invert its color
|
|
||||||
add r0, -myconst.xzxx, v0
|
|
||||||
mul r0, myconst.zzyy, r0
|
|
||||||
add r4.xyz, ones, -v4
|
|
||||||
mov r4.w, v4
|
|
||||||
|
|
||||||
; Adjust the coordinates of the second vertex & invert its color
|
|
||||||
add r5, -myconst.xzxx, v5
|
|
||||||
mul r5, myconst.zzyy, r5
|
|
||||||
add r9.xyz, ones, -v9
|
|
||||||
mov r9.w, v9
|
|
||||||
|
|
||||||
; Adjust the coordinates of the third vertex & invert its color
|
|
||||||
add r10, -myconst.xzxx, v10
|
|
||||||
mul r10, myconst.zzyy, r10
|
|
||||||
add r14.xyz, ones, -v14
|
|
||||||
mov r14.w, v14
|
|
||||||
|
|
||||||
; Emit the first vertex of the triangle
|
|
||||||
setemit 0
|
|
||||||
mov outpos, r0
|
|
||||||
mov outtc0, v1
|
|
||||||
mov outtc1, v2
|
|
||||||
mov outtc2, v3
|
|
||||||
mov outclr, r4
|
|
||||||
emit
|
|
||||||
|
|
||||||
; Emit the second vertex of the triangle
|
|
||||||
setemit 1
|
|
||||||
mov outpos, r5
|
|
||||||
mov outtc0, v6
|
|
||||||
mov outtc1, v7
|
|
||||||
mov outtc2, v8
|
|
||||||
mov outclr, r9
|
|
||||||
emit
|
|
||||||
|
|
||||||
; Emit the third and final vertex of the triangle
|
|
||||||
setemit 2, prim
|
|
||||||
mov outpos, r10
|
|
||||||
mov outtc0, v11
|
|
||||||
mov outtc1, v12
|
|
||||||
mov outtc2, v13
|
|
||||||
mov outclr, r14
|
|
||||||
emit
|
|
||||||
|
|
||||||
end
|
|
||||||
.end
|
|
@ -1,52 +0,0 @@
|
|||||||
; This is a vertex shader
|
|
||||||
|
|
||||||
; Uniforms
|
|
||||||
.fvec projMtx[4], mdlvMtx[4]
|
|
||||||
|
|
||||||
; Constants
|
|
||||||
.constf myconst(0.0, 1.0, -1.0, 0.0)
|
|
||||||
.alias zeros myconst.xxxx
|
|
||||||
.alias ones myconst.yyyy
|
|
||||||
.alias negones myconst.zzzz
|
|
||||||
.alias dummytcoord myconst.xxxy ; (0,0,0,1)
|
|
||||||
|
|
||||||
; Outputs
|
|
||||||
.out outpos position
|
|
||||||
.out outtc0 texcoord0
|
|
||||||
.out outtc1 texcoord1
|
|
||||||
.out outtc2 texcoord2
|
|
||||||
.out outclr color
|
|
||||||
|
|
||||||
; Inputs
|
|
||||||
.alias inpos v0
|
|
||||||
.alias intex v1
|
|
||||||
.alias inarg v2
|
|
||||||
|
|
||||||
.proc main
|
|
||||||
; r0 = (inpos.x, inpos.y, inpos.z, 1.0)
|
|
||||||
mov r0.xyz, inpos
|
|
||||||
mov r0.w, ones
|
|
||||||
|
|
||||||
; r1 = mdlvMtx * r0
|
|
||||||
dp4 r1.x, mdlvMtx[0], r0
|
|
||||||
dp4 r1.y, mdlvMtx[1], r0
|
|
||||||
dp4 r1.z, mdlvMtx[2], r0
|
|
||||||
dp4 r1.w, mdlvMtx[3], r0
|
|
||||||
|
|
||||||
; outpos = projMtx * r1
|
|
||||||
dp4 outpos.x, projMtx[0], r1
|
|
||||||
dp4 outpos.y, projMtx[1], r1
|
|
||||||
dp4 outpos.z, projMtx[2], r1
|
|
||||||
dp4 outpos.w, projMtx[3], r1
|
|
||||||
|
|
||||||
; Set texcoords
|
|
||||||
mov outtc0, intex
|
|
||||||
mov outtc1, ones
|
|
||||||
mov outtc2, ones
|
|
||||||
|
|
||||||
; Set vertex color
|
|
||||||
mov outclr.xyz, inarg
|
|
||||||
mov outclr.w, ones
|
|
||||||
|
|
||||||
end
|
|
||||||
.end
|
|
@ -1,196 +0,0 @@
|
|||||||
#---------------------------------------------------------------------------------
|
|
||||||
.SUFFIXES:
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
ifeq ($(strip $(DEVKITARM)),)
|
|
||||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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.
|
|
||||||
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
|
|
||||||
# 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):
|
|
||||||
# - <Project name>.png
|
|
||||||
# - icon.png
|
|
||||||
# - <libctru folder>/default_icon.png
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
TARGET := $(notdir $(CURDIR))
|
|
||||||
BUILD := build
|
|
||||||
SOURCES := source
|
|
||||||
DATA := data
|
|
||||||
INCLUDES := include
|
|
||||||
#ROMFS := romfs
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# options for code generation
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
|
|
||||||
|
|
||||||
CFLAGS := -g -Wall -O2 -mword-relocations \
|
|
||||||
-fomit-frame-pointer -ffunction-sections \
|
|
||||||
$(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)
|
|
||||||
|
|
||||||
LIBS := -lcitro3d -lctru -lm
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# list of directories containing libraries, this must be the top level containing
|
|
||||||
# include and lib
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
LIBDIRS := $(CTRULIB)
|
|
||||||
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# no real need to edit anything past this point unless you need to add additional
|
|
||||||
# rules for different file extensions
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ifneq ($(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)/*.v.pica)))
|
|
||||||
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
|
|
||||||
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:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.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)/$(TARGET).smdh
|
|
||||||
endif
|
|
||||||
|
|
||||||
ifneq ($(ROMFS),)
|
|
||||||
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
|
|
||||||
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)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# rules for assembling GPU shaders
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
define shader-as
|
|
||||||
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
|
|
||||||
picasso -o $(CURBIN) $1
|
|
||||||
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
|
|
||||||
endef
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica %.g.pica
|
|
||||||
@echo $(notdir $^)
|
|
||||||
@$(call shader-as,$^)
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$<)
|
|
||||||
|
|
||||||
%.shbin.o : %.shlist
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
|
|
||||||
|
|
||||||
-include $(DEPENDS)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
||||||
endif
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
@ -1,113 +0,0 @@
|
|||||||
#include <3ds.h>
|
|
||||||
#include <citro3d.h>
|
|
||||||
#include <string.h>
|
|
||||||
#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))
|
|
||||||
|
|
||||||
static DVLB_s* vshader_dvlb;
|
|
||||||
static shaderProgram_s program;
|
|
||||||
static int uLoc_projection;
|
|
||||||
static C3D_Mtx projection;
|
|
||||||
|
|
||||||
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");
|
|
||||||
|
|
||||||
// Configure attributes for use with the vertex shader
|
|
||||||
// Attribute format and element count are ignored in immediate mode
|
|
||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
|
||||||
AttrInfo_Init(attrInfo);
|
|
||||||
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
|
||||||
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
|
|
||||||
|
|
||||||
// Compute the projection matrix
|
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);
|
|
||||||
|
|
||||||
// Configure the first fragment shading substage to just pass through the vertex 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_PRIMARY_COLOR, 0, 0);
|
|
||||||
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
|
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void sceneRender(void)
|
|
||||||
{
|
|
||||||
// Update the uniforms
|
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
|
||||||
|
|
||||||
// Draw the triangle directly
|
|
||||||
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
|
||||||
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
|
|
||||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
|
|
||||||
|
|
||||||
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
|
|
||||||
C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f);
|
|
||||||
|
|
||||||
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
|
|
||||||
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f);
|
|
||||||
C3D_ImmDrawEnd();
|
|
||||||
}
|
|
||||||
|
|
||||||
static void sceneExit(void)
|
|
||||||
{
|
|
||||||
// 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())
|
|
||||||
{
|
|
||||||
C3D_VideoSync();
|
|
||||||
hidScanInput();
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deinitialize the scene
|
|
||||||
sceneExit();
|
|
||||||
|
|
||||||
// Deinitialize graphics
|
|
||||||
C3D_Fini();
|
|
||||||
gfxExit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
@ -1,38 +0,0 @@
|
|||||||
; Example PICA200 vertex shader
|
|
||||||
|
|
||||||
; Uniforms
|
|
||||||
.fvec projection[4]
|
|
||||||
|
|
||||||
; Constants
|
|
||||||
.constf myconst(0.0, 1.0, -1.0, 0.1)
|
|
||||||
.constf myconst2(0.3, 0.0, 0.0, 0.0)
|
|
||||||
.alias zeros myconst.xxxx ; Vector full of zeros
|
|
||||||
.alias ones myconst.yyyy ; Vector full of ones
|
|
||||||
|
|
||||||
; Outputs
|
|
||||||
.out outpos position
|
|
||||||
.out outclr color
|
|
||||||
|
|
||||||
; Inputs (defined as aliases for convenience)
|
|
||||||
.alias inpos v0
|
|
||||||
.alias inclr v1
|
|
||||||
|
|
||||||
.bool test
|
|
||||||
|
|
||||||
.proc main
|
|
||||||
; Force the w component of inpos to be 1.0
|
|
||||||
mov r0.xyz, inpos
|
|
||||||
mov r0.w, ones
|
|
||||||
|
|
||||||
; outpos = projectionMatrix * inpos
|
|
||||||
dp4 outpos.x, projection[0], r0
|
|
||||||
dp4 outpos.y, projection[1], r0
|
|
||||||
dp4 outpos.z, projection[2], r0
|
|
||||||
dp4 outpos.w, projection[3], r0
|
|
||||||
|
|
||||||
; outclr = inclr
|
|
||||||
mov outclr, inclr
|
|
||||||
|
|
||||||
; We're finished
|
|
||||||
end
|
|
||||||
.end
|
|
@ -1,196 +0,0 @@
|
|||||||
#---------------------------------------------------------------------------------
|
|
||||||
.SUFFIXES:
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
ifeq ($(strip $(DEVKITARM)),)
|
|
||||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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.
|
|
||||||
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
|
|
||||||
# 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):
|
|
||||||
# - <Project name>.png
|
|
||||||
# - icon.png
|
|
||||||
# - <libctru folder>/default_icon.png
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
TARGET := $(notdir $(CURDIR))
|
|
||||||
BUILD := build
|
|
||||||
SOURCES := source
|
|
||||||
DATA := data
|
|
||||||
INCLUDES := include
|
|
||||||
#ROMFS := romfs
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# options for code generation
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
|
|
||||||
|
|
||||||
CFLAGS := -g -Wall -O2 -mword-relocations \
|
|
||||||
-fomit-frame-pointer -ffunction-sections \
|
|
||||||
$(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)
|
|
||||||
|
|
||||||
LIBS := -lcitro3d -lctru -lm
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# list of directories containing libraries, this must be the top level containing
|
|
||||||
# include and lib
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
LIBDIRS := $(CTRULIB)
|
|
||||||
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# no real need to edit anything past this point unless you need to add additional
|
|
||||||
# rules for different file extensions
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ifneq ($(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)/*.v.pica)))
|
|
||||||
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
|
|
||||||
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:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.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)/$(TARGET).smdh
|
|
||||||
endif
|
|
||||||
|
|
||||||
ifneq ($(ROMFS),)
|
|
||||||
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
|
|
||||||
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)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# rules for assembling GPU shaders
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
define shader-as
|
|
||||||
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
|
|
||||||
picasso -o $(CURBIN) $1
|
|
||||||
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
|
|
||||||
endef
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica %.g.pica
|
|
||||||
@echo $(notdir $^)
|
|
||||||
@$(call shader-as,$^)
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$<)
|
|
||||||
|
|
||||||
%.shbin.o : %.shlist
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
|
|
||||||
|
|
||||||
-include $(DEPENDS)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
||||||
endif
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
@ -1,131 +0,0 @@
|
|||||||
#include <3ds.h>
|
|
||||||
#include <citro3d.h>
|
|
||||||
#include <string.h>
|
|
||||||
#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 x, y, z; } vertex;
|
|
||||||
|
|
||||||
static const vertex vertex_list[] =
|
|
||||||
{
|
|
||||||
{ 200.0f, 200.0f, 0.5f },
|
|
||||||
{ 100.0f, 40.0f, 0.5f },
|
|
||||||
{ 300.0f, 40.0f, 0.5f },
|
|
||||||
};
|
|
||||||
|
|
||||||
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
|
|
||||||
|
|
||||||
static DVLB_s* vshader_dvlb;
|
|
||||||
static shaderProgram_s program;
|
|
||||||
static int uLoc_projection;
|
|
||||||
static C3D_Mtx projection;
|
|
||||||
|
|
||||||
static void* vbo_data;
|
|
||||||
|
|
||||||
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");
|
|
||||||
|
|
||||||
// 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_AddFixed(attrInfo, 1); // v1=color
|
|
||||||
|
|
||||||
// Set the fixed attribute (color) to solid white
|
|
||||||
C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0);
|
|
||||||
|
|
||||||
// Compute the projection matrix
|
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);
|
|
||||||
|
|
||||||
// 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), 1, 0x0);
|
|
||||||
|
|
||||||
// Configure the first fragment shading substage to just pass through the vertex 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_PRIMARY_COLOR, 0, 0);
|
|
||||||
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
|
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void sceneRender(void)
|
|
||||||
{
|
|
||||||
// Update the uniforms
|
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
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())
|
|
||||||
{
|
|
||||||
C3D_VideoSync();
|
|
||||||
hidScanInput();
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deinitialize the scene
|
|
||||||
sceneExit();
|
|
||||||
|
|
||||||
// Deinitialize graphics
|
|
||||||
C3D_Fini();
|
|
||||||
gfxExit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
@ -1,38 +0,0 @@
|
|||||||
; Example PICA200 vertex shader
|
|
||||||
|
|
||||||
; Uniforms
|
|
||||||
.fvec projection[4]
|
|
||||||
|
|
||||||
; Constants
|
|
||||||
.constf myconst(0.0, 1.0, -1.0, 0.1)
|
|
||||||
.constf myconst2(0.3, 0.0, 0.0, 0.0)
|
|
||||||
.alias zeros myconst.xxxx ; Vector full of zeros
|
|
||||||
.alias ones myconst.yyyy ; Vector full of ones
|
|
||||||
|
|
||||||
; Outputs
|
|
||||||
.out outpos position
|
|
||||||
.out outclr color
|
|
||||||
|
|
||||||
; Inputs (defined as aliases for convenience)
|
|
||||||
.alias inpos v0
|
|
||||||
.alias inclr v1
|
|
||||||
|
|
||||||
.bool test
|
|
||||||
|
|
||||||
.proc main
|
|
||||||
; Force the w component of inpos to be 1.0
|
|
||||||
mov r0.xyz, inpos
|
|
||||||
mov r0.w, ones
|
|
||||||
|
|
||||||
; outpos = projectionMatrix * inpos
|
|
||||||
dp4 outpos.x, projection[0], r0
|
|
||||||
dp4 outpos.y, projection[1], r0
|
|
||||||
dp4 outpos.z, projection[2], r0
|
|
||||||
dp4 outpos.w, projection[3], r0
|
|
||||||
|
|
||||||
; outclr = inclr
|
|
||||||
mov outclr, inclr
|
|
||||||
|
|
||||||
; We're finished
|
|
||||||
end
|
|
||||||
.end
|
|
@ -1,196 +0,0 @@
|
|||||||
#---------------------------------------------------------------------------------
|
|
||||||
.SUFFIXES:
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
ifeq ($(strip $(DEVKITARM)),)
|
|
||||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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.
|
|
||||||
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
|
|
||||||
# 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):
|
|
||||||
# - <Project name>.png
|
|
||||||
# - icon.png
|
|
||||||
# - <libctru folder>/default_icon.png
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
TARGET := $(notdir $(CURDIR))
|
|
||||||
BUILD := build
|
|
||||||
SOURCES := source
|
|
||||||
DATA := data
|
|
||||||
INCLUDES := include
|
|
||||||
#ROMFS := romfs
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# options for code generation
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
|
|
||||||
|
|
||||||
CFLAGS := -g -Wall -O2 -mword-relocations \
|
|
||||||
-fomit-frame-pointer -ffunction-sections \
|
|
||||||
$(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)
|
|
||||||
|
|
||||||
LIBS := -lcitro3d -lctru -lm
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# list of directories containing libraries, this must be the top level containing
|
|
||||||
# include and lib
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
LIBDIRS := $(CTRULIB)
|
|
||||||
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# no real need to edit anything past this point unless you need to add additional
|
|
||||||
# rules for different file extensions
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
ifneq ($(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)/*.v.pica)))
|
|
||||||
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
|
|
||||||
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:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.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)/$(TARGET).smdh
|
|
||||||
endif
|
|
||||||
|
|
||||||
ifneq ($(ROMFS),)
|
|
||||||
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
|
|
||||||
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)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
# rules for assembling GPU shaders
|
|
||||||
#---------------------------------------------------------------------------------
|
|
||||||
define shader-as
|
|
||||||
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
|
|
||||||
picasso -o $(CURBIN) $1
|
|
||||||
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
|
|
||||||
endef
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica %.g.pica
|
|
||||||
@echo $(notdir $^)
|
|
||||||
@$(call shader-as,$^)
|
|
||||||
|
|
||||||
%.shbin.o : %.v.pica
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$<)
|
|
||||||
|
|
||||||
%.shbin.o : %.shlist
|
|
||||||
@echo $(notdir $<)
|
|
||||||
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
|
|
||||||
|
|
||||||
-include $(DEPENDS)
|
|
||||||
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
||||||
endif
|
|
||||||
#---------------------------------------------------------------------------------------
|
|
Binary file not shown.
@ -1,229 +0,0 @@
|
|||||||
#include <3ds.h>
|
|
||||||
#include <citro3d.h>
|
|
||||||
#include <string.h>
|
|
||||||
#include "vshader_shbin.h"
|
|
||||||
#include "kitten_bin.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 int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
|
|
||||||
static C3D_Mtx projection;
|
|
||||||
static C3D_Mtx material =
|
|
||||||
{
|
|
||||||
{
|
|
||||||
{ { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
|
|
||||||
{ { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
|
|
||||||
{ { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
|
|
||||||
{ { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
static void* vbo_data;
|
|
||||||
static C3D_Tex kitten_tex;
|
|
||||||
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");
|
|
||||||
uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
|
|
||||||
uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
|
|
||||||
uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
|
|
||||||
uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material");
|
|
||||||
|
|
||||||
// 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
|
|
||||||
|
|
||||||
// Compute the projection matrix
|
|
||||||
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
|
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
|
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_material, &material);
|
|
||||||
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec, 0.0f, 0.0f, -1.0f, 0.0f);
|
|
||||||
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f);
|
|
||||||
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
||||||
|
|
||||||
// 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())
|
|
||||||
{
|
|
||||||
C3D_VideoSync();
|
|
||||||
hidScanInput();
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deinitialize the scene
|
|
||||||
sceneExit();
|
|
||||||
|
|
||||||
// Deinitialize graphics
|
|
||||||
C3D_Fini();
|
|
||||||
gfxExit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
@ -1,87 +0,0 @@
|
|||||||
; 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
|
|
||||||
mad r1, r2, mat_spe, r1
|
|
||||||
|
|
||||||
; r1 += diffuseColor * lightClr * diffuseLevel
|
|
||||||
mul r2, lightClr, r0.xxxx
|
|
||||||
mad r1, r2, mat_dif, r1
|
|
||||||
|
|
||||||
; r1 += ambientColor * lightClr
|
|
||||||
mov r2, lightClr
|
|
||||||
mad r1, r2, mat_amb, r1
|
|
||||||
|
|
||||||
; outclr = clamp r1 to [0,1]
|
|
||||||
min outclr, ones, r1
|
|
||||||
|
|
||||||
; We're finished
|
|
||||||
end
|
|
||||||
.end
|
|
Loading…
Reference in New Issue
Block a user