/* * ~~ Simple libctru GPU textured cube example ~~ * This example demonstrates the basics of using the PICA200 in a 3DS homebrew * application in order to render a basic scene consisting of a rotating * textured cube which is also shaded using a simple shading algorithm. * The shading algorithm is explained in the vertex shader source code. */ #include "gpu.h" #include "vshader_shbin.h" #include "kitten_bin.h" #define CLEAR_COLOR 0x68B0D8FF 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 matrix_4x4 projection; static matrix_4x4 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 void* tex_data; static float angleX = 0.0, angleY = 0.0; static void sceneInit(void) { // Load the vertex shader and create a shader program vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); shaderProgramInit(&program); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); // 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"); // Compute the projection matrix m4x4_persp_tilt(&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)); // Load the texture tex_data = linearAlloc(kitten_bin_size); memcpy(tex_data, kitten_bin, kitten_bin_size); } static void sceneRender(void) { // Bind the shader program shaderProgramUse(&program); // 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 GPU_SetTexEnv(0, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // RGB channels GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // Alpha GPU_TEVOPERANDS(0, 0, 0), // RGB GPU_TEVOPERANDS(0, 0, 0), // Alpha GPU_MODULATE, GPU_MODULATE, // RGB, Alpha 0xFFFFFFFF); // Configure the first texture unit GPU_SetTextureEnable(GPU_TEXUNIT0); GPU_SetTexture( GPU_TEXUNIT0, (u32*)osConvertVirtToPhys(tex_data), 64, // Width 64, // Height GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT), // Flags GPU_RGBA8 // Pixel format ); // Configure the "attribute buffers" (that is, the vertex input buffers) GPU_SetAttributeBuffers( 3, // Number of inputs per vertex (u32*)osConvertVirtToPhys(vbo_data), // Location of the VBO GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | // Format of the inputs GPU_ATTRIBFMT(1, 2, GPU_FLOAT) | GPU_ATTRIBFMT(2, 3, GPU_FLOAT), 0xFFC, // Unused attribute mask, in our case bits 0~2 are cleared since they are used 0x210, // Attribute permutations (here it is the identity, passing each attribute in order) 1, // Number of buffers (u32[]) { 0x0 }, // Buffer offsets (placeholders) (u64[]) { 0x210 }, // Attribute permutations for each buffer (identity again) (u8[]) { 3 }); // Number of attributes for each buffer // Calculate the modelView matrix matrix_4x4 modelView; m4x4_identity(&modelView); m4x4_translate(&modelView, 0.0, 0.0, -2.0 + 0.5*sinf(angleX)); m4x4_rotate_x(&modelView, angleX, true); m4x4_rotate_y(&modelView, angleY, true); // Rotate the cube each frame angleX += M_PI / 180; angleY += M_PI / 360; // Upload the uniforms GPU_SetFloatUniformMatrix(GPU_VERTEX_SHADER, uLoc_projection, &projection); GPU_SetFloatUniformMatrix(GPU_VERTEX_SHADER, uLoc_modelView, &modelView); GPU_SetFloatUniformMatrix(GPU_VERTEX_SHADER, uLoc_material, &material); GPU_SetFloatUniform(GPU_VERTEX_SHADER, uLoc_lightVec, (u32*)(float[]){0.0f, -1.0f, 0.0f, 0.0f}, 1); GPU_SetFloatUniform(GPU_VERTEX_SHADER, uLoc_lightHalfVec, (u32*)(float[]){0.0f, -1.0f, 0.0f, 0.0f}, 1); GPU_SetFloatUniform(GPU_VERTEX_SHADER, uLoc_lightClr, (u32*)(float[]){1.0f, 1.0f, 1.0f, 1.0f}, 1); // Draw the VBO GPU_DrawArray(GPU_TRIANGLES, 0, vertex_list_count); } static void sceneExit(void) { // Free the texture linearFree(tex_data); // Free the VBO linearFree(vbo_data); // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_dvlb); } int main() { // Initialize graphics gfxInitDefault(); gpuInit(); // Initialize the scene sceneInit(); gpuClearBuffers(CLEAR_COLOR); // Main loop while (aptMainLoop()) { gspWaitForVBlank(); // Synchronize with the start of VBlank gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible hidScanInput(); // Read the user input // Respond to user input u32 kDown = hidKeysDown(); if (kDown & KEY_START) break; // break in order to return to hbmenu // Render the scene gpuFrameBegin(); sceneRender(); gpuFrameEnd(); gpuClearBuffers(CLEAR_COLOR); // Flush the framebuffers out of the data cache (not necessary with pure GPU rendering) //gfxFlushBuffers(); } // Deinitialize the scene sceneExit(); // Deinitialize graphics gpuExit(); gfxExit(); return 0; }