132 lines
3.7 KiB
C
132 lines
3.7 KiB
C
/*
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* ~~ Simple libctru GPU triangle example ~~
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* This example demonstrates the basics of using the PICA200 in a 3DS homebrew
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* application in order to render a basic scene consisting of a white solid triangle.
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*/
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#include "gpu.h"
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#include "vshader_shbin.h"
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#define CLEAR_COLOR 0x68B0D8FF
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typedef struct { float x, y, z; } vertex;
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static const vertex vertex_list[] =
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{
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{ 200.0f, 200.0f, 0.5f },
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{ 100.0f, 40.0f, 0.5f },
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{ 300.0f, 40.0f, 0.5f },
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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;
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static matrix_4x4 projection;
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static void* vbo_data;
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static void sceneInit(void)
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{
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// Load the vertex shader and create a shader program
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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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// Get the location of the projection matrix uniform
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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// Compute the projection matrix
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m4x4_ortho_tilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);
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// Create the VBO (vertex buffer object)
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vbo_data = linearAlloc(sizeof(vertex_list));
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memcpy(vbo_data, vertex_list, sizeof(vertex_list));
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}
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static void sceneRender(void)
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{
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// Bind the shader program
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shaderProgramUse(&program);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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GPU_SetTexEnv(0,
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GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // RGB channels
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GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // Alpha
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GPU_TEVOPERANDS(0, 0, 0), // RGB
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GPU_TEVOPERANDS(0, 0, 0), // Alpha
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GPU_REPLACE, GPU_REPLACE, // RGB, Alpha
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0xFFFFFFFF);
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// Configure the "attribute buffers" (that is, the vertex input buffers)
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GPU_SetAttributeBuffers(
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1, // Number of inputs per vertex
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(u32*)osConvertVirtToPhys((u32)vbo_data), // Location of the VBO
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GPU_ATTRIBFMT(0, 3, GPU_FLOAT), // Format of the inputs (in this case the only input is a 3-element float vector)
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0xFFE, // Unused attribute mask, in our case bit 0 is cleared since it is used
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0x0, // Attribute permutations (here it is the identity)
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1, // Number of buffers
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(u32[]) { 0x0 }, // Buffer offsets (placeholders)
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(u64[]) { 0x0 }, // Attribute permutations for each buffer (identity again)
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(u8[]) { 1 }); // Number of attributes for each buffer
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// Upload the projection matrix
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GPU_SetFloatUniformMatrix(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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// Draw the VBO
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GPU_DrawArray(GPU_TRIANGLES, 0, vertex_list_count);
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}
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static void sceneExit(void)
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{
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// Free the VBO
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linearFree(vbo_data);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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}
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int main()
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{
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// Initialize graphics
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gfxInitDefault();
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gpuInit();
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// Initialize the scene
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sceneInit();
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gpuClearBuffers(CLEAR_COLOR);
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// Main loop
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while (aptMainLoop())
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{
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gspWaitForVBlank(); // Synchronize with the start of VBlank
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gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
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hidScanInput(); // Read the user input
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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// Render the scene
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gpuFrameBegin();
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sceneRender();
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gpuFrameEnd();
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gpuClearBuffers(CLEAR_COLOR);
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// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
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//gfxFlushBuffers();
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}
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// Deinitialize the scene
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sceneExit();
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// Deinitialize graphics
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gpuExit();
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gfxExit();
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return 0;
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}
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