245 lines
8.5 KiB
C
245 lines
8.5 KiB
C
/*
|
|
* ~~ 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;
|
|
}
|