libctru/examples/gpu/source/main.c
2014-08-25 21:47:50 -07:00

342 lines
7.5 KiB
C

#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <3ds/types.h>
#include <3ds/srv.h>
#include <3ds/APT.h>
#include <3ds/GSP.h>
#include <3ds/GX.h>
#include <3ds/GPU.h>
#include <3ds/HID.h>
#include <3ds/SHDR.h>
#include <3ds/svc.h>
#include <3ds/os.h>
#include <3ds/gfx.h>
#include "costable.h"
#include "test_shbin.h"
#include "test_png_bin.h"
#include "mdl.h"
u8* gspHeap;
u32* gxCmdBuf;
Handle gspEvent, gspSharedMemHandle;
DVLB_s* shader;
float* vertArray;
float* colorArray;
u16* indArray;
u32* texData;
void loadIdentity44(float* m)
{
if(!m)return;
memset(m, 0x00, 16*4);
m[0]=m[5]=m[10]=m[15]=1.0f;
}
void multMatrix44(float* m1, float* m2, float* m) //4x4
{
int i, j;
for(i=0;i<4;i++)for(j=0;j<4;j++)m[i+j*4]=(m1[0+j*4]*m2[i+0*4])+(m1[1+j*4]*m2[i+1*4])+(m1[2+j*4]*m2[i+2*4])+(m1[3+j*4]*m2[i+3*4]);
}
void translateMatrix(float* tm, float x, float y, float z)
{
float rm[16], m[16];
loadIdentity44(rm);
rm[3]=x;
rm[7]=y;
rm[11]=z;
multMatrix44(rm,tm,m);
memcpy(tm,m,16*sizeof(float));
}
void rotateMatrixX(float* tm, float x)
{
float rm[16], m[16];
memset(rm, 0x00, 16*4);
rm[0]=1.0f;
rm[5]=cos(x);
rm[6]=sin(x);
rm[9]=-sin(x);
rm[10]=cos(x);
rm[15]=1.0f;
multMatrix44(tm,rm,m);
memcpy(tm,m,16*sizeof(float));
}
void rotateMatrixZ(float* tm, float x)
{
float rm[16], m[16];
memset(rm, 0x00, 16*4);
rm[0]=cos(x);
rm[1]=sin(x);
rm[4]=-sin(x);
rm[5]=cos(x);
rm[10]=1.0f;
rm[15]=1.0f;
multMatrix44(tm,rm,m);
memcpy(tm,m,16*sizeof(float));
}
void scaleMatrix(float* tm, float x, float y, float z)
{
tm[0]*=x; tm[4]*=x; tm[8]*=x; tm[12]*=x;
tm[1]*=y; tm[5]*=y; tm[9]*=y; tm[13]*=y;
tm[2]*=z; tm[6]*=z; tm[10]*=z; tm[14]*=z;
}
void initProjectionMatrix(float* m, float fovy, float aspect, float near, float far)
{
float top = near*tan(fovy/2);
float right = (top*aspect);
*(m++) = near/right;
*(m++) = 0.0f;
*(m++) = 0.0f;
*(m++) = 0.0f;
*(m++) = 0.0f;
*(m++) = near/top;
*(m++) = 0.0f;
*(m++) = 0.0f;
*(m++) = 0.0f;
*(m++) = 0.0f;
// *(m++) = -(far+near)/(far-near);
*(m++) = 0.0f;
// *(m++) = -2.0f*(far*near)/(far-near);
// *(m++) = 1.0f;
*(m++) = -1.0f;
*(m++) = 0.0f;
*(m++) = 0.0f;
*(m++) = -1.0f;
*(m++) = 0.0f;
}
void setUniformMatrix(u32 startreg, float* m)
{
float param[16];
param[0x0]=m[3]; //w
param[0x1]=m[2]; //z
param[0x2]=m[1]; //y
param[0x3]=m[0]; //x
param[0x4]=m[7];
param[0x5]=m[6];
param[0x6]=m[5];
param[0x7]=m[4];
param[0x8]=m[11];
param[0x9]=m[10];
param[0xa]=m[9];
param[0xb]=m[8];
param[0xc]=m[15];
param[0xd]=m[14];
param[0xe]=m[13];
param[0xf]=m[12];
GPU_SetUniform(startreg, (u32*)param, 4);
}
float angle=0.0f;
float angleZ=0.0f;
float tx, ty, tz;
u32* gpuOut=(u32*)0x1F119400;
u32* gpuDOut=(u32*)0x1F370800;
// topscreen
void doFrame1()
{
static u32 zero[0x400];
memset(zero, 0x00, 0x400*4);
//general setup
GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400);
GPU_DepthRange(-1.0f, 0.0f);
GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
GPU_SetStencilTest(false, GPU_ALWAYS, 0x00);
GPU_SetDepthTest(true, GPU_GREATER, 0x1F);
// ?
GPUCMD_AddSingleParam(0x00010062, 0x00000000); //param always 0x0 according to code
GPUCMD_AddSingleParam(0x000F0118, 0x00000000);
//setup shader
SHDR_UseProgram(shader, 0);
//attribute buffers
GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)vertArray),
GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 3, GPU_FLOAT),
0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3});
//?
GPUCMD_AddSingleParam(0x000F0100, 0x00E40100);
GPUCMD_AddSingleParam(0x000F0101, 0x01010000);
GPUCMD_AddSingleParam(0x000F0104, 0x00000010);
//texturing stuff
GPUCMD_AddSingleParam(0x0002006F, 0x00000100);
GPUCMD_AddSingleParam(0x000F0080, 0x00011001); //enables/disables texturing
//texenv
GPU_SetTexEnv(3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000);
GPU_SetTexEnv(4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000);
GPU_SetTexEnv(5, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
GPU_TEVOPERANDS(0,0,0), GPU_TEVOPERANDS(0,0,0), GPU_MODULATE, GPU_MODULATE, 0xFFFFFFFF);
//texturing stuff
GPU_SetTexture((u32*)osConvertVirtToPhys((u32)texData),256,256,0x6,GPU_RGBA8);
//setup matrices
float modelView[16];
float projection[16];
loadIdentity44(modelView);
loadIdentity44(projection);
translateMatrix(modelView, tx, ty, tz);
rotateMatrixX(modelView, angle);
rotateMatrixZ(modelView, angleZ);
initProjectionMatrix(projection, 1.3962634f, 240.0f/400.0f, 0.01f, 10.0f);
setUniformMatrix(0x20, modelView);
// setUniformMatrix(0x24, projection);
setUniformMatrix(0x80, projection);
//draw first model
GPU_DrawArray(GPU_TRIANGLES, mdlFaces*3);
// GPU_DrawElements(GPU_TRIANGLES, (u32*)(((u32)((void*)indArray-(void*)gspHeap))+0x20000000-base), 6);
//setup matrices
loadIdentity44(modelView);
loadIdentity44(projection);
translateMatrix(modelView, tx, -ty, tz);
rotateMatrixX(modelView, -angle);
rotateMatrixZ(modelView, -angleZ);
setUniformMatrix(0x20, modelView);
//draw second
GPU_DrawArray(GPU_TRIANGLES, mdlFaces*3);
//finalize stuff ?
GPUCMD_AddSingleParam(0x000F0111, 0x00000001);
GPUCMD_AddSingleParam(0x000F0110, 0x00000001);
GPUCMD_AddSingleParam(0x0008025E, 0x00000000);
}
void doFrame3()
{
GPUCMD_AddSingleParam(0x0008025E, 0x00000000);
}
void doModel()
{
memcpy(vertArray, mdlData, sizeof(mdlData));
}
extern u32* gpuCmdBuf;
extern u32 gpuCmdBufSize;
extern u32 gpuCmdBufOffset;
int main()
{
srvInit();
aptInit();
gfxInit();
hidInit(NULL);
aptSetupEventHandler();
GPU_Init(NULL);
u32* gpuCmd=(u32*)(&gspHeap[0x200000]);
u32 gpuCmdSize=0x10000;
GPU_Reset(gxCmdBuf, gpuCmd, gpuCmdSize);
vertArray=(float*)&gpuCmd[gpuCmdSize];
colorArray=(float*)&vertArray[0x300];
indArray=(u16*)&colorArray[0x100];
texData=(u32*)&indArray[0x10000];
memset(vertArray, 0x00, 0x500*4);
memcpy(texData, test_png_bin, test_png_bin_size);
doModel();
tx=ty=0.0f;
tz=-0.1f;
shader=SHDR_ParseSHBIN((u32*)test_shbin,test_shbin_size);
GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201);
gfxSwapBuffersGpu();
APP_STATUS status;
while((status=aptGetStatus())!=APP_EXITING)
{
if(status==APP_RUNNING)
{
u32 PAD=hidSharedMem[7];
u32 regData=PAD|0x01000000;
if(!PAD)regData=0x0;
GSPGPU_WriteHWRegs(NULL, 0x202A04, &regData, 4);
if(PAD&KEY_UP)tx+=0.1f;
if(PAD&KEY_DOWN)tx-=0.1f;
if(PAD&KEY_LEFT)ty+=0.1f;
if(PAD&KEY_RIGHT)ty-=0.1f;
if(PAD&KEY_R)tz+=0.1f;
if(PAD&KEY_L)tz-=0.1f;
if(PAD&KEY_A)angle+=0.1f;
if(PAD&KEY_Y)angle-=0.1f;
if(PAD&KEY_X)angleZ+=0.1f;
if(PAD&KEY_B)angleZ-=0.1f;
GX_SetDisplayTransfer(gxCmdBuf, (u32*)gpuOut, 0x019001E0, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 0x019001E0, 0x01001000);
GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201);
svcSleepThread(1000000); //not sure how to do proper GPU (v)sync yet
// GPUCMD_SetBuffer((u32*)gspHeap, gpuCmdSize, 0);
// GPUCMD_AddSingleParam(0x0008025E, 0x00000000);
// GPUCMD_Finalize();
// GPUCMD_Run(gxCmdBuf);
GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0);
doFrame1();
GPUCMD_Finalize();
GPUCMD_Run(gxCmdBuf);
gfxSwapBuffersGpu();
}
svcSleepThread(16666666/2);
}
hidExit();
gfxExit();
aptExit();
srvExit();
return 0;
}