libctru  v2.3.1
graphics/gpu/loop_subdivision/source/main.c
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include "program_shbin.h"
#include "texture_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]; u8 valence[4]; } vertex;
#define FACE(x,y,z,u,v,_val) \
{ {(x), (y), (z)}, {(u), (v)}, {(_val),0,0,0} }
#include "model.obj.h"
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
#define index_list_count (sizeof(index_list) /sizeof(index_list[0]))
static DVLB_s* program_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static int uLoc_passes;
static C3D_Mtx projection;
static C3D_Tex texture;
static void* vbo_data;
static void* index_data;
static float angleX = 0.0, angleY = 0.0;
static int sub_level = 1;
static void sceneInit(void)
{
// Load the shaders and create a shader program
program_dvlb = DVLB_ParseFile((u32*)program_shbin, program_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &program_dvlb->DVLE[0]);
shaderProgramSetGsh(&program, &program_dvlb->DVLE[1], 0);
C3D_BindProgram(&program);
// Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
uLoc_passes = shaderInstanceGetUniformLocation(program.geometryShader, "passes");
// 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_UNSIGNED_BYTE, 4); // v2=valence
// Compute the projection matrix
Mtx_PerspTilt(&projection, 80.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f, false);
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
index_data = linearAlloc(sizeof(index_list));
memcpy(index_data, index_list, sizeof(index_list));
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 3, 0x210);
// Configure texture
// Load the texture and bind it to the first texture unit
C3D_TexInit(&texture, 32, 32, GPU_RGBA8);
C3D_TexUpload(&texture, texture_bin);
C3D_TexSetFilter(&texture, GPU_LINEAR, GPU_NEAREST);
C3D_TexSetWrap(&texture, GPU_REPEAT, GPU_REPEAT);
C3D_TexBind(0, &texture);
// 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_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
static void sceneRender(void)
{
// Calculate the modelView matrix
C3D_Mtx modelView;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, 0.0, -1.25, -2.5 - angleX, true);
Mtx_RotateX(&modelView, angleX, true);
Mtx_RotateY(&modelView, angleY, true);
// Rotate the object each frame
angleY += M_TAU / 360;
angleX = (M_TAU / 8) * sinf(angleY);
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
C3D_FVUnifSet (GPU_GEOMETRY_SHADER, uLoc_passes, sub_level, 0, 0, 0);
// Draw the VBO
C3D_DrawElements(GPU_GEOMETRY_PRIM, index_list_count, C3D_UNSIGNED_SHORT, index_data);
}
static void sceneExit(void)
{
// Free the texture
C3D_TexDelete(&texture);
// Free the VBO
linearFree(vbo_data);
linearFree(index_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(program_dvlb);
}
int main()
{
// Initialize graphics
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
// Main loop
while (aptMainLoop())
{
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kDown & KEY_UP)
sub_level++;
else if (kDown & KEY_DOWN)
sub_level--;
if (sub_level < 0)
sub_level = 0;
else if (sub_level > 2)
sub_level = 2;
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(target);
sceneRender();
C3D_FrameEnd(0);
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
return 0;
}
Central 3DS header.
bool aptMainLoop(void)
Main function which handles sleep mode and HOME/power buttons - call this at the beginning of every f...
@ GPU_REPLACE
Replace.
Definition: enums.h:365
@ GPU_GEOMETRY_SHADER
Geometry shader.
Definition: enums.h:504
@ GPU_VERTEX_SHADER
Vertex shader.
Definition: enums.h:503
@ GPU_RB_RGBA8
8-bit Red + 8-bit Green + 8-bit Blue + 8-bit Alpha
Definition: enums.h:150
@ GPU_LINEAR
Linear interpolation.
Definition: enums.h:31
@ GPU_NEAREST
Nearest-neighbor interpolation.
Definition: enums.h:30
@ GPU_UNSIGNED_BYTE
8-bit unsigned byte.
Definition: enums.h:297
@ GPU_FLOAT
32-bit float.
Definition: enums.h:299
@ GPU_TEXTURE0
Texture unit 0.
Definition: enums.h:319
@ GPU_RGBA8
8-bit Red + 8-bit Green + 8-bit Blue + 8-bit Alpha
Definition: enums.h:65
@ GPU_GEOMETRY_PRIM
Geometry shader primitive.
Definition: enums.h:497
@ GPU_RB_DEPTH24_STENCIL8
24-bit Depth + 8-bit Stencil
Definition: enums.h:162
@ GPU_REPEAT
Repeats texture.
Definition: enums.h:39
void gfxInitDefault(void)
Initializes the LCD framebuffers with default parameters This is equivalent to calling:
@ GFX_TOP
Top screen.
Definition: gfx.h:26
void gfxExit(void)
Deinitializes and frees the LCD framebuffers.
@ GFX_LEFT
Left eye framebuffer.
Definition: gfx.h:37
@ KEY_UP
D-Pad Up or Circle Pad Up.
Definition: hid.h:37
@ KEY_START
Start.
Definition: hid.h:15
@ KEY_DOWN
D-Pad Down or Circle Pad Down.
Definition: hid.h:38
u32 hidKeysDown(void)
Returns a bitmask of newly pressed buttons, this frame.
void hidScanInput(void)
Scans HID for input data.
void * linearAlloc(size_t size)
Allocates a 0x80-byte aligned buffer.
void linearFree(void *mem)
Frees a buffer.
Result shaderProgramSetVsh(shaderProgram_s *sp, DVLE_s *dvle)
Sets the vertex shader of a shader program.
Result shaderProgramInit(shaderProgram_s *sp)
Initializes a shader program.
Result shaderProgramFree(shaderProgram_s *sp)
Frees a shader program.
Result shaderProgramSetGsh(shaderProgram_s *sp, DVLE_s *dvle, u8 stride)
Sets the geometry shader of a shader program.
s8 shaderInstanceGetUniformLocation(shaderInstance_s *si, const char *name)
Gets the location of a shader's uniform.
void DVLB_Free(DVLB_s *dvlb)
Frees shader binary data.
DVLB_s * DVLB_ParseFile(u32 *shbinData, u32 shbinSize)
Parses a shader binary.
DVLB data.
Definition: shbin.h:98
DVLE_s * DVLE
Contained DVLE.
Definition: shbin.h:101
Describes an instance of a full shader program.
Definition: shaderProgram.h:31
shaderInstance_s * vertexShader
Vertex shader.
Definition: shaderProgram.h:32
shaderInstance_s * geometryShader
Geometry shader.
Definition: shaderProgram.h:33
uint8_t u8
would be nice if newlib had this already
Definition: types.h:21
uint32_t u32
32-bit unsigned integer
Definition: types.h:23