libctru  v2.3.1
graphics/gpu/particles/source/main.c
#include <3ds.h>
#include <citro3d.h>
#include <stdio.h>
#include <string.h>
#include "particle_shbin.h"
#define CLEAR_COLOR 0
#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 center[3]; float radius[3]; float attrib[4]; } controlPoint;
static const controlPoint point_list[] =
{
{ { -1.0f, 0.0f, -2.0f }, { 0.0f, 0.0f, 0.0f }, { 3*8/240.0f, 3*8/400.0f, 0.0f, 1.0f } },
{ { -0.3f, +1.5f, -4.0f }, { 0.0f, 0.1f, 0.1f }, { 3*12/240.0f, 3*12/400.0f, 0.0f, 1.0f } },
{ { +0.3f, -1.5f, -4.0f }, { 0.1f, 0.3f, 0.3f }, { 3*16/240.0f, 3*16/400.0f, 0.0f, 0.8f } },
{ { +1.0f, 0.0f, -2.0f }, { 0.2f, 0.5f, 0.5f }, { 3*32/240.0f, 3*32/400.0f, 0.0f, 0.0f } },
};
static const u8 point_index_list[] = { 0, 1, 2, 3 };
#define point_index_count (sizeof(point_index_list)/sizeof(point_index_list[0]))
static DVLB_s* particle_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static int uLoc_gsh_param, uLoc_gsh_randParam, uLoc_gsh_randSeed, uLoc_gsh_uvCoords;
static int uLoc_gsh_multiplyW, uLoc_gsh_randSphere, uLoc_gsh_noRespawn;
static C3D_Mtx projection, modelView;
static float curTime = 0.0f;
static bool multiplyW = true, randSphere = true, noRespawn = false, additiveBlend = true;
static void* vbo_data;
static void* ibo_data;
static C3D_ProcTex pt;
static C3D_ProcTexLut pt_map;
static C3D_ProcTexLut pt_noise;
static C3D_ProcTexColorLut pt_clr;
static void setupProcTex(void)
{
#define NUMCOLORS 2
C3D_ProcTexInit(&pt, 0, NUMCOLORS);
C3D_ProcTexNoiseCoefs(&pt, C3D_ProcTex_UV, 0.1f, 0.5f, 0.1f);
C3D_ProcTexCombiner(&pt, false, GPU_PT_SQRT2, GPU_PT_SQRT2);
C3D_ProcTexFilter(&pt, GPU_PT_LINEAR);
C3D_ProcTexBind(0, &pt);
float data[129];
int i;
for (i = 0; i <= 128; i ++)
{
float x = i/128.0f;
data[i] = x;
}
ProcTexLut_FromArray(&pt_map, data);
C3D_ProcTexLutBind(GPU_LUT_RGBMAP, &pt_map);
// Noise smooth step equation
for (i = 0; i <= 128; i ++)
{
float x = i/128.0f;
data[i] = x*x*(3-2*x);
}
ProcTexLut_FromArray(&pt_noise, data);
C3D_ProcTexLutBind(GPU_LUT_NOISE, &pt_noise);
u32 colors[NUMCOLORS];
colors[0] = 0xFFBABABA;
colors[1] = 0x00888888;
ProcTexColorLut_Write(&pt_clr, colors, 0, NUMCOLORS);
C3D_ProcTexColorLutBind(&pt_clr);
}
static void sceneInit(void)
{
// Load the vertex shader, create a shader program and bind it
particle_dvlb = DVLB_ParseFile((u32*)particle_shbin, particle_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &particle_dvlb->DVLE[0]);
shaderProgramSetGsh(&program, &particle_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_gsh_param = shaderInstanceGetUniformLocation(program.geometryShader, "param");
uLoc_gsh_randParam = shaderInstanceGetUniformLocation(program.geometryShader, "randParam");
uLoc_gsh_randSeed = shaderInstanceGetUniformLocation(program.geometryShader, "randSeed");
uLoc_gsh_uvCoords = shaderInstanceGetUniformLocation(program.geometryShader, "uvCoords");
uLoc_gsh_multiplyW = shaderInstanceGetUniformLocation(program.geometryShader, "multiplyW");
uLoc_gsh_randSphere = shaderInstanceGetUniformLocation(program.geometryShader, "randSphere");
uLoc_gsh_noRespawn = shaderInstanceGetUniformLocation(program.geometryShader, "noRespawn");
// Configure attributes for use with the vertex shader
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=center
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=radius
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 4); // v2=attrib
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(point_list));
memcpy(vbo_data, point_list, sizeof(point_list));
ibo_data = linearAlloc(sizeof(point_index_list));
memcpy(ibo_data, point_index_list, sizeof(point_index_list));
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(controlPoint), 3, 0x210);
// Configure the first fragment shading substage to just pass through the proctex color
// and blend the alpha coming from proctex and 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_RGB, GPU_TEXTURE3, 0, 0);
C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE3, GPU_PRIMARY_COLOR, 0);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
setupProcTex();
}
static void sceneRender(float iod)
{
// Compute the matrices
Mtx_PerspStereoTilt(&projection, C3D_AngleFromDegrees(40.0f), C3D_AspectRatioTop, 0.01f, 20.0f, iod, 3.0f, false);
Mtx_Identity(&modelView);
// 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_gsh_param, 100.0f, curTime, 1.0f, 1.0f);
C3D_FVUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_randParam, 17, 37, 65535, 1.0f/65535);
C3D_FVUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_randSeed, 45, 47.564, 46.15, 45.9875);
C3D_FVUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_uvCoords+0, 3.0, 1.0, 3.0, 3.0);
C3D_FVUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_uvCoords+1, 1.0, 1.0, 1.0, 3.0);
C3D_BoolUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_multiplyW, multiplyW);
C3D_BoolUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_randSphere, randSphere);
C3D_BoolUnifSet (GPU_GEOMETRY_SHADER, uLoc_gsh_noRespawn, noRespawn);
if (additiveBlend)
else
// Draw the particles
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_COLOR);
C3D_DrawElements(GPU_GEOMETRY_PRIM, point_index_count, C3D_UNSIGNED_BYTE, ibo_data);
}
static void sceneExit(void)
{
// Free the data
linearFree(vbo_data);
linearFree(ibo_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(particle_dvlb);
}
int main()
{
// Initialize graphics
gfxSet3D(true); // Enable stereoscopic 3D
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render targets
C3D_RenderTarget* targetLeft = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTarget* targetRight = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(targetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
C3D_RenderTargetSetOutput(targetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
// Main loop
while (aptMainLoop())
{
// Respond to user input
u32 kDown = hidKeysDown();
u32 kHeld = hidKeysHeld();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
float slider = osGet3DSliderState();
float iod = slider/4;
if (!(kHeld & KEY_L))
curTime += 1/128.0f;
if (kDown & KEY_A)
curTime = 0.0f;
if (kDown & KEY_X)
noRespawn = !noRespawn;
if (kDown & KEY_Y)
randSphere = !randSphere;
if (kDown & KEY_B)
multiplyW = !multiplyW;
if (kDown & KEY_R)
additiveBlend = !additiveBlend;
printf("\x1b[3;1Htime: %f \n", curTime);
printf("\x1b[4;1HnoRespawn: %s \n", noRespawn ? "Yes" : "No");
printf("\x1b[5;1HrandSphere: %s \n", randSphere ? "Yes" : "No");
printf("\x1b[6;1HmultiplyW: %s \n", multiplyW ? "Yes" : "No");
printf("\x1b[7;1HadditiveBlend: %s \n", additiveBlend ? "Yes" : "No");
printf("\x1b[29;1Hgpu: %5.2f%% cpu: %5.2f%% buf:%5.2f%%\n", C3D_GetDrawingTime()*6, C3D_GetProcessingTime()*6, C3D_GetCmdBufUsage()*100);
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
{
C3D_RenderTargetClear(targetLeft, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(targetLeft);
sceneRender(-iod);
if (iod > 0.0f)
{
C3D_RenderTargetClear(targetRight, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(targetRight);
sceneRender(iod);
}
}
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...
PrintConsole * consoleInit(gfxScreen_t screen, PrintConsole *console)
Initialise the console.
@ GPU_REPLACE
Replace.
Definition: enums.h:365
@ GPU_MODULATE
Modulate.
Definition: enums.h:366
@ 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_ONE_MINUS_SRC_ALPHA
Source alpha - 1.
Definition: enums.h:254
@ GPU_ONE
One.
Definition: enums.h:248
@ GPU_SRC_ALPHA
Source alpha.
Definition: enums.h:253
@ GPU_FLOAT
32-bit float.
Definition: enums.h:299
@ GPU_PT_LINEAR
Linear interpolation.
Definition: enums.h:130
@ GPU_PRIMARY_COLOR
Primary color.
Definition: enums.h:316
@ GPU_TEXTURE3
Texture unit 3.
Definition: enums.h:322
@ GPU_WRITE_COLOR
Write all color components.
Definition: enums.h:230
@ 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_LUT_NOISE
Noise table.
Definition: enums.h:140
@ GPU_LUT_RGBMAP
RGB mapping function table.
Definition: enums.h:141
@ GPU_PT_MIRRORED_REPEAT
Mirrored repeat.
Definition: enums.h:99
@ GPU_GREATER
Pass if greater than.
Definition: enums.h:174
@ GPU_BLEND_ADD
Add colors.
Definition: enums.h:237
@ GPU_PT_SQRT2
sqrt(U2+V2)
Definition: enums.h:112
void gfxInitDefault(void)
Initializes the LCD framebuffers with default parameters This is equivalent to calling:
@ GFX_BOTTOM
Bottom screen.
Definition: gfx.h:27
@ GFX_TOP
Top screen.
Definition: gfx.h:26
void gfxSet3D(bool enable)
Enables or disables the 3D stereoscopic effect on the top screen.
void gfxExit(void)
Deinitializes and frees the LCD framebuffers.
@ GFX_LEFT
Left eye framebuffer.
Definition: gfx.h:37
@ GFX_RIGHT
Right eye framebuffer.
Definition: gfx.h:38
@ KEY_B
B.
Definition: hid.h:13
@ KEY_X
X.
Definition: hid.h:22
@ KEY_Y
Y.
Definition: hid.h:23
@ KEY_START
Start.
Definition: hid.h:15
@ KEY_R
R.
Definition: hid.h:20
@ KEY_A
A.
Definition: hid.h:12
@ KEY_L
L.
Definition: hid.h:21
u32 hidKeysHeld(void)
Returns a bitmask of held buttons.
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.
static float osGet3DSliderState(void)
Gets the state of the 3D slider.
Definition: os.h:313
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