libctru  v2.4.1
graphics/gpu/toon_shading/source/main.c
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include "vshader_shbin.h"
#include "teapot.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))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static C3D_Mtx projection;
static C3D_LightEnv lightEnv;
static C3D_Light light;
static C3D_LightLut lut_Spec, lut_Toon;
static void* vbo_data;
#ifdef vertex_element_count
static void* ibo_data;
#endif
static float angleX = 0.0, angleY = 0.0;
#define NUM_DIFFUSE_TONES 3
static float toon_diffuse(float x, float arg)
{
const float factor = NUM_DIFFUSE_TONES-1;
return floorf(0.5f+x*factor)/factor;
}
#define NUM_SPECULAR_TONES 2
static float toon_specular(float x, float shininess)
{
const float factor = NUM_SPECULAR_TONES-1;
return floorf(0.5f+powf(x, shininess)*factor)/factor;
}
static void sceneInit(void)
{
// Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program);
// Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
// 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, 3); // v1=normal
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_array));
memcpy(vbo_data, vertex_array, sizeof(vertex_array));
#ifdef vertex_element_count
ibo_data = linearAlloc(sizeof(vertex_elements));
memcpy(ibo_data, vertex_elements, sizeof(vertex_elements));
#endif
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(float[6]), 2, 0x10);
// Configure the first fragment shading substage to blend the fragment primary color
// with the fragment secondary 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_FRAGMENT_PRIMARY_COLOR, GPU_FRAGMENT_SECONDARY_COLOR, 0);
C3D_TexEnvSrc(env, C3D_Alpha, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvFunc(env, C3D_RGB, GPU_ADD);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
static const C3D_Material material =
{
{ 0.2f, 0.2f, 0.2f }, //ambient
{ 0.0f, 0.0f, 0.0f }, //diffuse
{ 0.4f, 0.4f, 0.4f }, //specular0
{ 0.4f, 0.4f, 0.4f }, //specular1
{ 0.0f, 0.0f, 0.0f }, //emission
};
C3D_LightEnvInit(&lightEnv);
C3D_LightEnvBind(&lightEnv);
C3D_LightEnvMaterial(&lightEnv, &material);
LightLut_FromFunc(&lut_Toon, toon_diffuse, 0.0f, false);
LightLut_FromFunc(&lut_Spec, toon_specular, 30.0f, false);
C3D_LightEnvLut(&lightEnv, GPU_LUT_D0, GPU_LUTINPUT_NH, false, &lut_Spec);
C3D_LightEnvLut(&lightEnv, GPU_LUT_D1, GPU_LUTINPUT_LN, false, &lut_Toon);
C3D_LightInit(&light, &lightEnv);
}
static void sceneRender(float iod)
{
// Compute the projection matrix
Mtx_PerspStereoTilt(&projection, C3D_AngleFromDegrees(40.0f), C3D_AspectRatioTop, 0.01f, 1000.0f, iod, 3.0f, false);
C3D_FVec objPos = FVec4_New(0.0f, 0.0f, -3.0f, 1.0f);
C3D_FVec lightPos = FVec4_New(0.0f, 0.0f, -0.5f, 1.0f);
// Calculate the modelView matrix
C3D_Mtx modelView;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, objPos.x, objPos.y, objPos.z, true);
Mtx_RotateX(&modelView, C3D_Angle(sinf(angleX)/4), true);
Mtx_RotateY(&modelView, C3D_Angle(angleY), true);
Mtx_Translate(&modelView, 0.0f, -0.5f, 0.f, true);
C3D_LightPosition(&light, &lightPos);
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
// Draw the VBO
#ifdef vertex_element_count
C3D_DrawElements(GPU_TRIANGLES, vertex_element_count, C3D_UNSIGNED_SHORT, ibo_data);
#else
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_array_count);
#endif
}
static void sceneExit(void)
{
// Free the VBO
linearFree(vbo_data);
#ifdef vertex_element_count
linearFree(ibo_data);
#endif
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_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/2;
// Rotate the model
if (!(kHeld & KEY_A))
{
angleX += 1.0f/64;
angleY += 1.0f/256;
}
// 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_ADD
Add.
Definition: enums.h:367
@ GPU_REPLACE
Replace.
Definition: enums.h:365
@ 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_LUT_D1
D1 LUT.
Definition: enums.h:430
@ GPU_LUT_D0
D0 LUT.
Definition: enums.h:429
@ GPU_FLOAT
32-bit float.
Definition: enums.h:299
@ GPU_FRAGMENT_PRIMARY_COLOR
Primary fragment color.
Definition: enums.h:317
@ GPU_PRIMARY_COLOR
Primary color.
Definition: enums.h:316
@ GPU_FRAGMENT_SECONDARY_COLOR
Secondary fragment color.
Definition: enums.h:318
@ GPU_TRIANGLES
Triangles.
Definition: enums.h:494
@ GPU_RB_DEPTH24_STENCIL8
24-bit Depth + 8-bit Stencil
Definition: enums.h:162
@ GPU_LUTINPUT_LN
LightVector*Normal.
Definition: enums.h:445
@ GPU_LUTINPUT_NH
Normal*HalfVector.
Definition: enums.h:442
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_START
Start.
Definition: hid.h:15
@ KEY_A
A.
Definition: hid.h:12
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.
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
uint32_t u32
32-bit unsigned integer
Definition: types.h:23