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Created June 6, 2017 17:13
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Nintendo 3DS PICA GPU Blend factors test
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include <stdio.h>
#include "vshader_shbin.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 x, y, z; } vertex;
static const vertex vertex_list[] =
{
{ 200.0f, 200.0f, 0.5f },
{ 100.0f, 40.0f, 0.5f },
{ 300.0f, 40.0f, 0.5f },
};
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static C3D_Mtx projection;
static void* vbo_data;
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");
// 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_AddFixed(attrInfo, 1); // v1=color
// Set the fixed attribute (color) to solid white
C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0);
// Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
// 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_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
static void sceneRender(void)
{
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
}
static void sceneExit(void)
{
// Free the VBO
linearFree(vbo_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
int main()
{
// Initialize graphics
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
consoleInit(GFX_BOTTOM, NULL);
// Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
enum {
ZERO_SRCC_ONE_DSTC = 0,
ONE_SRCC_ZERO_DSTC = 1,
ZERO_SRCA_ONE_DSTA = 2,
ONE_SRCA_ZERO_DSTA = 3,
ONE_SRCC_ONE_DSTC = 4,
} blend_test = ZERO_SRCC_ONE_DSTC;
u32 operation = GPU_BLEND_MAX;
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kDown & KEY_A)
blend_test++;
else if (kDown & KEY_B)
blend_test--;
else if (kDown & KEY_X)
operation = operation == GPU_BLEND_MAX ? GPU_BLEND_MIN : GPU_BLEND_MAX;
consoleClear();
printf("Op %s Test mode %d\n", operation == GPU_BLEND_MAX ? "MAX" : "MIN", blend_test);
switch (blend_test) {
case ZERO_SRCC_ONE_DSTC:
// Zero src color, One dest color, should not show the triangle with max
C3D_AlphaBlend(operation, GPU_BLEND_ADD, GPU_ZERO, GPU_ONE, GPU_ONE, GPU_ZERO);
break;
case ONE_SRCC_ZERO_DSTC:
// One src color, Zero dest color, should show the triangle with max
C3D_AlphaBlend(operation, GPU_BLEND_ADD, GPU_ONE, GPU_ZERO, GPU_ONE, GPU_ZERO);
break;
case ZERO_SRCA_ONE_DSTA:
// Zero src alpha, One dest alpha, should show the triangle with max
C3D_AlphaBlend(operation, GPU_BLEND_ADD, GPU_ONE, GPU_ZERO, GPU_ZERO, GPU_ONE);
break;
case ONE_SRCA_ZERO_DSTA:
// One src alpha, Zero dest alpha, should show the triangle with max
C3D_AlphaBlend(operation, GPU_BLEND_ADD, GPU_ONE, GPU_ZERO, GPU_ONE, GPU_ZERO);
break;
case ONE_SRCC_ONE_DSTC:
// One src color, One dest color, should show the triangle in white with max
C3D_AlphaBlend(operation, GPU_BLEND_ADD, GPU_ONE, GPU_ZERO, GPU_ONE, GPU_ZERO);
break;
}
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_FrameDrawOn(target);
sceneRender();
C3D_FrameEnd(0);
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
gfxExit();
return 0;
}
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