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July 2, 2018 18:13
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#include <3ds.h> | |
#include <citro3d.h> | |
#include <tex3ds.h> | |
#include <string.h> | |
#include <stdlib.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 position[3]; float texcoord[2]; float normal[3]; } vertex; | |
static const vertex vertex_list[] = | |
{ | |
// First face (PZ) | |
// First triangle | |
{ {-1.0f, -0.5f, -6.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, | |
{ {+1.0f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, | |
{ {+1.0f, -0.5f, -6.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, | |
// Second triangle | |
{ {+1.0f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, | |
{ {-1.0f, -0.5f, -6.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, | |
{ {-1.0f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, | |
}; | |
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0])) | |
static DVLB_s* vshader_dvlb; | |
static shaderProgram_s program; | |
static int uLoc_projection, uLoc_modelView; | |
static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material; | |
static C3D_Mtx projection; | |
static C3D_Mtx material = | |
{ | |
{ | |
{ { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient | |
{ { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse | |
{ { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular | |
{ { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission | |
} | |
}; | |
static void* vbo_data; | |
static C3D_Tex logo_tex; | |
u8 max_level = 7; | |
u16 width = 1024, height = 1024; | |
float bias = 0.0f; | |
bool linear = false; | |
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"); | |
uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec"); | |
uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec"); | |
uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr"); | |
uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material"); | |
// 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_FLOAT, 3); // v2=normal | |
// Compute the projection matrix | |
Mtx_PerspTilt(&projection, C3D_AngleFromDegrees(80.0f), C3D_AspectRatioTop, 0.01f, 20.0f, false); | |
// 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), 3, 0x210); | |
// Load the texture and bind it to the first texture unit | |
C3D_TexInitWithParams(&logo_tex, 0, | |
(C3D_TexInitParams){ width, height, max_level, GPU_RGBA8, GPU_TEX_2D, false }); | |
u16 w = width, h = height; | |
u32 level_color[8] = { | |
0xFF0000FF, | |
0x00FF00FF, | |
0x0000FFFF, | |
0xFFFF00FF, | |
0x00FFFFFF, | |
0xFF00FFFF, | |
0xFFFFFFFF, | |
0x000000FF, | |
}; | |
for (u8 level = 0; level <= max_level; ++level) { | |
u32* colors = malloc(4 * w * h); | |
for (u32 i = 0; i < w * h; ++i) { | |
colors[i] = level_color[level]; | |
} | |
C3D_TexLoadImage(&logo_tex, colors, 0, level); | |
free(colors); | |
w /= 2; | |
h /= 2; | |
} | |
C3D_TexSetFilter(&logo_tex, GPU_LINEAR, GPU_NEAREST); | |
C3D_TexSetFilterMipmap(&logo_tex, GPU_NEAREST); | |
C3D_TexBind(0, &logo_tex); | |
// Configure the first fragment shading substage to blend the texture color with | |
// the vertex color (calculated by the vertex shader using a lighting algorithm) | |
// 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, GPU_PRIMARY_COLOR, 0); | |
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE); | |
} | |
static void sceneRender(void) | |
{ | |
// Calculate the modelView matrix | |
C3D_Mtx modelView; | |
Mtx_Identity(&modelView); | |
Mtx_Translate(&modelView, 0.0, 0.0, -1.1, true); | |
// Update the uniforms | |
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); | |
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView); | |
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_material, &material); | |
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec, 0.0f, 0.0f, -1.0f, 0.0f); | |
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f); | |
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr, 1.0f, 1.0f, 1.0f, 1.0f); | |
C3D_TexSetFilterMipmap(&logo_tex, linear ? GPU_LINEAR : GPU_NEAREST); | |
C3D_TexSetLodBias(&logo_tex, bias); | |
C3D_TexBind(0, &logo_tex); | |
// Draw the VBO | |
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count); | |
} | |
static void sceneExit(void) | |
{ | |
// Free the texture | |
C3D_TexDelete(&logo_tex); | |
// Free the VBO | |
linearFree(vbo_data); | |
// Free the shader program | |
shaderProgramFree(&program); | |
DVLB_Free(vshader_dvlb); | |
} | |
int main() | |
{ | |
// Initialize graphics | |
gfxInitDefault(); | |
consoleInit(GFX_BOTTOM, NULL); | |
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()) | |
{ | |
hidScanInput(); | |
// Respond to user input | |
u32 kDown = hidKeysDown(); | |
if (kDown & KEY_START) | |
break; // break in order to return to hbmenu | |
if (kDown & KEY_A) { | |
linear = !linear; | |
} | |
if (kDown & KEY_B) { | |
bias = 0; | |
} | |
if (kDown & KEY_X) { | |
bias += 0.2f; | |
} | |
if (kDown & KEY_Y) { | |
bias -= 0.2f; | |
} | |
// 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(); | |
gfxExit(); | |
return 0; | |
} |
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; Example PICA200 vertex shader | |
; Uniforms | |
.fvec projection[4], modelView[4] | |
.fvec lightVec, lightHalfVec, lightClr, material[4] | |
.alias mat_amb material[0] | |
.alias mat_dif material[1] | |
.alias mat_spe material[2] | |
.alias mat_emi material[3] | |
; Constants | |
.constf myconst(0.0, 1.0, -1.0, -0.5) | |
.alias zeros myconst.xxxx ; Vector full of zeros | |
.alias ones myconst.yyyy ; Vector full of ones | |
; Outputs | |
.out outpos position | |
.out outtc0 texcoord0 | |
.out outclr color | |
; Inputs (defined as aliases for convenience) | |
.alias inpos v0 | |
.alias intex v1 | |
.alias innrm v2 | |
.proc main | |
; Force the w component of inpos to be 1.0 | |
mov r0.xyz, inpos | |
mov r0.w, ones | |
; r1 = modelView * inpos | |
dp4 r1.x, modelView[0], r0 | |
dp4 r1.y, modelView[1], r0 | |
dp4 r1.z, modelView[2], r0 | |
dp4 r1.w, modelView[3], r0 | |
; outpos = projection * r1 | |
dp4 outpos.x, projection[0], r1 | |
dp4 outpos.y, projection[1], r1 | |
dp4 outpos.z, projection[2], r1 | |
dp4 outpos.w, projection[3], r1 | |
; outtex = intex | |
mov outtc0, intex | |
; Transform the normal vector with the modelView matrix | |
; r1 = normalize(modelView * innrm) | |
mov r0.xyz, innrm | |
mov r0.w, zeros | |
dp4 r1.x, modelView[0], r0 | |
dp4 r1.y, modelView[1], r0 | |
dp4 r1.z, modelView[2], r0 | |
mov r1.w, zeros | |
dp3 r2, r1, r1 ; r2 = x^2+y^2+z^2 for each component | |
rsq r2, r2 ; r2 = 1/sqrt(r2) '' | |
mul r1, r2, r1 ; r1 = r1*r2 | |
; Calculate the diffuse level (r0.x) and the shininess level (r0.y) | |
; r0.x = max(0, -(lightVec * r1)) | |
; r0.y = max(0, (-lightHalfVec[i]) * r1) ^ 2 | |
dp3 r0.x, lightVec, r1 | |
add r0.x, zeros, -r0 | |
dp3 r0.y, -lightHalfVec, r1 | |
max r0, zeros, r0 | |
mul r0.y, r0, r0 | |
; Accumulate the vertex color in r1, initializing it to the emission color | |
mov r1, mat_emi | |
; r1 += specularColor * lightClr * shininessLevel | |
mul r2, lightClr, r0.yyyy | |
mad r1, r2, mat_spe, r1 | |
; r1 += diffuseColor * lightClr * diffuseLevel | |
mul r2, lightClr, r0.xxxx | |
mad r1, r2, mat_dif, r1 | |
; r1 += ambientColor * lightClr | |
mov r2, lightClr | |
mad r1, r2, mat_amb, r1 | |
; outclr = clamp r1 to [0,1] | |
min outclr, ones, r1 | |
; We're finished | |
end | |
.end |
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