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March 13, 2018 11:15
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shadow map sampling
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#include <3ds.h> | |
#include <stdio.h> | |
#include <citro3d.h> | |
#include <string.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, uLoc_texcoord; | |
static C3D_Mtx projection; | |
static void* vbo_data; | |
C3D_Tex tex; | |
void FillTex(u32 color) { | |
u32* data = tex.data; | |
for (unsigned i = 0; i < 8 * 8; ++i) { | |
data[i] = color; | |
} | |
GSPGPU_FlushDataCache(data, 8 * 8 * 4); | |
} | |
void FillTexShadow(float d, float s) { | |
u32 D = d * 0xFFFFFF; | |
u8 S = s * 0xFF; | |
u32 color = (u32)S << 24; | |
color |= (D & 0xFF) << 16; | |
color |= (D & 0xFF00); | |
color |= (D & 0xFF0000) >> 16; | |
FillTex(color); | |
} | |
float xTexZ = 0.8f, xBias = 0.2f; | |
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_texcoord = shaderInstanceGetUniformLocation(program.vertexShader, "texcoord"); | |
// 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_TEXTURE0, 0, 0); | |
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); | |
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); | |
//C3D_TexInitShadow(&tex, 8, 8); | |
C3D_TexInitWithParams(&tex, NULL, | |
(C3D_TexInitParams){ 8, 8, 0, GPU_RGBA8, GPU_TEX_SHADOW_2D, false }); | |
C3D_TexBind(0, &tex); | |
FillTexShadow(0.7, 0.6); | |
} | |
static void sceneRender(void) | |
{ | |
// Update the uniforms | |
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); | |
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_texcoord, 0.1f, 0.1f, xTexZ, 0.0f); | |
C3D_TexShadowParams(false, xBias); | |
// 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); | |
} | |
void updateText() { | |
consoleClear(); | |
printf("TexZ = %f\n", xTexZ); | |
printf("Bias = %f\n", xBias); | |
} | |
static PrintConsole bottomScreen; | |
int main() | |
{ | |
// Initialize graphics | |
gfxInitDefault(); | |
consoleInit(GFX_BOTTOM, &bottomScreen); | |
consoleSelect(&bottomScreen); | |
gfxSetDoubleBuffering(GFX_BOTTOM, true); | |
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_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); | |
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) { | |
xTexZ += 0.2f; | |
if (xTexZ > 2.0f) | |
xTexZ = -1.0f; | |
} | |
if (kDown & KEY_B) { | |
xBias += 0.2f; | |
if (xBias > 1.0f) | |
xBias = 0.0f; | |
} | |
// Render the scene | |
C3D_FrameBegin(C3D_FRAME_SYNCDRAW); | |
C3D_FrameDrawOn(target); | |
sceneRender(); | |
C3D_FrameEnd(0); | |
static int k = 0; | |
if (k == 4)updateText(); | |
++k; | |
k %= 8; | |
} | |
// Deinitialize the scene | |
sceneExit(); | |
// Deinitialize graphics | |
C3D_Fini(); | |
gfxExit(); | |
return 0; | |
} |
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; Example PICA200 vertex shader | |
; Uniforms | |
.fvec projection[4] | |
; Constants | |
.constf myconst(0.0, 1.0, -1.0, 0.1) | |
.constf myconst2(0.3, 0.0, 0.0, 0.0) | |
.alias zeros myconst.xxxx ; Vector full of zeros | |
.alias ones myconst.yyyy ; Vector full of ones | |
; Outputs | |
.out outpos position | |
.out outclr color | |
.out tex texcoord0 | |
.out texw texcoord0w | |
; Inputs (defined as aliases for convenience) | |
.alias inpos v0 | |
.alias inclr v1 | |
.bool test | |
.fvec texcoord | |
.proc main | |
; Force the w component of inpos to be 1.0 | |
mov r0.xyz, inpos | |
mov r0.w, ones | |
; outpos = projectionMatrix * inpos | |
dp4 outpos.x, projection[0], r0 | |
dp4 outpos.y, projection[1], r0 | |
dp4 outpos.z, projection[2], r0 | |
dp4 outpos.w, projection[3], r0 | |
; outclr = inclr | |
mov outclr, inclr | |
mov tex, texcoord | |
mov texw, texcoord.zzzz | |
; We're finished | |
end | |
.end |
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