mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-08-12 19:18:53 +00:00
Tests: Cleanup (#790)
This commit is contained in:
parent
95231514e2
commit
89426db797
5 changed files with 285 additions and 287 deletions
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@ -6,16 +6,16 @@
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#define CLEAR_COLOR 0x68B0D8FF
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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typedef struct { float x, y, z; } vertex;
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static const vertex vertex_list[] = {
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{ 200.0f, 200.0f, 0.5f },
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{ 100.0f, 40.0f, 0.5f },
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{ 300.0f, 40.0f, 0.5f },
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{ 200.0f, 200.0f, 0.5f },
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{ 100.0f, 40.0f, 0.5f },
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{ 300.0f, 40.0f, 0.5f },
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};
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typedef enum {
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@ -69,22 +69,22 @@ static C3D_Mtx projection;
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static void* vbo_data;
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static void sceneInit(void) {
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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// Configure attributes for use with the vertex shader
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddFixed(attrInfo, 1); // v1=color
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// Configure attributes for use with the vertex shader
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddFixed(attrInfo, 1); // v1=color
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// Set the fixed attribute (color) to a colour depending on the emulator
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// Set the fixed attribute (color) to a colour depending on the emulator
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Platform platform = getPlatform();
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switch (platform) {
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@ -104,78 +104,78 @@ static void sceneInit(void) {
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break;
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}
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// Compute the projection matrix
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Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
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// Compute the projection matrix
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Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
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// Create the VBO (vertex buffer object)
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vbo_data = linearAlloc(sizeof(vertex_list));
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memcpy(vbo_data, vertex_list, sizeof(vertex_list));
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// Create the VBO (vertex buffer object)
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vbo_data = linearAlloc(sizeof(vertex_list));
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memcpy(vbo_data, vertex_list, sizeof(vertex_list));
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// Configure buffers
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
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// Configure buffers
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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}
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static void sceneRender(void) {
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// Update the uniforms
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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// Update the uniforms
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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// Draw the VBO
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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// Draw the VBO
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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}
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static void sceneExit(void) {
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// Free the VBO
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linearFree(vbo_data);
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// Free the VBO
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linearFree(vbo_data);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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}
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int main() {
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emuPrint("Entering main\n");
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// Initialize graphics
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize graphics
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize the render target
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Initialize the render target
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Initialize the scene
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sceneInit();
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// Initialize the scene
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sceneInit();
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// Main loop
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while (true)
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{
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// Render the scene
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// Main loop
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while (true)
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{
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// Render the scene
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emuPrint("Entering C3D_FrameBegin");
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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emuPrint("Clearing render target");
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
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emuPrint("Calling C3D_FrameDrawOn");
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C3D_FrameDrawOn(target);
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C3D_FrameDrawOn(target);
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emuPrint("Calling sceneRender");
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sceneRender();
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sceneRender();
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emuPrint("Entering C3D_FrameEnd");
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C3D_FrameEnd(0);
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C3D_FrameEnd(0);
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emuPrint("Exited C3D_FrameEnd");
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}
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}
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// Deinitialize the scene
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sceneExit();
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// Deinitialize the scene
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sceneExit();
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// Deinitialize graphics
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C3D_Fini();
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gfxExit();
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return 0;
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// Deinitialize graphics
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C3D_Fini();
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gfxExit();
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return 0;
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}
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@ -1,5 +1,4 @@
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#include <3ds.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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__asm__ volatile ("" ::: "memory");
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}
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return 0;
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return 0;
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}
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@ -6,9 +6,9 @@
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#define CLEAR_COLOR 0x68B0D8FF
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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static DVLB_s* vshader_dvlb;
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static shaderProgram_s program;
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static void sceneInit(void)
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{
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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// Configure attributes for use with the vertex shader
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// Attribute format and element count are ignored in immediate mode
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
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// Configure attributes for use with the vertex shader
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// Attribute format and element count are ignored in immediate mode
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
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// Compute the projection matrix
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Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
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// Compute the projection matrix
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Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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}
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static void sceneRender(void)
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{
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// Update the uniforms
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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// Update the uniforms
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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// Draw the triangle directly
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C3D_ImmDrawBegin(GPU_TRIANGLES);
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// Draw the triangle directly
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C3D_ImmDrawBegin(GPU_TRIANGLES);
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// Triangle 1
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C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
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C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
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C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f);
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C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f);
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C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f);
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C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f);
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// Triangle 2
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C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
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C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
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C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
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C3D_ImmDrawEnd();
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C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
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C3D_ImmDrawEnd();
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}
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static void sceneExit(void)
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{
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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}
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int main()
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{
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// Initialize graphics
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize graphics
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize the render target
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Initialize the render target
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Initialize the scene
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sceneInit();
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// Initialize the scene
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sceneInit();
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// Main loop
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while (aptMainLoop())
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{
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hidScanInput();
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// Main loop
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while (aptMainLoop())
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{
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hidScanInput();
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
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C3D_FrameDrawOn(target);
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sceneRender();
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C3D_FrameEnd(0);
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}
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
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C3D_FrameDrawOn(target);
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sceneRender();
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C3D_FrameEnd(0);
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}
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// Deinitialize the scene
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sceneExit();
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// Deinitialize the scene
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sceneExit();
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// Deinitialize graphics
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C3D_Fini();
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gfxExit();
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return 0;
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// Deinitialize graphics
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C3D_Fini();
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gfxExit();
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return 0;
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}
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@ -4,12 +4,11 @@
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#include "vshader_shbin.h"
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||||
|
||||
#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))
|
||||
(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;
|
||||
|
@ -17,107 +16,107 @@ static int uLoc_projection;
|
|||
static C3D_Mtx projection;
|
||||
|
||||
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);
|
||||
// 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");
|
||||
// Get the location of the uniforms
|
||||
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
||||
|
||||
// Configure attributes for use with the vertex shader
|
||||
// Attribute format and element count are ignored in immediate mode
|
||||
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=color
|
||||
// Configure attributes for use with the vertex shader
|
||||
// Attribute format and element count are ignored in immediate mode
|
||||
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=color
|
||||
|
||||
// Compute the projection matrix
|
||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
||||
// Compute the projection matrix
|
||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
||||
|
||||
// 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_TexEnvInit(env);
|
||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||
// 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_TexEnvInit(env);
|
||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||
}
|
||||
|
||||
static void sceneRender(void) {
|
||||
// Update the uniforms
|
||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||
// Update the uniforms
|
||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||
|
||||
// Draw the triangle directly
|
||||
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
||||
// Triangle 1
|
||||
// This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 1)
|
||||
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
|
||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
|
||||
// Draw the triangle directly
|
||||
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
||||
// Triangle 1
|
||||
// This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 1)
|
||||
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
|
||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
|
||||
|
||||
// This vertex only has a >= 0, so the shader should output lime (cmp.x = 0, cmp.y = 1)
|
||||
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
|
||||
C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f);
|
||||
// This vertex only has a >= 0, so the shader should output lime (cmp.x = 0, cmp.y = 1)
|
||||
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
|
||||
C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
// This vertex only has r >= 0, so the shader should output cyan (cmp.x = 1, cmp.y = 0)
|
||||
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
|
||||
C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f);
|
||||
// This vertex only has r >= 0, so the shader should output cyan (cmp.x = 1, cmp.y = 0)
|
||||
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
|
||||
C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f);
|
||||
|
||||
// Triangle 2
|
||||
// The next 3 vertices have r < 0, a < 0, so the output of the shader should be the output of litp with alpha set to 1 (cmp.x = cmp.y = 0)
|
||||
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
|
||||
// Output g component should be 64 / 128 = 0.5
|
||||
C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f);
|
||||
// Triangle 2
|
||||
// The next 3 vertices have r < 0, a < 0, so the output of the shader should be the output of litp with alpha set to 1 (cmp.x = cmp.y = 0)
|
||||
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
|
||||
// Output g component should be 64 / 128 = 0.5
|
||||
C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f);
|
||||
|
||||
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
|
||||
// Output g component should be 128 / 128 = 1.0
|
||||
C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f);
|
||||
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
|
||||
// Output g component should be 128 / 128 = 1.0
|
||||
C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f);
|
||||
|
||||
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
|
||||
// Output g component should be 0 / 128 = 0
|
||||
C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f);
|
||||
C3D_ImmDrawEnd();
|
||||
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
|
||||
// Output g component should be 0 / 128 = 0
|
||||
C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f);
|
||||
C3D_ImmDrawEnd();
|
||||
}
|
||||
|
||||
static void sceneExit(void) {
|
||||
// Free the shader program
|
||||
shaderProgramFree(&program);
|
||||
DVLB_Free(vshader_dvlb);
|
||||
// Free the shader program
|
||||
shaderProgramFree(&program);
|
||||
DVLB_Free(vshader_dvlb);
|
||||
}
|
||||
|
||||
int main() {
|
||||
// Initialize graphics
|
||||
gfxInitDefault();
|
||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||
// Initialize graphics
|
||||
gfxInitDefault();
|
||||
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 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();
|
||||
// Initialize the scene
|
||||
sceneInit();
|
||||
|
||||
// Main loop
|
||||
while (aptMainLoop()) {
|
||||
hidScanInput();
|
||||
// Main loop
|
||||
while (aptMainLoop()) {
|
||||
hidScanInput();
|
||||
|
||||
// Respond to user input
|
||||
u32 kDown = hidKeysDown();
|
||||
if (kDown & KEY_START) break; // break in order to return to hbmenu
|
||||
// Respond to user input
|
||||
u32 kDown = hidKeysDown();
|
||||
if (kDown & KEY_START) break; // break in order to return to hbmenu
|
||||
|
||||
// Render the scene
|
||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
||||
C3D_FrameDrawOn(target);
|
||||
sceneRender();
|
||||
C3D_FrameEnd(0);
|
||||
}
|
||||
// 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 the scene
|
||||
sceneExit();
|
||||
|
||||
// Deinitialize graphics
|
||||
C3D_Fini();
|
||||
gfxExit();
|
||||
return 0;
|
||||
// Deinitialize graphics
|
||||
C3D_Fini();
|
||||
gfxExit();
|
||||
return 0;
|
||||
}
|
|
@ -6,17 +6,17 @@
|
|||
#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))
|
||||
(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 },
|
||||
{ 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]))
|
||||
|
@ -30,61 +30,61 @@ 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);
|
||||
// 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");
|
||||
// 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
|
||||
// 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 orange
|
||||
C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0);
|
||||
// Set the fixed attribute (color) to orange
|
||||
C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0);
|
||||
|
||||
// Compute the projection matrix
|
||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
||||
// 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));
|
||||
// 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 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_TexEnvInit(env);
|
||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||
// 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_TexEnvInit(env);
|
||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||
}
|
||||
|
||||
static void sceneRender(void)
|
||||
{
|
||||
// Update the uniforms
|
||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||
// Update the uniforms
|
||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||
|
||||
// Draw the VBO
|
||||
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
||||
// Draw the VBO
|
||||
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
||||
}
|
||||
|
||||
static void sceneExit(void)
|
||||
{
|
||||
// Free the VBO
|
||||
linearFree(vbo_data);
|
||||
// Free the VBO
|
||||
linearFree(vbo_data);
|
||||
|
||||
// Free the shader program
|
||||
shaderProgramFree(&program);
|
||||
DVLB_Free(vshader_dvlb);
|
||||
// Free the shader program
|
||||
shaderProgramFree(&program);
|
||||
DVLB_Free(vshader_dvlb);
|
||||
}
|
||||
|
||||
// Print string in emulator terminal
|
||||
|
@ -96,39 +96,39 @@ static void emuPrint(const char* str)
|
|||
int main()
|
||||
{
|
||||
emuPrint("Entering main\n");
|
||||
// Initialize graphics
|
||||
gfxInitDefault();
|
||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||
// Initialize graphics
|
||||
gfxInitDefault();
|
||||
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 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();
|
||||
// Initialize the scene
|
||||
sceneInit();
|
||||
|
||||
// Main loop
|
||||
while (true)
|
||||
{
|
||||
// Render the scene
|
||||
// Main loop
|
||||
while (true)
|
||||
{
|
||||
// Render the scene
|
||||
emuPrint("Entering C3D_FrameBegin");
|
||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||
emuPrint("Clearing render target");
|
||||
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
||||
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
||||
emuPrint("Calling C3D_FrameDrawOn");
|
||||
C3D_FrameDrawOn(target);
|
||||
C3D_FrameDrawOn(target);
|
||||
emuPrint("Calling sceneRender");
|
||||
sceneRender();
|
||||
sceneRender();
|
||||
emuPrint("Entering C3D_FrameEnd");
|
||||
C3D_FrameEnd(0);
|
||||
C3D_FrameEnd(0);
|
||||
emuPrint("Exited C3D_FrameEnd");
|
||||
}
|
||||
}
|
||||
|
||||
// Deinitialize the scene
|
||||
sceneExit();
|
||||
// Deinitialize the scene
|
||||
sceneExit();
|
||||
|
||||
// Deinitialize graphics
|
||||
C3D_Fini();
|
||||
gfxExit();
|
||||
return 0;
|
||||
// Deinitialize graphics
|
||||
C3D_Fini();
|
||||
gfxExit();
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue