mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-08-16 23:38:50 +00:00
Tests: Cleanup (#790)
This commit is contained in:
parent
95231514e2
commit
89426db797
5 changed files with 285 additions and 287 deletions
|
@ -6,16 +6,16 @@
|
||||||
#define CLEAR_COLOR 0x68B0D8FF
|
#define CLEAR_COLOR 0x68B0D8FF
|
||||||
|
|
||||||
#define DISPLAY_TRANSFER_FLAGS \
|
#define DISPLAY_TRANSFER_FLAGS \
|
||||||
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
|
(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_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
|
||||||
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
||||||
|
|
||||||
typedef struct { float x, y, z; } vertex;
|
typedef struct { float x, y, z; } vertex;
|
||||||
|
|
||||||
static const vertex vertex_list[] = {
|
static const vertex vertex_list[] = {
|
||||||
{ 200.0f, 200.0f, 0.5f },
|
{ 200.0f, 200.0f, 0.5f },
|
||||||
{ 100.0f, 40.0f, 0.5f },
|
{ 100.0f, 40.0f, 0.5f },
|
||||||
{ 300.0f, 40.0f, 0.5f },
|
{ 300.0f, 40.0f, 0.5f },
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef enum {
|
typedef enum {
|
||||||
|
@ -69,22 +69,22 @@ static C3D_Mtx projection;
|
||||||
static void* vbo_data;
|
static void* vbo_data;
|
||||||
|
|
||||||
static void sceneInit(void) {
|
static void sceneInit(void) {
|
||||||
// Load the vertex shader, create a shader program and bind it
|
// Load the vertex shader, create a shader program and bind it
|
||||||
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
||||||
shaderProgramInit(&program);
|
shaderProgramInit(&program);
|
||||||
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
||||||
C3D_BindProgram(&program);
|
C3D_BindProgram(&program);
|
||||||
|
|
||||||
// Get the location of the uniforms
|
// Get the location of the uniforms
|
||||||
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
||||||
|
|
||||||
// Configure attributes for use with the vertex shader
|
// Configure attributes for use with the vertex shader
|
||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||||
AttrInfo_Init(attrInfo);
|
AttrInfo_Init(attrInfo);
|
||||||
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
||||||
AttrInfo_AddFixed(attrInfo, 1); // v1=color
|
AttrInfo_AddFixed(attrInfo, 1); // v1=color
|
||||||
|
|
||||||
// Set the fixed attribute (color) to a colour depending on the emulator
|
// Set the fixed attribute (color) to a colour depending on the emulator
|
||||||
|
|
||||||
Platform platform = getPlatform();
|
Platform platform = getPlatform();
|
||||||
switch (platform) {
|
switch (platform) {
|
||||||
|
@ -104,78 +104,78 @@ static void sceneInit(void) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Compute the projection matrix
|
// Compute the projection matrix
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
||||||
|
|
||||||
// Create the VBO (vertex buffer object)
|
// Create the VBO (vertex buffer object)
|
||||||
vbo_data = linearAlloc(sizeof(vertex_list));
|
vbo_data = linearAlloc(sizeof(vertex_list));
|
||||||
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
|
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
|
||||||
|
|
||||||
// Configure buffers
|
// Configure buffers
|
||||||
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
||||||
BufInfo_Init(bufInfo);
|
BufInfo_Init(bufInfo);
|
||||||
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
|
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
|
||||||
|
|
||||||
// Configure the first fragment shading substage to just pass through the vertex color
|
// 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
|
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
|
||||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||||
C3D_TexEnvInit(env);
|
C3D_TexEnvInit(env);
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneRender(void) {
|
static void sceneRender(void) {
|
||||||
// Update the uniforms
|
// Update the uniforms
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||||
|
|
||||||
// Draw the VBO
|
// Draw the VBO
|
||||||
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneExit(void) {
|
static void sceneExit(void) {
|
||||||
// Free the VBO
|
// Free the VBO
|
||||||
linearFree(vbo_data);
|
linearFree(vbo_data);
|
||||||
|
|
||||||
// Free the shader program
|
// Free the shader program
|
||||||
shaderProgramFree(&program);
|
shaderProgramFree(&program);
|
||||||
DVLB_Free(vshader_dvlb);
|
DVLB_Free(vshader_dvlb);
|
||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
emuPrint("Entering main\n");
|
emuPrint("Entering main\n");
|
||||||
// Initialize graphics
|
// Initialize graphics
|
||||||
gfxInitDefault();
|
gfxInitDefault();
|
||||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||||
|
|
||||||
// Initialize the render target
|
// Initialize the render target
|
||||||
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||||
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
||||||
|
|
||||||
// Initialize the scene
|
// Initialize the scene
|
||||||
sceneInit();
|
sceneInit();
|
||||||
|
|
||||||
// Main loop
|
// Main loop
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
// Render the scene
|
// Render the scene
|
||||||
emuPrint("Entering C3D_FrameBegin");
|
emuPrint("Entering C3D_FrameBegin");
|
||||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||||
emuPrint("Clearing render target");
|
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");
|
emuPrint("Calling C3D_FrameDrawOn");
|
||||||
C3D_FrameDrawOn(target);
|
C3D_FrameDrawOn(target);
|
||||||
emuPrint("Calling sceneRender");
|
emuPrint("Calling sceneRender");
|
||||||
sceneRender();
|
sceneRender();
|
||||||
emuPrint("Entering C3D_FrameEnd");
|
emuPrint("Entering C3D_FrameEnd");
|
||||||
C3D_FrameEnd(0);
|
C3D_FrameEnd(0);
|
||||||
emuPrint("Exited C3D_FrameEnd");
|
emuPrint("Exited C3D_FrameEnd");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Deinitialize the scene
|
// Deinitialize the scene
|
||||||
sceneExit();
|
sceneExit();
|
||||||
|
|
||||||
// Deinitialize graphics
|
// Deinitialize graphics
|
||||||
C3D_Fini();
|
C3D_Fini();
|
||||||
gfxExit();
|
gfxExit();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,4 @@
|
||||||
#include <3ds.h>
|
#include <3ds.h>
|
||||||
#include <stdint.h>
|
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
@ -16,5 +15,5 @@ int main(int argc, char** argv) {
|
||||||
__asm__ volatile ("" ::: "memory");
|
__asm__ volatile ("" ::: "memory");
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,9 +6,9 @@
|
||||||
#define CLEAR_COLOR 0x68B0D8FF
|
#define CLEAR_COLOR 0x68B0D8FF
|
||||||
|
|
||||||
#define DISPLAY_TRANSFER_FLAGS \
|
#define DISPLAY_TRANSFER_FLAGS \
|
||||||
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
|
(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_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
|
||||||
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
||||||
|
|
||||||
static DVLB_s* vshader_dvlb;
|
static DVLB_s* vshader_dvlb;
|
||||||
static shaderProgram_s program;
|
static shaderProgram_s program;
|
||||||
|
@ -17,105 +17,105 @@ static C3D_Mtx projection;
|
||||||
|
|
||||||
static void sceneInit(void)
|
static void sceneInit(void)
|
||||||
{
|
{
|
||||||
// Load the vertex shader, create a shader program and bind it
|
// Load the vertex shader, create a shader program and bind it
|
||||||
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
||||||
shaderProgramInit(&program);
|
shaderProgramInit(&program);
|
||||||
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
||||||
C3D_BindProgram(&program);
|
C3D_BindProgram(&program);
|
||||||
|
|
||||||
// Get the location of the uniforms
|
// Get the location of the uniforms
|
||||||
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
||||||
|
|
||||||
// Configure attributes for use with the vertex shader
|
// Configure attributes for use with the vertex shader
|
||||||
// Attribute format and element count are ignored in immediate mode
|
// Attribute format and element count are ignored in immediate mode
|
||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||||
AttrInfo_Init(attrInfo);
|
AttrInfo_Init(attrInfo);
|
||||||
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
||||||
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
|
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
|
||||||
|
|
||||||
// Compute the projection matrix
|
// Compute the projection matrix
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
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
|
// 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
|
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
|
||||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||||
C3D_TexEnvInit(env);
|
C3D_TexEnvInit(env);
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneRender(void)
|
static void sceneRender(void)
|
||||||
{
|
{
|
||||||
// Update the uniforms
|
// Update the uniforms
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||||
|
|
||||||
// Draw the triangle directly
|
// Draw the triangle directly
|
||||||
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
||||||
// Triangle 1
|
// Triangle 1
|
||||||
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
|
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
|
||||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
|
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
|
||||||
|
|
||||||
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f);
|
C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f);
|
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
// Triangle 2
|
// Triangle 2
|
||||||
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
|
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
|
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
|
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
C3D_ImmDrawEnd();
|
C3D_ImmDrawEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneExit(void)
|
static void sceneExit(void)
|
||||||
{
|
{
|
||||||
// Free the shader program
|
// Free the shader program
|
||||||
shaderProgramFree(&program);
|
shaderProgramFree(&program);
|
||||||
DVLB_Free(vshader_dvlb);
|
DVLB_Free(vshader_dvlb);
|
||||||
}
|
}
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// Initialize graphics
|
// Initialize graphics
|
||||||
gfxInitDefault();
|
gfxInitDefault();
|
||||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||||
|
|
||||||
// Initialize the render target
|
// Initialize the render target
|
||||||
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||||
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
||||||
|
|
||||||
// Initialize the scene
|
// Initialize the scene
|
||||||
sceneInit();
|
sceneInit();
|
||||||
|
|
||||||
// Main loop
|
// Main loop
|
||||||
while (aptMainLoop())
|
while (aptMainLoop())
|
||||||
{
|
{
|
||||||
hidScanInput();
|
hidScanInput();
|
||||||
|
|
||||||
// Respond to user input
|
// Respond to user input
|
||||||
u32 kDown = hidKeysDown();
|
u32 kDown = hidKeysDown();
|
||||||
if (kDown & KEY_START)
|
if (kDown & KEY_START)
|
||||||
break; // break in order to return to hbmenu
|
break; // break in order to return to hbmenu
|
||||||
|
|
||||||
// Render the scene
|
// Render the scene
|
||||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||||
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
||||||
C3D_FrameDrawOn(target);
|
C3D_FrameDrawOn(target);
|
||||||
sceneRender();
|
sceneRender();
|
||||||
C3D_FrameEnd(0);
|
C3D_FrameEnd(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Deinitialize the scene
|
// Deinitialize the scene
|
||||||
sceneExit();
|
sceneExit();
|
||||||
|
|
||||||
// Deinitialize graphics
|
// Deinitialize graphics
|
||||||
C3D_Fini();
|
C3D_Fini();
|
||||||
gfxExit();
|
gfxExit();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -4,12 +4,11 @@
|
||||||
|
|
||||||
#include "vshader_shbin.h"
|
#include "vshader_shbin.h"
|
||||||
|
|
||||||
|
|
||||||
#define CLEAR_COLOR 0x68B0D8FF
|
#define CLEAR_COLOR 0x68B0D8FF
|
||||||
|
|
||||||
#define DISPLAY_TRANSFER_FLAGS \
|
#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_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_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
||||||
|
|
||||||
static DVLB_s* vshader_dvlb;
|
static DVLB_s* vshader_dvlb;
|
||||||
static shaderProgram_s program;
|
static shaderProgram_s program;
|
||||||
|
@ -17,107 +16,107 @@ static int uLoc_projection;
|
||||||
static C3D_Mtx projection;
|
static C3D_Mtx projection;
|
||||||
|
|
||||||
static void sceneInit(void) {
|
static void sceneInit(void) {
|
||||||
// Load the vertex shader, create a shader program and bind it
|
// Load the vertex shader, create a shader program and bind it
|
||||||
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
||||||
shaderProgramInit(&program);
|
shaderProgramInit(&program);
|
||||||
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
||||||
C3D_BindProgram(&program);
|
C3D_BindProgram(&program);
|
||||||
|
|
||||||
// Get the location of the uniforms
|
// Get the location of the uniforms
|
||||||
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
||||||
|
|
||||||
// Configure attributes for use with the vertex shader
|
// Configure attributes for use with the vertex shader
|
||||||
// Attribute format and element count are ignored in immediate mode
|
// Attribute format and element count are ignored in immediate mode
|
||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||||
AttrInfo_Init(attrInfo);
|
AttrInfo_Init(attrInfo);
|
||||||
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
||||||
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
|
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
|
||||||
|
|
||||||
// Compute the projection matrix
|
// Compute the projection matrix
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
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
|
// 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
|
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
|
||||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||||
C3D_TexEnvInit(env);
|
C3D_TexEnvInit(env);
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneRender(void) {
|
static void sceneRender(void) {
|
||||||
// Update the uniforms
|
// Update the uniforms
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||||
|
|
||||||
// Draw the triangle directly
|
// Draw the triangle directly
|
||||||
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
C3D_ImmDrawBegin(GPU_TRIANGLES);
|
||||||
// Triangle 1
|
// Triangle 1
|
||||||
// This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 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(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
|
||||||
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
|
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)
|
// 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(100.0f, 40.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f);
|
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)
|
// 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(300.0f, 40.0f, 0.5f, 0.0f);
|
||||||
C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f);
|
C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f);
|
||||||
|
|
||||||
// Triangle 2
|
// 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)
|
// 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);
|
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
|
||||||
// Output g component should be 64 / 128 = 0.5
|
// Output g component should be 64 / 128 = 0.5
|
||||||
C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f);
|
C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f);
|
||||||
|
|
||||||
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
|
||||||
// Output g component should be 128 / 128 = 1.0
|
// Output g component should be 128 / 128 = 1.0
|
||||||
C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f);
|
C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f);
|
||||||
|
|
||||||
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
|
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
|
||||||
// Output g component should be 0 / 128 = 0
|
// Output g component should be 0 / 128 = 0
|
||||||
C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f);
|
C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f);
|
||||||
C3D_ImmDrawEnd();
|
C3D_ImmDrawEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneExit(void) {
|
static void sceneExit(void) {
|
||||||
// Free the shader program
|
// Free the shader program
|
||||||
shaderProgramFree(&program);
|
shaderProgramFree(&program);
|
||||||
DVLB_Free(vshader_dvlb);
|
DVLB_Free(vshader_dvlb);
|
||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
// Initialize graphics
|
// Initialize graphics
|
||||||
gfxInitDefault();
|
gfxInitDefault();
|
||||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||||
|
|
||||||
// Initialize the render target
|
// Initialize the render target
|
||||||
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||||
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
||||||
|
|
||||||
// Initialize the scene
|
// Initialize the scene
|
||||||
sceneInit();
|
sceneInit();
|
||||||
|
|
||||||
// Main loop
|
// Main loop
|
||||||
while (aptMainLoop()) {
|
while (aptMainLoop()) {
|
||||||
hidScanInput();
|
hidScanInput();
|
||||||
|
|
||||||
// Respond to user input
|
// Respond to user input
|
||||||
u32 kDown = hidKeysDown();
|
u32 kDown = hidKeysDown();
|
||||||
if (kDown & KEY_START) break; // break in order to return to hbmenu
|
if (kDown & KEY_START) break; // break in order to return to hbmenu
|
||||||
|
|
||||||
// Render the scene
|
// Render the scene
|
||||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||||
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
||||||
C3D_FrameDrawOn(target);
|
C3D_FrameDrawOn(target);
|
||||||
sceneRender();
|
sceneRender();
|
||||||
C3D_FrameEnd(0);
|
C3D_FrameEnd(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Deinitialize the scene
|
// Deinitialize the scene
|
||||||
sceneExit();
|
sceneExit();
|
||||||
|
|
||||||
// Deinitialize graphics
|
// Deinitialize graphics
|
||||||
C3D_Fini();
|
C3D_Fini();
|
||||||
gfxExit();
|
gfxExit();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
|
@ -6,17 +6,17 @@
|
||||||
#define CLEAR_COLOR 0x68B0D8FF
|
#define CLEAR_COLOR 0x68B0D8FF
|
||||||
|
|
||||||
#define DISPLAY_TRANSFER_FLAGS \
|
#define DISPLAY_TRANSFER_FLAGS \
|
||||||
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
|
(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_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
|
||||||
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
|
||||||
|
|
||||||
typedef struct { float x, y, z; } vertex;
|
typedef struct { float x, y, z; } vertex;
|
||||||
|
|
||||||
static const vertex vertex_list[] =
|
static const vertex vertex_list[] =
|
||||||
{
|
{
|
||||||
{ 200.0f, 200.0f, 0.5f },
|
{ 200.0f, 200.0f, 0.5f },
|
||||||
{ 100.0f, 40.0f, 0.5f },
|
{ 100.0f, 40.0f, 0.5f },
|
||||||
{ 300.0f, 40.0f, 0.5f },
|
{ 300.0f, 40.0f, 0.5f },
|
||||||
};
|
};
|
||||||
|
|
||||||
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
|
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
|
||||||
|
@ -30,61 +30,61 @@ static void* vbo_data;
|
||||||
|
|
||||||
static void sceneInit(void)
|
static void sceneInit(void)
|
||||||
{
|
{
|
||||||
// Load the vertex shader, create a shader program and bind it
|
// Load the vertex shader, create a shader program and bind it
|
||||||
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
||||||
shaderProgramInit(&program);
|
shaderProgramInit(&program);
|
||||||
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
|
||||||
C3D_BindProgram(&program);
|
C3D_BindProgram(&program);
|
||||||
|
|
||||||
// Get the location of the uniforms
|
// Get the location of the uniforms
|
||||||
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
|
||||||
|
|
||||||
// Configure attributes for use with the vertex shader
|
// Configure attributes for use with the vertex shader
|
||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||||
AttrInfo_Init(attrInfo);
|
AttrInfo_Init(attrInfo);
|
||||||
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
||||||
AttrInfo_AddFixed(attrInfo, 1); // v1=color
|
AttrInfo_AddFixed(attrInfo, 1); // v1=color
|
||||||
|
|
||||||
// Set the fixed attribute (color) to orange
|
// Set the fixed attribute (color) to orange
|
||||||
C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0);
|
C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0);
|
||||||
|
|
||||||
// Compute the projection matrix
|
// Compute the projection matrix
|
||||||
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
|
||||||
|
|
||||||
// Create the VBO (vertex buffer object)
|
// Create the VBO (vertex buffer object)
|
||||||
vbo_data = linearAlloc(sizeof(vertex_list));
|
vbo_data = linearAlloc(sizeof(vertex_list));
|
||||||
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
|
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
|
||||||
|
|
||||||
// Configure buffers
|
// Configure buffers
|
||||||
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
||||||
BufInfo_Init(bufInfo);
|
BufInfo_Init(bufInfo);
|
||||||
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
|
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
|
||||||
|
|
||||||
// Configure the first fragment shading substage to just pass through the vertex color
|
// 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
|
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
|
||||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||||
C3D_TexEnvInit(env);
|
C3D_TexEnvInit(env);
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneRender(void)
|
static void sceneRender(void)
|
||||||
{
|
{
|
||||||
// Update the uniforms
|
// Update the uniforms
|
||||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
|
||||||
|
|
||||||
// Draw the VBO
|
// Draw the VBO
|
||||||
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneExit(void)
|
static void sceneExit(void)
|
||||||
{
|
{
|
||||||
// Free the VBO
|
// Free the VBO
|
||||||
linearFree(vbo_data);
|
linearFree(vbo_data);
|
||||||
|
|
||||||
// Free the shader program
|
// Free the shader program
|
||||||
shaderProgramFree(&program);
|
shaderProgramFree(&program);
|
||||||
DVLB_Free(vshader_dvlb);
|
DVLB_Free(vshader_dvlb);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Print string in emulator terminal
|
// Print string in emulator terminal
|
||||||
|
@ -96,39 +96,39 @@ static void emuPrint(const char* str)
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
emuPrint("Entering main\n");
|
emuPrint("Entering main\n");
|
||||||
// Initialize graphics
|
// Initialize graphics
|
||||||
gfxInitDefault();
|
gfxInitDefault();
|
||||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||||
|
|
||||||
// Initialize the render target
|
// Initialize the render target
|
||||||
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||||
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
||||||
|
|
||||||
// Initialize the scene
|
// Initialize the scene
|
||||||
sceneInit();
|
sceneInit();
|
||||||
|
|
||||||
// Main loop
|
// Main loop
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
// Render the scene
|
// Render the scene
|
||||||
emuPrint("Entering C3D_FrameBegin");
|
emuPrint("Entering C3D_FrameBegin");
|
||||||
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
|
||||||
emuPrint("Clearing render target");
|
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");
|
emuPrint("Calling C3D_FrameDrawOn");
|
||||||
C3D_FrameDrawOn(target);
|
C3D_FrameDrawOn(target);
|
||||||
emuPrint("Calling sceneRender");
|
emuPrint("Calling sceneRender");
|
||||||
sceneRender();
|
sceneRender();
|
||||||
emuPrint("Entering C3D_FrameEnd");
|
emuPrint("Entering C3D_FrameEnd");
|
||||||
C3D_FrameEnd(0);
|
C3D_FrameEnd(0);
|
||||||
emuPrint("Exited C3D_FrameEnd");
|
emuPrint("Exited C3D_FrameEnd");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Deinitialize the scene
|
// Deinitialize the scene
|
||||||
sceneExit();
|
sceneExit();
|
||||||
|
|
||||||
// Deinitialize graphics
|
// Deinitialize graphics
|
||||||
C3D_Fini();
|
C3D_Fini();
|
||||||
gfxExit();
|
gfxExit();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue