コード例 #1
0
ファイル: CitroHelpers.cpp プロジェクト: cpp3ds/cpp3ds
void CitroBindUniforms(shaderProgram_s* program)
{
	int location;
	location = shaderInstanceGetUniformLocation(program->vertexShader, "projection");
	MtxStack_Bind(&projectionMatrix, GPU_VERTEX_SHADER, location, 4);
	location = shaderInstanceGetUniformLocation(program->vertexShader, "modelview");
	MtxStack_Bind(&modelviewMatrix, GPU_VERTEX_SHADER, location, 4);
	location = shaderInstanceGetUniformLocation(program->vertexShader, "texture");
	MtxStack_Bind(&textureMatrix, GPU_VERTEX_SHADER, location, 4);
}
コード例 #2
0
ファイル: ShaderProgram.cpp プロジェクト: Cpasjuste/Kairy
int ShaderProgram::getUniformLocation(const std::string& name) const
{
    if(!_initialized)
    {
        return -1;
    }
	
	auto it = _locationsMap.find(name);
	
	if(it != _locationsMap.end())
	{
		return it->second;
	}

    int result;
	
#ifdef _3DS
	result = shaderInstanceGetUniformLocation(_shaderProgram.vertexShader, name.c_str());
#else
	result = glGetUniformLocation(_program, name.c_str());
#endif // _3DS

	if(result >= 0)
	{
		_locationsMap[name] = result;
	}
	
	return result;
}
コード例 #3
0
void initEmancipation(void)
{
	int i;
	for(i=0;i<NUMEMANCIPATORS;i++)
	{
		emancipators[i].used=false;
	}
	for(i=0;i<NUMEMANCIPATIONGRIDS;i++)
	{
		emancipationGrids[i].used=false;
	}
	
	md2ReadModel(&gridModel, "grid.md2");
	textureLoad(&gridTexture, "balllauncher.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 0);
	textureLoad(&gridSurfaceTexture, "grid.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)|GPU_TEXTURE_WRAP_S(GPU_REPEAT)|GPU_TEXTURE_WRAP_T(GPU_REPEAT), 0);
	md2InstanceInit(&gridInstance, &gridModel, &gridTexture);

	emancipationRectangleVertexData = linearAlloc(sizeof(emancipationRectangleData));
	memcpy(emancipationRectangleVertexData, emancipationRectangleData, sizeof(emancipationRectangleData));

	emancipationDvlb = DVLB_ParseFile((u32*)emancipation_vsh_shbin, emancipation_vsh_shbin_size);
	if(!emancipationDvlb)return;
	shaderProgramInit(&emancipationProgram);
	shaderProgramSetVsh(&emancipationProgram, &emancipationDvlb->DVLE[0]);

	emancipationUniformTextureDimensions = shaderInstanceGetUniformLocation(emancipationProgram.vertexShader, "textureDimensions");

	emancipationSFX=createSFX("emancipation.raw", SOUND_FORMAT_16BIT);
}
コード例 #4
0
ファイル: ctr_rend_shader.c プロジェクト: elhobbs/heretic3ds
GLint glGetUniformLocation(GLuint program, const GLchar *name) {
	shaderProgram_s *shaderprogram = (shaderProgram_s *)ctr_handle_get(CTR_HANDLE_PROGRAM, program);
	if (shaderprogram == 0) {
		return 0;
	}
	GLint result = shaderInstanceGetUniformLocation(shaderprogram->vertexShader, name);
	return result;
}
コード例 #5
0
void TextEngine::Initialize(gfxScreen_t scn) {
	//The two screens are different sizes
	if(scn == GFX_TOP) {
		target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	} else {
		target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	}
	C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
	C3D_RenderTargetSetOutput(target, scn, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);

	Result res = fontEnsureMapped();

	if (R_FAILED(res))
		printf("fontEnsureMapped: %08lX\n", res);

	vshader_dvlb = DVLB_ParseFile((u32*)vshader_v_shbin, vshader_v_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
	C3D_BindProgram(&program);

	// Get the location of the uniforms
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

	// Configure attributes for use with the vertex shader
	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord

	if(scn == GFX_TOP) {
		// Compute the projection matrix
		Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
	} else {
		Mtx_OrthoTilt(&projection, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
	}
	
	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping glyphs)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);

	// Load the glyph texture sheets
	int i;
	TGLP_s* glyphInfo = fontGetGlyphInfo();
	glyphSheets = malloc(sizeof(C3D_Tex)*glyphInfo->nSheets);
	for (i = 0; i < glyphInfo->nSheets; i ++)
	{
		C3D_Tex* tex = &glyphSheets[i];
		tex->data = fontGetGlyphSheetTex(i);
		tex->fmt = glyphInfo->sheetFmt;
		tex->size = glyphInfo->sheetSize;
		tex->width = glyphInfo->sheetWidth;
		tex->height = glyphInfo->sheetHeight;
		tex->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
			| GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE);
	}

	// Create the text vertex array
	textVtxArray = (textVertex_s*)linearAlloc(sizeof(textVertex_s)*TEXT_VTX_ARRAY_COUNT);
}
コード例 #6
0
ファイル: osystem-graphics.cpp プロジェクト: Tkachov/scummvm
void OSystem_3DS::initGraphics() {
	_pfGame = Graphics::PixelFormat::createFormatCLUT8();
	_pfGameTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);

	C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);

	// Initialize the render targets
	_renderTargetTop =
	    C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	C3D_RenderTargetSetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0);
	C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT,
	                          DISPLAY_TRANSFER_FLAGS);

	_renderTargetBottom =
	    C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	C3D_RenderTargetSetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0);
	C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT,
	                          DISPLAY_TRANSFER_FLAGS);

	// Load and bind simple default shader (shader.v.pica)
	_dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size);
	shaderProgramInit(&_program);
	shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]);
	C3D_BindProgram(&_program);
	
	_projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection");
	_modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView");
	
	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
	
	Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
	Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
	
	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_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
	C3D_CullFace(GPU_CULL_NONE);
}
コード例 #7
0
ファイル: ctr-gpu.c プロジェクト: NunaticAlumina/mgba
bool ctrInitGpu() {
	// Load vertex shader binary
	uiShader = DVLB_ParseFile((u32*) uishader, uishader_size);
	if (uiShader == NULL) {
		return false;
	}

	// Create shader
	shaderProgramInit(&uiProgram);
	Result res = shaderProgramSetVsh(&uiProgram, &uiShader->DVLE[0]);
	if (res < 0) {
		return false;
	}
	res = shaderProgramSetGsh(&uiProgram, &uiShader->DVLE[1], 4);
	if (res < 0) {
		return false;
	}
	C3D_BindProgram(&uiProgram);
	GSH_FVEC_projectionMtx = shaderInstanceGetUniformLocation(uiProgram.geometryShader, "projectionMtx");
	GSH_FVEC_textureMtx = shaderInstanceGetUniformLocation(uiProgram.geometryShader, "textureMtx");

	// Allocate buffers
	ctrVertexBuffer = linearAlloc(VERTEX_BUFFER_SIZE);
	if (ctrVertexBuffer == NULL) {
		return false;
	}

	C3D_CullFace(GPU_CULL_NONE);
	C3D_DepthTest(false, GPU_ALWAYS, GPU_WRITE_ALL);
	C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
	C3D_AlphaTest(false, GPU_ALWAYS, 0);
	C3D_BlendingColor(0);

	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_SHORT, 4); // in_pos
	AttrInfo_AddLoader(attrInfo, 1, GPU_SHORT, 4); // in_tc0
	AttrInfo_AddLoader(attrInfo, 2, GPU_UNSIGNED_BYTE, 4); // in_col
	AttrInfo_AddLoader(attrInfo, 3, GPU_FLOAT, 2); // in_rot

	return true;
}
コード例 #8
0
ファイル: room.c プロジェクト: SkipperGames/portal3DS
void roomInit()
{
	roomDvlb = DVLB_ParseFile((u32*)room_vsh_shbin, room_vsh_shbin_size);

	if(!roomDvlb)return;

	shaderProgramInit(&roomProgram);
	shaderProgramSetVsh(&roomProgram, &roomDvlb->DVLE[0]);

	roomUniformTextureDimensions = shaderInstanceGetUniformLocation(roomProgram.vertexShader, "textureDimensions");
}
コード例 #9
0
ファイル: portal.c プロジェクト: h4ck3r210/portal3DS
void drawPortals(portal_s* portals[], int n, renderSceneCallback_t callback, camera_s* c, int depth, u8 stencil)
{
	if(!portals || !portalVertexData || !callback || !c || !depth)return;
	int i;

	gsSwitchRenderMode(-1);

	GPU_SetAttributeBuffers(
		1, // number of attributes
		(u32*)osConvertVirtToPhys(portalBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT), // we want v0 (vertex position)
		0xFFE, // mask : we want v0
		0x0, // permutation : we use identity
		1, // number of buffers : we have one attribute per buffer
		(u32[]){(u32)portalOutlineVertexData-portalBaseAddr}, // buffer offsets (placeholders)
		(u64[]){0x0}, // attribute permutations for each buffer
		(u8[]){1} // number of attributes for each buffer
		);

	gsPushMatrix();
		shaderInstanceSetBool(portalProgram.vertexShader, 0, true);
		gsSetShader(&portalProgram);

		//TEMP
		int colorUniformLoc = shaderInstanceGetUniformLocation(portalProgram.vertexShader, "color");

		GPU_SetTexEnv(0, 
			GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
			GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
			GPU_TEVOPERANDS(0,0,0), 
			GPU_TEVOPERANDS(0,0,0), 
			GPU_MODULATE, GPU_MODULATE, 
			0xFFFFFFFF);

		for(i=0; i<n; i++)
		{
			portal_s* p = portals[i];

			if(!p->draw)continue;

			GPU_SetFloatUniform(GPU_VERTEX_SHADER, colorUniformLoc, (u32*)(float[]){1.0f, p->color.z, p->color.y, p->color.x}, 1);

			gsPushMatrix();
				gsTranslate(p->position.x, p->position.y, p->position.z);
				gsMultMatrix(p->matrix);

				gsUpdateTransformation();

				GPU_DrawArray(GPU_TRIANGLE_STRIP, portalNumVertices);
			gsPopMatrix();
		}
コード例 #10
0
ファイル: sf2d.c プロジェクト: Voka/lpp-3ds
int sf2d_init_advanced(int gpucmd_size, int temppool_size)
{
	if (sf2d_initialized) return 0;

	gpu_fb_addr       = vramMemAlign(400*240*8, 0x100);
	gpu_depth_fb_addr = vramMemAlign(400*240*8, 0x100);
	gpu_cmd           = linearAlloc(gpucmd_size * 4);
	pool_addr         = linearAlloc(temppool_size);
	pool_size         = temppool_size;
	gpu_cmd_size      = gpucmd_size;

	//gfxInitDefault();
	GPU_Init(NULL);
	//gfxSet3D(false);
	GPU_Reset(NULL, gpu_cmd, gpucmd_size);

	//Setup the shader
	dvlb = DVLB_ParseFile((u32 *)shader_vsh_shbin, shader_vsh_shbin_size);
	shaderProgramInit(&shader);
	shaderProgramSetVsh(&shader, &dvlb->DVLE[0]);

	//Get shader uniform descriptors
	projection_desc = shaderInstanceGetUniformLocation(shader.vertexShader, "projection");

	shaderProgramUse(&shader);

	matrix_init_orthographic(ortho_matrix_top, 0.0f, 400.0f, 0.0f, 240.0f, 0.0f, 1.0f);
	matrix_init_orthographic(ortho_matrix_bot, 0.0f, 320.0f, 0.0f, 240.0f, 0.0f, 1.0f);
	matrix_gpu_set_uniform(ortho_matrix_top, projection_desc);

	//Register the apt callback hook
	//aptHook(&apt_hook_cookie, apt_hook_func, NULL);

	vblank_wait = 1;
	current_fps = 0.0f;
	frames = 0;
	last_time = osGetTime();

	cur_screen = GFX_TOP;
	cur_side = GFX_LEFT;

	GPUCMD_Finalize();
	GPUCMD_FlushAndRun();
	gspWaitForP3D();

	sf2d_pool_reset();

	sf2d_initialized = 1;

	return 1;
}
コード例 #11
0
ファイル: AppImpl.cpp プロジェクト: nehalem501/open-tgm
void init_gpu_stuff() {
	// 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
	proj_uloc = 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, 2); // v1=texcoord
	AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 4); // v2=color

	// Compute the projection matrix
	// Note: we're setting top to 240 here so origin is at top left.
	Mtx_OrthoTilt(&proj_mat, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0, true);

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);

	// Load textures
	load_texture(&background_tex, background_png, background_png_size);
	load_texture(&empty_tex, empty_png, empty_png_size);
	load_texture(&frame_tex, frame_png, frame_png_size);
	load_texture(&text_tex, ui_font_png, ui_font_png_size);
	load_texture(&tileset_tex, tileset_png, tileset_png_size);
	load_texture(&outline_tex, outline_png, outline_png_size);

	// Configure the first fragment shading substage to just pass through the texture 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, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
	//C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);

	//C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
	//C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);

	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping sprites)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);

	C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, proj_uloc, &proj_mat);
}
コード例 #12
0
ファイル: main.c プロジェクト: Chibiyima/ctrulib
static void sceneInit(void)
{
	// Load the vertex shader and create a shader program
	vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);

	// Get the location of the projection matrix uniform
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

	// Compute the projection matrix
	m4x4_ortho_tilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);

	// Create the VBO (vertex buffer object)
	vbo_data = linearAlloc(sizeof(vertex_list));
	memcpy(vbo_data, vertex_list, sizeof(vertex_list));
}
コード例 #13
0
ファイル: gpu.cpp プロジェクト: AlbertoSONIC/ctrcommon
void gpuSetUniform(u32 shader, ShaderType type, const char* name, const void* data, u32 elements) {
    if(name == NULL || data == NULL) {
        return;
    }

    ShaderData* shdr = (ShaderData*) shader;
    if(shdr == NULL || shdr->dvlb == NULL) {
        return;
    }

    shaderInstance_s* instance = type == VERTEX_SHADER ? shdr->program.vertexShader : shdr->program.geometryShader;
    if(instance != NULL) {
        Result res = shaderInstanceGetUniformLocation(instance, name);
        if(res >= 0) {
            GPU_SetFloatUniform((GPU_SHADER_TYPE) type, (u32) res, (u32 *) data, elements);
        }
    }
}
コード例 #14
0
ファイル: main.c プロジェクト: 0TheMeistro0/ctrulib
static void sceneInit(void)
{
	// Load the shaders and create a shader program
	// The geoshader stride is set to 6 so that it processes a triangle at a time
	vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
	gshader_dvlb = DVLB_ParseFile((u32*)gshader_shbin, gshader_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
	shaderProgramSetGsh(&program, &gshader_dvlb->DVLE[0], 6);

	// Get the location of the projection matrix uniform
	uLoc_projection = shaderInstanceGetUniformLocation(program.geometryShader, "projection");

	// Compute the projection matrix
	m4x4_ortho_tilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);

	// Create the VBO (vertex buffer object)
	vbo_data = linearAlloc(sizeof(vertex_list));
	memcpy(vbo_data, vertex_list, sizeof(vertex_list));
}
コード例 #15
0
ファイル: main.c プロジェクト: JayFoxRox/3ds-tests
void initialize(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");

  // Compute the projection matrix
  Mtx_OrthoTilt(&projection, -200.0, 200.0, -120.0, 120.0, 0.0, 1.0);

  // Update the uniforms
  C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);

  // Create the VBO (vertex buffer object)
  vbo_data = linearAlloc(sizeof(vertices));
  memcpy(vbo_data, vertices, sizeof(vertices));

  // Configure buffers
  C3D_BufInfo* bufInfo = C3D_GetBufInfo();
  BufInfo_Init(bufInfo);
  BufInfo_Add(bufInfo, vbo_data, sizeof(vertices[0]), 2, 0x10);

  // Configure attributes for use with the vertex shader
  C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
  AttrInfo_Init(attrInfo);
  AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 2); // v0=x,y
  AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=r,g,b

  // Configure the first fragment shading substage to just pass through the vertex color
  // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
  C3D_TexEnv* env = C3D_GetTexEnv(0);
  C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
  C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
  C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);

}
コード例 #16
0
ファイル: main.c プロジェクト: machinamentum/selena-examples
static void sceneInit(void)
{
	// Load the vertex shader, create a shader program and bind it
	vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
	C3D_BindProgram(&program);

	// Get the location of the uniforms
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "Projection");

	// Configure attributes for use with the vertex shader
	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddFixed(attrInfo, 1); // v1=color

	// Set the fixed attribute (color) to solid white
	C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0);

	// Compute the projection matrix
	Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);

	// Create the VBO (vertex buffer object)
	vbo_data = linearAlloc(sizeof(vertex_list));
	memcpy(vbo_data, vertex_list, sizeof(vertex_list));

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);

	// Configure the first fragment shading substage to just pass through the vertex color
	// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
	C3D_TexEnv* env = C3D_GetTexEnv(0);
	C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
	C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
コード例 #17
0
ファイル: main.c プロジェクト: Cruel/3ds-examples
static void sceneInit(void)
{
	// Load the shaders and create a shader program
	// The geoshader stride is set to 6 so that it processes a triangle at a time
	program_dvlb = DVLB_ParseFile((u32*)program_shbin, program_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &program_dvlb->DVLE[0]);
	shaderProgramSetGsh(&program, &program_dvlb->DVLE[1], 6);
	C3D_BindProgram(&program);

	// Get the location of the projection matrix uniform
	uLoc_projection = shaderInstanceGetUniformLocation(program.geometryShader, "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_AddLoader(attrInfo, 1, GPU_FLOAT, 4); // v1=color

	// Compute the projection matrix
	Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);

	// 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), 2, 0x10);

	// Configure the first fragment shading substage to just pass through the vertex color
	// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
	C3D_TexEnv* env = C3D_GetTexEnv(0);
	C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
	C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
コード例 #18
0
ファイル: main.c プロジェクト: Cruel/3ds-examples
//---------------------------------------------------------------------------------
static void sceneInit(void) {
//---------------------------------------------------------------------------------
	int i;

	// Load the vertex shader, create a shader program and bind it
	vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
	C3D_BindProgram(&program);

	// Get the location of the uniforms
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

	// Configure attributes for use with the vertex shader
	// 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, 2); // v2=texcoord

	// Compute the projection matrix
	// Note: we're setting top to 240 here so origin is at top left.
	Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);

	unsigned char* image;
	unsigned width, height;

	lodepng_decode32(&image, &width, &height, ballsprites_png, ballsprites_png_size);

	u8 *gpusrc = linearAlloc(width*height*4);

	// GX_DisplayTransfer needs input buffer in linear RAM
	u8* src=image; u8 *dst=gpusrc;

	// lodepng outputs big endian rgba so we need to convert
	for(int i = 0; i<width*height; i++) {
		int r = *src++;
		int g = *src++;
		int b = *src++;
		int a = *src++;

		*dst++ = a;
		*dst++ = b;
		*dst++ = g;
		*dst++ = r;
	}

	// ensure data is in physical ram
	GSPGPU_FlushDataCache(gpusrc, width*height*4);

	// Load the texture and bind it to the first texture unit
	C3D_TexInit(&spritesheet_tex, width, height, GPU_RGBA8);

	// Convert image to 3DS tiled texture format
	C3D_SafeDisplayTransfer ((u32*)gpusrc, GX_BUFFER_DIM(width,height), (u32*)spritesheet_tex.data, GX_BUFFER_DIM(width,height), TEXTURE_TRANSFER_FLAGS);
	gspWaitForPPF();

	C3D_TexSetFilter(&spritesheet_tex, GPU_LINEAR, GPU_NEAREST);
	C3D_TexBind(0, &spritesheet_tex);

	free(image);
	linearFree(gpusrc);

	// Configure the first fragment shading substage to just pass through the texture 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);

	srand(time(NULL));

	for(i = 0; i < NUM_SPRITES; i++) {
		//random place and speed
		sprites[i].x = (rand() % (400 - 32 )) << 8;
		sprites[i].y = (rand() % (240 - 32 )) << 8 ;
		sprites[i].dx = (rand() & 0xFF) + 0x100;
		sprites[i].dy = (rand() & 0xFF) + 0x100;
		sprites[i].image = rand() & 3;

		if(rand() & 1)
			sprites[i].dx = -sprites[i].dx;
		if(rand() & 1)
			sprites[i].dy = -sprites[i].dy;
	}

	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping sprites)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);
}
コード例 #19
0
ファイル: gfx_3ds.cpp プロジェクト: rychenga/GameYob
void gfxDrawScreen() {
    int screenTexSize = 256;
    u32* transferBuffer = screenBuffer;
    GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST;

    if(scaleMode != 0 && scaleFilter != 0) {
        filter = GPU_LINEAR;

        if(scaleFilter == 2) {
            screenTexSize = 512;
            transferBuffer = scale2xBuffer;

            gfxScale2xRGBA8888(screenBuffer, 256, scale2xBuffer, 512, 256, 224);
        }
    }

    if(!screenInit || screenTexture.width != screenTexSize || screenTexture.height != screenTexSize) {
        if(screenInit) {
            C3D_TexDelete(&screenTexture);
            screenInit = false;
        }

        screenInit = C3D_TexInit(&screenTexture, screenTexSize, screenTexSize, GPU_RGBA8);
    }

    C3D_TexSetFilter(&screenTexture, filter, filter);

    GSPGPU_FlushDataCache(transferBuffer, screenTexSize * screenTexSize * sizeof(u32));
    if(R_SUCCEEDED(GX_DisplayTransfer(transferBuffer, (u32) GX_BUFFER_DIM(screenTexSize, screenTexSize), (u32*) screenTexture.data, (u32) GX_BUFFER_DIM(screenTexSize, screenTexSize), GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)))) {
        gspWaitForPPF();
    }

    GSPGPU_InvalidateDataCache(screenTexture.data, screenTexture.size);

    if(!C3D_FrameBegin(0)) {
        return;
    }

    C3D_RenderTarget* target = gameScreen == 0 ? targetTop : targetBottom;

    C3D_FrameDrawOn(target);
    C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, shaderInstanceGetUniformLocation(program.vertexShader, "projection"), gameScreen == 0 ? &projectionTop : &projectionBottom);

    u16 viewportWidth = target->renderBuf.colorBuf.height;
    u16 viewportHeight = target->renderBuf.colorBuf.width;

    // Draw the screen.
    if(screenInit) {
        // Calculate the VBO dimensions.
        int screenWidth = 256;
        int screenHeight = 224;
        if(scaleMode == 1) {
            screenWidth *= 1.25f;
            screenHeight *= 1.25f;
        } else if(scaleMode == 2) {
            screenWidth *= 1.50f;
            screenHeight *= 1.50f;
        } else if(scaleMode == 3) {
            screenWidth *= viewportHeight / (float) screenHeight;
            screenHeight = viewportHeight;
        } else if(scaleMode == 4) {
            screenWidth = viewportWidth;
            screenHeight = viewportHeight;
        }

        // Calculate VBO points.
        const float x1 = ((int) viewportWidth - screenWidth) / 2.0f;
        const float y1 = ((int) viewportHeight - screenHeight) / 2.0f;
        const float x2 = x1 + screenWidth;
        const float y2 = y1 + screenHeight;

        static const float baseTX2 = 256.0f / 256.0f;
        static const float baseTY2 = 224.0f / 256.0f;
        static const float baseFilterMod = 0.25f / 256.0f;

        float tx2 = baseTX2;
        float ty2 = baseTY2;
        if(scaleMode != 0 && scaleFilter == 1) {
            tx2 -= baseFilterMod;
            ty2 -= baseFilterMod;
        }

        C3D_TexBind(0, &screenTexture);

        C3D_ImmDrawBegin(GPU_TRIANGLES);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmDrawEnd();
    }

    // Draw the border.
    if(borderInit && scaleMode != 4) {
        // Calculate VBO points.
        int scaledBorderWidth = borderWidth;
        int scaledBorderHeight = borderHeight;
        if(borderScaleMode == 1) {
            if(scaleMode == 1) {
                scaledBorderWidth *= 1.25f;
                scaledBorderHeight *= 1.25f;
            } else if(scaleMode == 2) {
                scaledBorderWidth *= 1.50f;
                scaledBorderHeight *= 1.50f;
            } else if(scaleMode == 3) {
                scaledBorderWidth *= viewportHeight / 224.0f;
                scaledBorderHeight *= viewportHeight / 224.0f;
            } else if(scaleMode == 4) {
                scaledBorderWidth *= viewportWidth / 256.0f;
                scaledBorderHeight *= viewportHeight / 224.0f;
            }
        }

        const float x1 = ((int) viewportWidth - scaledBorderWidth) / 2.0f;
        const float y1 = ((int) viewportHeight - scaledBorderHeight) / 2.0f;
        const float x2 = x1 + scaledBorderWidth;
        const float y2 = y1 + scaledBorderHeight;

        float tx2 = (float) borderWidth / (float) gpuBorderWidth;
        float ty2 = (float) borderHeight / (float) gpuBorderHeight;

        C3D_TexBind(0, &borderTexture);

        C3D_ImmDrawBegin(GPU_TRIANGLES);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmDrawEnd();
    }

    C3D_FrameEnd(0);
}