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Created March 12, 2018 11:14
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shadow map test
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include "vshader_shbin.h"
#include <stdio.h>
#define CLEAR_COLOR 0xFFB0D8D5
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
typedef struct { float x, y, z; } vertex;
static const vertex vertex_list[] =
{
{ 200.0f, 200.0f, 0.5f },
{ 100.0f, 40.0f, 0.5f },
{ 300.0f, 40.0f, 0.5f },
};
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_depth;
static C3D_Mtx projection;
static void* vbo_data;
int d = 2, s = 0;
int D = 10, S = 10;
int bb = 10, ss = 0;
int BB = 10, SS = 10;
static void sceneInit(void)
{
// Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program);
// Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_depth = shaderInstanceGetUniformLocation(program.vertexShader, "depth");
// 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
// Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
// Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
C3D_Tex renderBuffer;
unsigned char* result;
static void sceneRender(void)
{
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_depth, (float)d/D, 0.0f, 0.0f, 0.0f);
C3D_FragOpMode(GPU_FRAGOPMODE_SHADOW);
// Set the fixed attribute (color)
C3D_FixedAttribSet(1, 1.0, (float)s/S, 1.0, 1.0);
C3D_DepthMap(false, -1.0f, 0.0f);
C3D_DepthTest(false, 0, 0);
C3D_FragOpShadow((float)ss / SS, (float)bb / BB);
// Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
C3D_FrameSplit(0);
GX_TextureCopy(renderBuffer.data, 0, (u32*)result, 0, 16 * 16 * 4, 8);
}
static void sceneExit(void)
{
// Free the VBO
linearFree(vbo_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
void Decode(const unsigned char* data, float* d, float* s) {
*d = (data[0] * 65536 + data[1] * 256 + data[2]) / 16777215.0f;
*s = data[3] / 255.0f;
}
void updateText() {
consoleClear();
unsigned char* data = result;
float d0, s0, d1, s1;
GSPGPU_InvalidateDataCache(data, 16 * 16 * 4);
Decode(data, &d0, &s0);
Decode(data + 8 * 8 * 3 * 4, &d1, &s1);
float scale = (float)ss / SS, bias = (float)bb / BB;
printf("scale=%f, bias=%f\n", scale, bias);
printf("before: d=%f, s=%f\n", d0, s0);
float draw_d = (float)d/D, draw_s = (float)s/S;
printf("draw: d=%f, s=%f\n", draw_d, draw_s);
printf("after: d=%f, s=%f\n", d1, s1);
float st = 1 / (bias + scale * (1 - draw_d / d0));
st *= draw_s;
if (st < 0) st = 0;
if (st > s0) st = s0;
printf("s theory = %f\n", st);
}
static PrintConsole bottomScreen;
int main()
{
result = linearAlloc(16 * 16 * 4);
// Initialize graphics
gfxInitDefault();
consoleInit(GFX_BOTTOM, &bottomScreen);
consoleSelect(&bottomScreen);
gfxSetDoubleBuffering(GFX_BOTTOM, true);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C3D_TexInitVRAM(&renderBuffer, 16, 16, GPU_RGBA8);
// Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreateFromTex(&renderBuffer, GPU_TEXFACE_2D, 0, -1);
C3D_RenderTargetSetClear(target, C3D_CLEAR_COLOR, CLEAR_COLOR, 0);
// Initialize the scene
sceneInit();
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kDown & KEY_A) {
d++;
if (d == D+1)
d = 0;
}
if (kDown & KEY_B) {
s++;
if (s == S+1)
s = 0;
}
if (kDown & KEY_X) {
ss++;
if (ss == SS * 2 + 1)
ss = -SS * 2;
}
if (kDown & KEY_Y) {
bb++;
if (bb == BB * 2 + 1)
bb = -BB * 2;
}
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_FrameDrawOn(target);
sceneRender();
C3D_FrameEnd(0);
static int k = 0;
if (k == 4)updateText();
++k;
k %= 8;
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
gfxExit();
return 0;
}
; Example PICA200 vertex shader
; Uniforms
.fvec projection[4]
.fvec depth
; Constants
.constf myconst(0.0, 1.0, -1.0, 0.1)
.constf myconst2(0.3, 0.0, 0.0, 0.0)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outclr color
; Inputs (defined as aliases for convenience)
.alias inpos v0
.alias inclr v1
.bool test
.proc main
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
; outpos = projectionMatrix * inpos
dp4 outpos.x, projection[0], r0
dp4 outpos.y, projection[1], r0
;dp4 outpos.z, projection[2], r0
mov outpos.z, -depth.x
dp4 outpos.w, projection[3], r0
; outclr = inclr
mov outclr, inclr
; We're finished
end
.end
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