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wwylele/main.c Secret

Created May 7, 2017 19:20
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proctex test by fincs
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include <stdio.h>
#include "vshader_shbin.h"
#define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static C3D_Mtx projection;
static C3D_ProcTex pt;
static C3D_ProcTexLut pt_map;
static C3D_ProcTexLut pt_noise;
static C3D_ProcTexColorLut pt_clr;
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
// 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=texcoord0
// Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0, true);
#define NUMCOLORS 2
C3D_ProcTexInit(&pt, 0, NUMCOLORS);
C3D_ProcTexClamp(&pt, GPU_PT_MIRRORED_REPEAT, GPU_PT_MIRRORED_REPEAT);
C3D_ProcTexNoiseCoefs(&pt, C3D_ProcTex_UV, 0.1f, 0.3f, 0.1f);
C3D_ProcTexCombiner(&pt, false, GPU_PT_SQRT2, GPU_PT_SQRT2); // <- for wood rings
// C3D_ProcTexCombiner(&pt, false, GPU_PT_V, GPU_PT_V); // <- for wood stripes (or also _U)
C3D_ProcTexFilter(&pt, GPU_PT_LINEAR);
C3D_ProcTexBind(0, &pt);
float data[129];
int i;
for (i = 0; i <= 128; i ++)
{
float x = i/128.0f;
data[i] = fabsf(sinf(C3D_Angle(6*(x+0.125f)))); // 6*2 = 12 stripes
}
ProcTexLut_FromArray(&pt_map, data);
C3D_ProcTexLutBind(GPU_LUT_RGBMAP, &pt_map);
// Noise smooth step equation
for (i = 0; i <= 128; i ++)
{
float x = i/128.0f;
data[i] = x*x*(3-2*x);
}
ProcTexLut_FromArray(&pt_noise, data);
C3D_ProcTexLutBind(GPU_LUT_NOISE, &pt_noise);
u32 colors[NUMCOLORS];
colors[0] = 0xFF1F1F4F; // dark brown
colors[1] = 0xFF1F9ED1; // light brown
ProcTexColorLut_Write(&pt_clr, colors, 0, NUMCOLORS);
C3D_ProcTexColorLutBind(&pt_clr);
// Configure the first fragment shading substage to just pass through the procedural 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_TEXTURE3, 0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
static void sceneRender(void)
{
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the triangle directly
//float min = -1.0f; //<-- for (symmetrical) wood rings
//float max = +1.0f;
float min = 1.0f; //<-- for asymmetrical wood rings
float max = 3.0f;
//float min = 0.0f; //<-- for wood stripes
//float max = +3.0f; // triplicate stripes
float size = 200.0f/2;
C3D_ImmDrawBegin(GPU_TRIANGLE_STRIP);
C3D_ImmSendAttrib(200.0f-size, 120.0f+size, 0.5f, 0.0f); // v0=position
C3D_ImmSendAttrib(min, min, 0.0f, 0.0f); // v1=texcoord0
C3D_ImmSendAttrib(200.0f+size, 120.0f+size, 0.5f, 0.0f);
C3D_ImmSendAttrib(max, min, 0.0f, 0.0f);
C3D_ImmSendAttrib(200.0f-size, 120.0f-size, 0.5f, 0.0f);
C3D_ImmSendAttrib(min, max, 0.0f, 0.0f);
C3D_ImmSendAttrib(200.0f+size, 120.0f-size, 0.5f, 0.0f);
C3D_ImmSendAttrib(max, max, 0.0f, 0.0f);
C3D_ImmDrawEnd();
}
static void sceneExit(void)
{
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
int main()
{
// Initialize graphics
gfxInitDefault();
consoleInit(GFX_BOTTOM, NULL);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
printf("\x1b[28;0Hgpu: %5.2f%% cpu: %5.2f%% buf:%5.2f%%\n", C3D_GetDrawingTime()*3, C3D_GetProcessingTime()*3, C3D_GetCmdBufUsage()*100);
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_FrameDrawOn(target);
sceneRender();
C3D_FrameEnd(0);
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
gfxExit();
return 0;
}
; Uniforms
.fvec projection[4]
; Constants
.constf myconst(0.0, 1.0, -1.0, -0.5)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outtc0 texcoord0
; Inputs (defined as aliases for convenience)
.alias inpos v0
.alias intex v1
.proc main
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
; outpos = projection * r1
dp4 outpos.x, projection[0], r0
dp4 outpos.y, projection[1], r0
dp4 outpos.z, projection[2], r0
dp4 outpos.w, projection[3], r0
; outtex = intex
mov outtc0, intex
; We're finished
end
.end
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