Format litp test

This commit is contained in:
wheremyfoodat 2024-08-02 22:59:33 +03:00
parent 195f3388e9
commit 24c4e02143

View file

@ -1,22 +1,22 @@
#include <3ds.h> #include <3ds.h>
#include <citro3d.h> #include <citro3d.h>
#include <string.h> #include <string.h>
#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_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ 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;
static int uLoc_projection; 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);
@ -30,8 +30,8 @@ static void sceneInit(void)
// 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);
@ -44,51 +44,48 @@ static void sceneInit(void)
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);
@ -101,20 +98,18 @@ int main()
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);
} }