/*---------------------------------------------------------------------------* Project: Horizon File: gx_Draw3d.cpp Copyright (C)2009-2012 Nintendo Co., Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev: 47228 $ *---------------------------------------------------------------------------*/ #include #include #include #include #include #include #include #include "demo.h" namespace { GLuint s_ProgramId = 0; GLuint s_ShaderId = 0; nn::fnd::ExpHeap s_AppHeap; uptr s_AddrForGxHeap; const u32 s_GxHeapSize = 0x400000; demo::RenderSystem s_RenderSystem; nn::math::Vector3 s_CameraPosition(0.0f, 2.0f, 2.0f); nn::math::Vector3 s_CameraUp(0.0f, 1.0f, 0.0f); nn::math::Vector3 s_CameraTarget(0.0f, 0.0f, 0.0f); nn::math::Matrix34 s_ViewMatrix; nn::math::Matrix44 s_Display0ProjectionMatrix; nn::math::Matrix44 s_Display1ProjectionMatrix; f32 s_GlobalAmbientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f}; f32 s_Light0Ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f}; f32 s_Light0Diffuse[] = { 0.7f, 0.7f, 0.7f, 1.0f}; f32 s_Light0Position[] = {15.0f, 15.0f, 15.0f, 1.0f}; f32 s_MaterialAmbient[] = {0.3f, 0.3f, 0.3f, 1.0f}; f32 s_MaterialDiffuse[] = {0.7f, 0.7f, 0.7f, 1.0f}; demo::Cube s_Cube; demo::Sphere s_Sphere; demo::Cylinder s_Cylinder; } void InitializeGraphics(void); void InitializeShader(void); void UseShader(void); void UpdateCamera(void); void DrawDisplay0(void); void DrawDisplay1(void); void UpdateBody(demo::Body& body); void DrawBody(demo::Body& body); void Initialize(void) { // fs initialization nn::fs::Initialize(); const size_t ROMFS_BUFFER_SIZE = 1024 * 64; static char buffer[ROMFS_BUFFER_SIZE]; NN_UTIL_PANIC_IF_FAILED( nn::fs::MountRom(16, 16, buffer, ROMFS_BUFFER_SIZE)); InitializeGraphics(); } void InitializeGraphics(void) { s_AppHeap.Initialize(nn::os::GetDeviceMemoryAddress(), nn::os::GetDeviceMemorySize() ); s_AddrForGxHeap = reinterpret_cast(s_AppHeap.Allocate(s_GxHeapSize)); s_RenderSystem.Initialize(s_AddrForGxHeap, s_GxHeapSize); glClearColor(0.3f, 0.3f, 0.3f, 1.0f); glClearDepthf(1.f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glCullFace(GL_BACK); InitializeShader(); // Initialize projection matrix nn::math::MTX44PerspectivePivotDeg(&s_Display0ProjectionMatrix, 45.0f, demo::DISPLAY0_ASPECT, 0.2f, 100.0f, nn::math::PIVOT_UPSIDE_TO_TOP); nn::math::MTX44PerspectivePivotDeg(&s_Display1ProjectionMatrix, 45.0f, demo::DISPLAY1_ASPECT, 0.2f, 100.0f, nn::math::PIVOT_UPSIDE_TO_TOP); // Initialize cube u32 vertexAttributes = demo::VERTEX_POSITION_ATTRIBUTE | demo::VERTEX_COLOR_ATTRIBUTE | demo::VERTEX_NORMAL_ATTRIBUTE; s_Cube.InitializeCube(vertexAttributes, 0.4f, 0.4f, 0.4f); s_Cube.SetColor(1.0f, 0.0f, 0.0f); s_Cube.SetWorldPosition(-1.1f, 0.0f, 0.0f); s_Cube.SetWorldAngle(0.0f, 0.0f, 0.0f); // Initialize sphere s_Sphere.InitializeSphere(vertexAttributes, 0.4, 8); s_Sphere.SetColor(0.0f, 1.0f, 0.0f); s_Sphere.SetWorldPosition(0.0f, 0.0f, 0.0f); s_Sphere.SetWorldAngle(0.0f, 0.0f, 0.0f); // Initialize cylinder s_Cylinder.InitializeCylinder(vertexAttributes, 0.4f, 1.0f, 8); s_Cylinder.SetColor(0.0f, 0.0f, 1.0f); s_Cylinder.SetWorldPosition(1.1f, 0.0f, 0.0f); s_Cylinder.SetWorldAngle(0.0f, 0.0f, 0.0f); } void InitializeShader(void) { s_ProgramId = glCreateProgram(); // Load vertex shader s_ShaderId = glCreateShader(GL_VERTEX_SHADER); nn::fs::FileReader file(L"rom:/shader.shbin"); size_t fileSize = file.GetSize(); void* buf = s_AppHeap.Allocate(fileSize); s32 read = file.Read(buf, fileSize); glShaderBinary(1, &s_ShaderId, GL_PLATFORM_BINARY_DMP, buf, read); file.Finalize(); s_AppHeap.Free(buf); glAttachShader(s_ProgramId, s_ShaderId); glAttachShader(s_ProgramId, GL_DMP_FRAGMENT_SHADER_DMP); glBindAttribLocation(s_ProgramId, 0, "aPosition"); glBindAttribLocation(s_ProgramId, 1, "aColor"); glBindAttribLocation(s_ProgramId, 2, "aNormal"); glLinkProgram(s_ProgramId); glValidateProgram(s_ProgramId); demo::InitializeUniforms(s_ProgramId); } void Finalize(void) { s_Cube.Finalize(); s_Cylinder.Finalize(); s_Sphere.Finalize(); s_RenderSystem.Finalize(); s_AppHeap.Free(reinterpret_cast(s_AddrForGxHeap)); s_AppHeap.Finalize(); } bool DrawFrame(void) { UpdateCamera(); DrawDisplay0(); DrawDisplay1(); s_RenderSystem.WaitVsync(NN_GX_DISPLAY_BOTH); return true; } void UpdateCamera(void) { nn::math::MTX34LookAt(&s_ViewMatrix, &s_CameraPosition, &s_CameraUp, &s_CameraTarget); } void DrawDisplay0(void) { s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY0); s_RenderSystem.Clear(); UseShader(); glUniformMatrix4fv(demo::s_UniformLocations[demo::VERTEX_UNIFORM_PROJECTION], 1, GL_TRUE, static_cast(s_Display0ProjectionMatrix)); UpdateBody(s_Cube); DrawBody(s_Cube); UpdateBody(s_Sphere); DrawBody(s_Sphere); UpdateBody(s_Cylinder); DrawBody(s_Cylinder); s_RenderSystem.SwapBuffers(); } void UseShader(void) { glUseProgram(s_ProgramId); // Fragment uniform glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_ALPHA_TEST], GL_FALSE); // Fragment uniform : Texture samplerType glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXTURE0_SAMPLER_TYPE], GL_FALSE); glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXTURE1_SAMPLER_TYPE], GL_FALSE); glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXTURE2_SAMPLER_TYPE], GL_FALSE); glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXTURE3_SAMPLER_TYPE], GL_FALSE); // Fragment uniform : Fragment lighting glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_ENABLED], GL_TRUE); glUniform4fv(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_ENABLED], GL_TRUE); glUniform4fv(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_AMBIENT], 1, s_Light0Ambient); glUniform4fv(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_DIFFUSE], 1, s_Light0Diffuse); glUniform4fv(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_POSITION], 1, s_Light0Position); // Fragment uniform : Material glUniform4fv(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_AMBIENT], 1, s_MaterialAmbient); glUniform4fv(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_DIFFUSE], 1, s_MaterialDiffuse); // Fragment uniform : Texture combiner // Modulate fragment primary color and vertex color. glUniform3i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXENV2_SRC_RGB], GL_FRAGMENT_PRIMARY_COLOR_DMP, GL_PRIMARY_COLOR, GL_PREVIOUS); glUniform3i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXENV2_SRC_ALPHA], GL_PRIMARY_COLOR, GL_PRIMARY_COLOR, GL_PREVIOUS); glUniform3i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXENV2_OPERAND_RGB], GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_COLOR); glUniform3i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXENV2_OPERAND_ALPHA], GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA); glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXENV2_COMBINE_RGB], GL_MODULATE); glUniform1i(demo::s_UniformLocations[demo::FRAGMENT_UNIFORM_TEXENV2_COMBINE_ALPHA], GL_MODULATE); } void DrawDisplay1(void) { s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY1); s_RenderSystem.Clear(); glUniformMatrix4fv(demo::s_UniformLocations[demo::VERTEX_UNIFORM_PROJECTION], 1, GL_TRUE, static_cast(s_Display1ProjectionMatrix)); s_RenderSystem.SwapBuffers(); } void UpdateBody(demo::Body& body) { f32 worldAngle[3]; body.GetWorldAngle(worldAngle[0], worldAngle[1], worldAngle[2]); worldAngle[0] += 1.0f; if ( worldAngle[0] > 360.0f ) { worldAngle[0] = 0.0f; } body.SetWorldAngle(worldAngle[0], worldAngle[1], worldAngle[2]); } void DrawBody(demo::Body& body) { nn::math::MTX44 modelViewMatrix(s_ViewMatrix); nn::math::Matrix44 worldMatrix = body.GetWorldMatrix(); nn::math::MTX44Mult(&modelViewMatrix, &modelViewMatrix, &worldMatrix); glUniformMatrix4fv(demo::s_UniformLocations[demo::VERTEX_UNIFORM_MODELVIEW], 1, GL_TRUE, static_cast(modelViewMatrix)); body.Draw(); } void nnMain(void) { // Call only nn::applet::Enable to also allow execution from the HOME Menu // HOME Menu transitions, POWER Button presses, and sleep are all unsupported nn::applet::Enable(); Initialize(); bool flag = true; while ( flag ) { flag = DrawFrame(); } Finalize(); }