/* ** deko3d Example 03: Cube ** This example shows how to draw a basic rotating cube. ** New concepts in this example: ** - Setting up and using a depth buffer ** - Setting up uniform buffers ** - Basic 3D maths, including projection matrices ** - Updating uniforms with a dynamic command buffer ** - Adjusting resolution dynamically by recreating resources (720p handheld/1080p docked) ** - Depth buffer discard after a barrier */ // Sample Framework headers #include "SampleFramework/CApplication.h" #include "SampleFramework/CMemPool.h" #include "SampleFramework/CShader.h" #include "SampleFramework/CCmdMemRing.h" // C++ standard library headers #include #include // GLM headers #define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES // Enforces GLSL std140/std430 alignment rules for glm types #define GLM_FORCE_INTRINSICS // Enables usage of SIMD CPU instructions (requiring the above as well) #include #include #include #include namespace { struct Vertex { float position[3]; float color[3]; }; constexpr std::array VertexAttribState = { DkVtxAttribState{ 0, 0, offsetof(Vertex, position), DkVtxAttribSize_3x32, DkVtxAttribType_Float, 0 }, DkVtxAttribState{ 0, 0, offsetof(Vertex, color), DkVtxAttribSize_3x32, DkVtxAttribType_Float, 0 }, }; constexpr std::array VertexBufferState = { DkVtxBufferState{ sizeof(Vertex), 0 }, }; constexpr std::array CubeVertexData = { // +X face Vertex{ { +1.0f, +1.0f, +1.0f }, { 1.0f, 0.0f, 0.0f } }, Vertex{ { +1.0f, -1.0f, +1.0f }, { 0.0f, 1.0f, 0.0f } }, Vertex{ { +1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f, 1.0f } }, Vertex{ { +1.0f, +1.0f, -1.0f }, { 1.0f, 1.0f, 0.0f } }, // -X face Vertex{ { -1.0f, +1.0f, -1.0f }, { 1.0f, 0.0f, 0.0f } }, Vertex{ { -1.0f, -1.0f, -1.0f }, { 0.0f, 1.0f, 0.0f } }, Vertex{ { -1.0f, -1.0f, +1.0f }, { 0.0f, 0.0f, 1.0f } }, Vertex{ { -1.0f, +1.0f, +1.0f }, { 1.0f, 1.0f, 0.0f } }, // +Y face Vertex{ { -1.0f, +1.0f, -1.0f }, { 1.0f, 0.0f, 0.0f } }, Vertex{ { -1.0f, +1.0f, +1.0f }, { 0.0f, 1.0f, 0.0f } }, Vertex{ { +1.0f, +1.0f, +1.0f }, { 0.0f, 0.0f, 1.0f } }, Vertex{ { +1.0f, +1.0f, -1.0f }, { 1.0f, 1.0f, 0.0f } }, // -Y face Vertex{ { -1.0f, -1.0f, +1.0f }, { 1.0f, 0.0f, 0.0f } }, Vertex{ { -1.0f, -1.0f, -1.0f }, { 0.0f, 1.0f, 0.0f } }, Vertex{ { +1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f, 1.0f } }, Vertex{ { +1.0f, -1.0f, +1.0f }, { 1.0f, 1.0f, 0.0f } }, // +Z face Vertex{ { -1.0f, +1.0f, +1.0f }, { 1.0f, 0.0f, 0.0f } }, Vertex{ { -1.0f, -1.0f, +1.0f }, { 0.0f, 1.0f, 0.0f } }, Vertex{ { +1.0f, -1.0f, +1.0f }, { 0.0f, 0.0f, 1.0f } }, Vertex{ { +1.0f, +1.0f, +1.0f }, { 1.0f, 1.0f, 0.0f } }, // -Z face Vertex{ { +1.0f, +1.0f, -1.0f }, { 1.0f, 0.0f, 0.0f } }, Vertex{ { +1.0f, -1.0f, -1.0f }, { 0.0f, 1.0f, 0.0f } }, Vertex{ { -1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f, 1.0f } }, Vertex{ { -1.0f, +1.0f, -1.0f }, { 1.0f, 1.0f, 0.0f } }, }; struct Transformation { glm::mat4 mdlvMtx; glm::mat4 projMtx; }; inline float fractf(float x) { return x - floorf(x); } } class CExample03 final : public CApplication { static constexpr unsigned NumFramebuffers = 2; static constexpr unsigned StaticCmdSize = 0x10000; static constexpr unsigned DynamicCmdSize = 0x10000; PadState pad; dk::UniqueDevice device; dk::UniqueQueue queue; std::optional pool_images; std::optional pool_code; std::optional pool_data; dk::UniqueCmdBuf cmdbuf; dk::UniqueCmdBuf dyncmd; CCmdMemRing dynmem; CShader vertexShader; CShader fragmentShader; Transformation transformState; CMemPool::Handle transformUniformBuffer; CMemPool::Handle vertexBuffer; uint32_t framebufferWidth; uint32_t framebufferHeight; CMemPool::Handle depthBuffer_mem; CMemPool::Handle framebuffers_mem[NumFramebuffers]; dk::Image depthBuffer; dk::Image framebuffers[NumFramebuffers]; DkCmdList framebuffer_cmdlists[NumFramebuffers]; dk::UniqueSwapchain swapchain; DkCmdList render_cmdlist; public: CExample03() { // Create the deko3d device device = dk::DeviceMaker{}.create(); // Create the main queue queue = dk::QueueMaker{device}.setFlags(DkQueueFlags_Graphics).create(); // Create the memory pools pool_images.emplace(device, DkMemBlockFlags_GpuCached | DkMemBlockFlags_Image, 16*1024*1024); pool_code.emplace(device, DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached | DkMemBlockFlags_Code, 128*1024); pool_data.emplace(device, DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached, 1*1024*1024); // Create the static command buffer and feed it freshly allocated memory cmdbuf = dk::CmdBufMaker{device}.create(); CMemPool::Handle cmdmem = pool_data->allocate(StaticCmdSize); cmdbuf.addMemory(cmdmem.getMemBlock(), cmdmem.getOffset(), cmdmem.getSize()); // Create the dynamic command buffer and allocate memory for it dyncmd = dk::CmdBufMaker{device}.create(); dynmem.allocate(*pool_data, DynamicCmdSize); // Load the shaders vertexShader.load(*pool_code, "romfs:/shaders/transform_vsh.dksh"); fragmentShader.load(*pool_code, "romfs:/shaders/color_fsh.dksh"); // Create the transformation uniform buffer transformUniformBuffer = pool_data->allocate(sizeof(transformState), DK_UNIFORM_BUF_ALIGNMENT); // Load the vertex buffer vertexBuffer = pool_data->allocate(sizeof(CubeVertexData), alignof(Vertex)); memcpy(vertexBuffer.getCpuAddr(), CubeVertexData.data(), vertexBuffer.getSize()); // Initialize gamepad padConfigureInput(1, HidNpadStyleSet_NpadStandard); padInitializeDefault(&pad); } ~CExample03() { // Destroy the framebuffer resources destroyFramebufferResources(); // Destroy the vertex buffer (not strictly needed in this case) vertexBuffer.destroy(); // Destroy the uniform buffer (not strictly needed in this case) transformUniformBuffer.destroy(); } void createFramebufferResources() { // Create layout for the depth buffer dk::ImageLayout layout_depthbuffer; dk::ImageLayoutMaker{device} .setFlags(DkImageFlags_UsageRender | DkImageFlags_HwCompression) .setFormat(DkImageFormat_Z24S8) .setDimensions(framebufferWidth, framebufferHeight) .initialize(layout_depthbuffer); // Create the depth buffer depthBuffer_mem = pool_images->allocate(layout_depthbuffer.getSize(), layout_depthbuffer.getAlignment()); depthBuffer.initialize(layout_depthbuffer, depthBuffer_mem.getMemBlock(), depthBuffer_mem.getOffset()); // Create layout for the framebuffers dk::ImageLayout layout_framebuffer; dk::ImageLayoutMaker{device} .setFlags(DkImageFlags_UsageRender | DkImageFlags_UsagePresent | DkImageFlags_HwCompression) .setFormat(DkImageFormat_RGBA8_Unorm) .setDimensions(framebufferWidth, framebufferHeight) .initialize(layout_framebuffer); // Create the framebuffers std::array fb_array; uint64_t fb_size = layout_framebuffer.getSize(); uint32_t fb_align = layout_framebuffer.getAlignment(); for (unsigned i = 0; i < NumFramebuffers; i ++) { // Allocate a framebuffer framebuffers_mem[i] = pool_images->allocate(fb_size, fb_align); framebuffers[i].initialize(layout_framebuffer, framebuffers_mem[i].getMemBlock(), framebuffers_mem[i].getOffset()); // Generate a command list that binds it dk::ImageView colorTarget{ framebuffers[i] }, depthTarget{ depthBuffer }; cmdbuf.bindRenderTargets(&colorTarget, &depthTarget); framebuffer_cmdlists[i] = cmdbuf.finishList(); // Fill in the array for use later by the swapchain creation code fb_array[i] = &framebuffers[i]; } // Create the swapchain using the framebuffers swapchain = dk::SwapchainMaker{device, nwindowGetDefault(), fb_array}.create(); // Generate the main rendering cmdlist recordStaticCommands(); // Initialize the projection matrix transformState.projMtx = glm::perspectiveRH_ZO( glm::radians(40.0f), float(framebufferWidth)/float(framebufferHeight), 0.01f, 1000.0f); } void destroyFramebufferResources() { // Return early if we have nothing to destroy if (!swapchain) return; // Make sure the queue is idle before destroying anything queue.waitIdle(); // Clear the static cmdbuf, destroying the static cmdlists in the process cmdbuf.clear(); // Destroy the swapchain swapchain.destroy(); // Destroy the framebuffers for (unsigned i = 0; i < NumFramebuffers; i ++) framebuffers_mem[i].destroy(); // Destroy the depth buffer depthBuffer_mem.destroy(); } void recordStaticCommands() { // Initialize state structs with deko3d defaults dk::RasterizerState rasterizerState; dk::ColorState colorState; dk::ColorWriteState colorWriteState; dk::DepthStencilState depthStencilState; // Configure viewport and scissor cmdbuf.setViewports(0, { { 0.0f, 0.0f, (float)framebufferWidth, (float)framebufferHeight, 0.0f, 1.0f } }); cmdbuf.setScissors(0, { { 0, 0, framebufferWidth, framebufferHeight } }); // Clear the color and depth buffers cmdbuf.clearColor(0, DkColorMask_RGBA, 0.0f, 0.0f, 0.0f, 0.0f); cmdbuf.clearDepthStencil(true, 1.0f, 0xFF, 0); // Bind state required for drawing the cube cmdbuf.bindShaders(DkStageFlag_GraphicsMask, { vertexShader, fragmentShader }); cmdbuf.bindUniformBuffer(DkStage_Vertex, 0, transformUniformBuffer.getGpuAddr(), transformUniformBuffer.getSize()); cmdbuf.bindRasterizerState(rasterizerState); cmdbuf.bindColorState(colorState); cmdbuf.bindColorWriteState(colorWriteState); cmdbuf.bindDepthStencilState(depthStencilState); cmdbuf.bindVtxBuffer(0, vertexBuffer.getGpuAddr(), vertexBuffer.getSize()); cmdbuf.bindVtxAttribState(VertexAttribState); cmdbuf.bindVtxBufferState(VertexBufferState); // Draw the cube cmdbuf.draw(DkPrimitive_Quads, CubeVertexData.size(), 1, 0, 0); // Fragment barrier, to make sure we finish previous work before discarding the depth buffer cmdbuf.barrier(DkBarrier_Fragments, 0); // Discard the depth buffer since we don't need it anymore cmdbuf.discardDepthStencil(); // Finish off this command list render_cmdlist = cmdbuf.finishList(); } void render() { // Begin generating the dynamic command list, for commands that need to be sent only this frame specifically dynmem.begin(dyncmd); // Update the uniform buffer with the new transformation state (this data gets inlined in the command list) dyncmd.pushConstants( transformUniformBuffer.getGpuAddr(), transformUniformBuffer.getSize(), 0, sizeof(transformState), &transformState); // Finish off the dynamic command list, and submit it to the queue queue.submitCommands(dynmem.end(dyncmd)); // Acquire a framebuffer from the swapchain (and wait for it to be available) int slot = queue.acquireImage(swapchain); // Run the command list that attaches said framebuffer to the queue queue.submitCommands(framebuffer_cmdlists[slot]); // Run the main rendering command list queue.submitCommands(render_cmdlist); // Now that we are done rendering, present it to the screen queue.presentImage(swapchain, slot); } void onOperationMode(AppletOperationMode mode) override { // Destroy the framebuffer resources destroyFramebufferResources(); // Choose framebuffer size chooseFramebufferSize(framebufferWidth, framebufferHeight, mode); // Recreate the framebuffers and its associated resources createFramebufferResources(); } bool onFrame(u64 ns) override { padUpdate(&pad); u64 kDown = padGetButtonsDown(&pad); if (kDown & HidNpadButton_Plus) return false; float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision float tau = glm::two_pi(); float period1 = fractf(time/8.0f); float period2 = fractf(time/4.0f); // Generate the model-view matrix for this frame // Keep in mind that GLM transformation functions multiply to the right, so essentially we have: // mdlvMtx = Translate * RotateX * RotateY * Scale // This means that the Scale operation is applied first, then RotateY, and so on. transformState.mdlvMtx = glm::mat4{1.0f}; transformState.mdlvMtx = glm::translate(transformState.mdlvMtx, glm::vec3{0.0f, 0.0f, -3.0f}); transformState.mdlvMtx = glm::rotate(transformState.mdlvMtx, sinf(period2 * tau) * tau / 8.0f, glm::vec3{1.0f, 0.0f, 0.0f}); transformState.mdlvMtx = glm::rotate(transformState.mdlvMtx, -period1 * tau, glm::vec3{0.0f, 1.0f, 0.0f}); transformState.mdlvMtx = glm::scale(transformState.mdlvMtx, glm::vec3{0.5f}); render(); return true; } }; void Example03(void) { CExample03 app; app.run(); }