citro3d/examples/gputest/source/main.c

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2015-03-05 18:31:10 +01:00
#include <string.h>
#include <3ds.h>
#include <citro3d.h>
#ifdef DEBUG
#include <stdio.h>
#endif
#include "test_vsh_shbin.h"
#include "test_vsh.shader.h"
#include "test_gsh_shbin.h"
#include "test_gsh.shader.h"
#include "grass_bin.h"
#define VAR_3D_SLIDERSTATE (*(volatile float*)0x1FF81080)
#define EXTENDED_TOPSCR_RESOLUTION
#ifndef EXTENDED_TOPSCR_RESOLUTION
#define TOPSCR_WIDTH 240
#define TOPSCR_COPYFLAG 0x00001000
#else
#define TOPSCR_WIDTH (240*2)
#define TOPSCR_COPYFLAG 0x01001000
#endif
u32* gpuDepthBuf;
u32* gpuColorBuf;
static DVLB_s *pVsh, *pGsh;
static shaderProgram_s shader;
C3D_MtxStack projMtx, mdlvMtx;
typedef struct
{
float position[3];
float texCoord[2];
float color[3];
} vertex_t;
static const vertex_t vertices[] =
{
// First triangle
{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
{{-0.5f, -0.5f, -4.0f}, {0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
{{+0.5f, -0.5f, -4.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
// Second triangle
{{+0.5f, -0.5f, -4.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
{{+0.5f, +0.5f, -4.0f}, {1.0f, 1.0f}, {1.0f, 1.0f, 0.0f}},
{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
};
//#define BG_COLOR 0x68B0D8FF
#define BG_COLOR 0x80FF80FF
#define FOVY (2.0f/15)
static inline void clearGpuBuffers(u32 color)
{
GX_SetMemoryFill(NULL, gpuColorBuf, color, gpuColorBuf+0x2EE00, 0x201, gpuDepthBuf, 0x00000000, gpuDepthBuf+0x2EE00, 0x201);
gspWaitForPSC0();
}
static C3D_VBO myVbo;
static C3D_Tex myTex;
static void drawScene(float trX, float trY)
{
GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDepthBuf), (u32*)osConvertVirtToPhys((u32)gpuColorBuf), 0, 0, TOPSCR_WIDTH, 400);
C3D_TexBind(0, &myTex);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_TEXTURE0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
Mtx_PerspTilt(MtxStack_Cur(&projMtx), C3D_Angle(FOVY), C3D_AspectRatioTop, 0.01f, 1000.0f);
Mtx_Identity(MtxStack_Cur(&mdlvMtx));
Mtx_Translate(MtxStack_Cur(&mdlvMtx), trX, trY, 0.0f);
MtxStack_Update(&projMtx);
MtxStack_Update(&mdlvMtx);
C3D_DrawArray(&myVbo, GPU_TRIANGLES);
C3D_Flush();
}
static void drawSceneBottom(float trX, float trY)
{
GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDepthBuf), (u32*)osConvertVirtToPhys((u32)gpuColorBuf), 0, 0, 240/**2*/, 320);
C3D_TexBind(0, NULL);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
Mtx_PerspTilt(MtxStack_Cur(&projMtx), C3D_Angle(FOVY), C3D_AspectRatioBot, 0.01f, 1000.0f);
Mtx_Identity(MtxStack_Cur(&mdlvMtx));
Mtx_Translate(MtxStack_Cur(&mdlvMtx), trX, trY, 0.0f);
MtxStack_Update(&projMtx);
MtxStack_Update(&mdlvMtx);
C3D_DrawArray(&myVbo, GPU_TRIANGLES);
C3D_Flush();
}
int main()
{
gfxInitDefault();
gfxSet3D(true); // uncomment if using stereoscopic 3D
#ifdef DEBUG
consoleInit(GFX_BOTTOM, NULL);
printf("Testing...\n");
#endif
gpuDepthBuf = (u32*)vramAlloc(400*240*2*sizeof(float));
gpuColorBuf = (u32*)vramAlloc(400*240*2*sizeof(u32));
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
MtxStack_Init(&projMtx);
MtxStack_Bind(&projMtx, VSH_FVEC_projMtx, VSH_ULEN_projMtx);
MtxStack_Init(&mdlvMtx);
MtxStack_Bind(&mdlvMtx, VSH_FVEC_mdlvMtx, VSH_ULEN_mdlvMtx);
C3D_TexInit(&myTex, 64, 64, GPU_RGBA8);
C3D_TexUpload(&myTex, grass_bin);
//C3D_TexFlush(&myTex)
// ^ Not needed! FlushAndRun() already does it
// Load shaders
pVsh = DVLB_ParseFile((u32*)test_vsh_shbin, test_vsh_shbin_size);
pGsh = DVLB_ParseFile((u32*)test_gsh_shbin, test_gsh_shbin_size);
shaderProgramInit(&shader);
shaderProgramSetVsh(&shader, &pVsh->DVLE[0]);
shaderProgramSetGsh(&shader, &pGsh->DVLE[0], 3*5); // Comment this out to disable the geoshader
shaderProgramUse(&shader);
// Configure attributes
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddParam(attrInfo, GPU_FLOAT, 3); // position
AttrInfo_AddParam(attrInfo, GPU_FLOAT, 2); // texcoord
AttrInfo_AddParam(attrInfo, GPU_FLOAT, 3); // vertex color
AttrInfo_AddBuffer(attrInfo, 0, sizeof(vertex_t), 3, 0x210);
// Configure VBO
C3D_VBOInit(&myVbo, sizeof(vertices));
C3D_VBOAddData(&myVbo, vertices, sizeof(vertices), sizeof(vertices)/sizeof(vertex_t));
clearGpuBuffers(BG_COLOR);
float trX = 0, trY = 0;
float zDist = 0.1f;
// Main loop
while (aptMainLoop())
{
gspWaitForVBlank();
gfxSwapBuffersGpu();
hidScanInput();
u32 kDown = hidKeysDown();
u32 kHeld = hidKeysHeld();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kHeld & KEY_UP)
trY += 0.05f;
if (kHeld & KEY_DOWN)
trY -= 0.05f;
if (kHeld & KEY_LEFT)
trX -= 0.05f;
if (kHeld & KEY_RIGHT)
trX += 0.05f;
if (kHeld & KEY_L)
zDist -= 0.005f;
if (kHeld & KEY_R)
zDist += 0.005f;
float slider = VAR_3D_SLIDERSTATE;
float czDist = zDist*slider/2;
drawScene(trX-czDist, trY);
GX_SetDisplayTransfer(NULL, gpuColorBuf, GX_BUFFER_DIM(TOPSCR_WIDTH,400), (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), GX_BUFFER_DIM(TOPSCR_WIDTH,400), TOPSCR_COPYFLAG);
gspWaitForPPF();
if (slider > 0.0f)
{
clearGpuBuffers(BG_COLOR);
drawScene(trX+czDist, trY);
GX_SetDisplayTransfer(NULL, gpuColorBuf, GX_BUFFER_DIM(TOPSCR_WIDTH,400), (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), GX_BUFFER_DIM(TOPSCR_WIDTH,400), TOPSCR_COPYFLAG);
gspWaitForPPF();
}
#ifndef DEBUG
clearGpuBuffers(BG_COLOR);
drawSceneBottom(trX, trY);
GX_SetDisplayTransfer(NULL, gpuColorBuf, GX_BUFFER_DIM(240,320), (u32*)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), GX_BUFFER_DIM(240,320), 0x1000);
gspWaitForPPF();
#endif
clearGpuBuffers(BG_COLOR);
}
C3D_Fini();
gfxExit();
return 0;
}