131 lines
3.6 KiB
C
131 lines
3.6 KiB
C
![]() |
#include <3ds.h>
|
||
|
#include <citro3d.h>
|
||
|
#include <string.h>
|
||
|
#include "program_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))
|
||
|
|
||
|
typedef struct { float position[3]; float color[4]; } vertex;
|
||
|
|
||
|
static const vertex vertex_list[] =
|
||
|
{
|
||
|
{ {200.0f, 200.0f, 0.5f}, {1.0f, 0.0f, 0.0f, 1.0f} },
|
||
|
{ {100.0f, 40.0f, 0.5f}, {0.0f, 1.0f, 0.0f, 1.0f} },
|
||
|
{ {300.0f, 40.0f, 0.5f}, {0.0f, 0.0f, 1.0f, 1.0f} },
|
||
|
};
|
||
|
|
||
|
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
|
||
|
|
||
|
static DVLB_s* program_dvlb;
|
||
|
static shaderProgram_s program;
|
||
|
static int uLoc_projection;
|
||
|
static C3D_Mtx projection;
|
||
|
|
||
|
static void* vbo_data;
|
||
|
|
||
|
static void sceneInit(void)
|
||
|
{
|
||
|
// Load the shaders and create a shader program
|
||
|
// The geoshader stride is set to 6 so that it processes a triangle at a time
|
||
|
program_dvlb = DVLB_ParseFile((u32*)program_shbin, program_shbin_size);
|
||
|
shaderProgramInit(&program);
|
||
|
shaderProgramSetVsh(&program, &program_dvlb->DVLE[0]);
|
||
|
shaderProgramSetGsh(&program, &program_dvlb->DVLE[1], 6);
|
||
|
C3D_BindProgram(&program);
|
||
|
|
||
|
// Get the location of the projection matrix uniform
|
||
|
uLoc_projection = shaderInstanceGetUniformLocation(program.geometryShader, "projection");
|
||
|
|
||
|
// Configure attributes for use with the vertex shader
|
||
|
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||
|
AttrInfo_Init(attrInfo);
|
||
|
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
|
||
|
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 4); // v1=color
|
||
|
|
||
|
// Compute the projection matrix
|
||
|
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);
|
||
|
|
||
|
// Create the VBO (vertex buffer object)
|
||
|
vbo_data = linearAlloc(sizeof(vertex_list));
|
||
|
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
|
||
|
|
||
|
// Configure buffers
|
||
|
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
||
|
BufInfo_Init(bufInfo);
|
||
|
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 2, 0x10);
|
||
|
|
||
|
// Configure the first fragment shading substage to just pass through the vertex 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_PRIMARY_COLOR, 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_GEOMETRY_SHADER, uLoc_projection, &projection);
|
||
|
|
||
|
// Draw the VBO - GPU_GEOMETRY_PRIM allows the geoshader to control primitive emission
|
||
|
C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, vertex_list_count);
|
||
|
}
|
||
|
|
||
|
static void sceneExit(void)
|
||
|
{
|
||
|
// Free the VBO
|
||
|
linearFree(vbo_data);
|
||
|
|
||
|
// Free the shader program
|
||
|
shaderProgramFree(&program);
|
||
|
DVLB_Free(program_dvlb);
|
||
|
}
|
||
|
|
||
|
int main()
|
||
|
{
|
||
|
// Initialize graphics
|
||
|
gfxInitDefault();
|
||
|
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||
|
|
||
|
// Initialize the renderbuffer
|
||
|
static C3D_RenderBuf rb;
|
||
|
C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||
|
rb.clearColor = CLEAR_COLOR;
|
||
|
C3D_RenderBufClear(&rb);
|
||
|
C3D_RenderBufBind(&rb);
|
||
|
|
||
|
// Initialize the scene
|
||
|
sceneInit();
|
||
|
|
||
|
// Main loop
|
||
|
while (aptMainLoop())
|
||
|
{
|
||
|
C3D_VideoSync();
|
||
|
hidScanInput();
|
||
|
|
||
|
// Respond to user input
|
||
|
u32 kDown = hidKeysDown();
|
||
|
if (kDown & KEY_START)
|
||
|
break; // break in order to return to hbmenu
|
||
|
|
||
|
// Render the scene
|
||
|
sceneRender();
|
||
|
C3D_Flush();
|
||
|
C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
|
||
|
C3D_RenderBufClear(&rb);
|
||
|
}
|
||
|
|
||
|
// Deinitialize the scene
|
||
|
sceneExit();
|
||
|
|
||
|
// Deinitialize graphics
|
||
|
C3D_Fini();
|
||
|
gfxExit();
|
||
|
return 0;
|
||
|
}
|