#include #include <3ds.h> #include #ifdef DEBUG #include #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 #define CLEAR_COLOR 0x80FF80FF C3D_RenderBuf rbTop, rbBot; 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 FOVY (2.0f/15) static C3D_VBO myVbo; static C3D_Tex myTex; static void drawScene(float trX, float trY) { C3D_RenderBufBind(&rbTop); 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_DrawArrays(GPU_TRIANGLES, 0, myVbo.vertexCount); C3D_Flush(); } static void drawSceneBottom(float trX, float trY) { C3D_RenderBufBind(&rbBot); 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_DrawArrays(GPU_TRIANGLES, 0, myVbo.vertexCount); C3D_Flush(); } int main() { gfxInitDefault(); gfxSet3D(true); // uncomment if using stereoscopic 3D #ifdef DEBUG consoleInit(GFX_BOTTOM, NULL); printf("Testing...\n"); #endif C3D_RenderBufInit(&rbTop, TOPSCR_WIDTH, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderBufInit(&rbBot, 240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); rbTop.clearColor = CLEAR_COLOR; rbBot.clearColor = CLEAR_COLOR; C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); MtxStack_Init(&projMtx); MtxStack_Bind(&projMtx, GPU_VERTEX_SHADER, VSH_FVEC_projMtx, VSH_ULEN_projMtx); MtxStack_Init(&mdlvMtx); MtxStack_Bind(&mdlvMtx, GPU_VERTEX_SHADER, 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 C3D_BindProgram(&shader); // Configure attributes C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // position AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // texcoord AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // vertex color // Configure VBO C3D_VBOInit(&myVbo, sizeof(vertices)); C3D_VBOAddData(&myVbo, vertices, sizeof(vertices), sizeof(vertices)/sizeof(vertex_t)); // Configure buffers C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, myVbo.data, sizeof(vertex_t), 3, 0x210); // Clear renderbuffers C3D_RenderBufClear(&rbTop); C3D_RenderBufClear(&rbBot); 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); C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), TOPSCR_COPYFLAG); if (slider > 0.0f) { C3D_RenderBufClear(&rbTop); drawScene(trX+czDist, trY); C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), TOPSCR_COPYFLAG); } C3D_RenderBufClear(&rbTop); // In theory this could be async but meh... #ifndef DEBUG drawSceneBottom(trX, trY); C3D_RenderBufTransfer(&rbBot, (u32*)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x1000); C3D_RenderBufClear(&rbBot); // Same here #endif } C3D_Fini(); gfxExit(); return 0; }