#include <3ds.h> #include #include #include "vshader_shbin.h" #include "kitten_bin.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 texcoord[2]; float normal[3]; } vertex; static const vertex vertex_list[] = { // First face (PZ) // First triangle { {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, { {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, // Second triangle { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, { {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} }, { {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} }, // Second face (MZ) // First triangle { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} }, { {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} }, { {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} }, // Second triangle { {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} }, { {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} }, { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} }, // Third face (PX) // First triangle { {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} }, { {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} }, { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} }, // Second triangle { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} }, { {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} }, { {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} }, // Fourth face (MX) // First triangle { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }, { {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }, { {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} }, // Second triangle { {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} }, { {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} }, { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }, // Fifth face (PY) // First triangle { {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} }, { {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} }, { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} }, // Second triangle { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} }, { {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} }, { {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} }, // Sixth face (MY) // First triangle { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} }, { {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} }, { {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} }, // Second triangle { {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} }, { {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} }, { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} }, }; #define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0])) static DVLB_s* vshader_dvlb; static shaderProgram_s program; static int uLoc_projection, uLoc_modelView; static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material; static C3D_Mtx projection; static C3D_Mtx material = { { { { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient { { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse { { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular { { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission } }; static void* vbo_data; static C3D_Tex kitten_tex; static float angleX = 0.0, angleY = 0.0; static void sceneInit(void) { // Load the vertex shader, create a shader program and bind it vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); shaderProgramInit(&program); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); C3D_BindProgram(&program); // Get the location of the uniforms uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView"); uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec"); uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec"); uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr"); uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material"); // 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, 2); // v1=texcoord AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal // Compute the projection matrix Mtx_PerspTilt(&projection, 80.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f); // 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), 3, 0x210); // Load the texture and bind it to the first texture unit C3D_TexInit(&kitten_tex, 64, 64, GPU_RGBA8); C3D_TexUpload(&kitten_tex, kitten_bin); C3D_TexSetFilter(&kitten_tex, GPU_LINEAR, GPU_NEAREST); C3D_TexBind(0, &kitten_tex); // Configure the first fragment shading substage to blend the texture color with // the vertex color (calculated by the vertex shader using a lighting algorithm) // 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_TEXTURE0, GPU_PRIMARY_COLOR, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE); } static void sceneRender(void) { // Calculate the modelView matrix C3D_Mtx modelView; Mtx_Identity(&modelView); Mtx_Translate(&modelView, 0.0, 0.0, -2.0 + 0.5*sinf(angleX)); Mtx_RotateX(&modelView, angleX, true); Mtx_RotateY(&modelView, angleY, true); // Rotate the cube each frame angleX += M_PI / 180; angleY += M_PI / 360; // Update the uniforms C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_projection, &projection); C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_modelView, &modelView); C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_material, &material); C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec, 0.0f, 0.0f, -1.0f, 0.0f); C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f); C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr, 1.0f, 1.0f, 1.0f, 1.0f); // Draw the VBO C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count); } static void sceneExit(void) { // Free the texture C3D_TexDelete(&kitten_tex); // Free the VBO linearFree(vbo_data); // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_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()) { gspWaitForVBlank(); // Synchronize with the start of VBlank gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible hidScanInput(); // Read the user input // 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); // Flush the framebuffers out of the data cache (not necessary with pure GPU rendering) gfxFlushBuffers(); } // Deinitialize the scene sceneExit(); // Deinitialize graphics C3D_Fini(); gfxExit(); return 0; }