214 lines
5.4 KiB
C
214 lines
5.4 KiB
C
#include <string.h>
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#include <3ds.h>
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#include <citro3d.h>
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#ifdef DEBUG
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#include <stdio.h>
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#endif
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#include "test_vsh_shbin.h"
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#include "test_vsh.shader.h"
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#include "test_gsh_shbin.h"
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#include "test_gsh.shader.h"
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#include "grass_bin.h"
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#define EXTENDED_TOPSCR_RESOLUTION
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#ifndef EXTENDED_TOPSCR_RESOLUTION
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#define TOPSCR_WIDTH 240
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#define TOPSCR_COPYFLAG 0x00001000
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#else
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#define TOPSCR_WIDTH (240*2)
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#define TOPSCR_COPYFLAG 0x01001000
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#endif
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#define CLEAR_COLOR 0x80FF80FF
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C3D_RenderBuf rbTop, rbBot;
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static DVLB_s *pVsh, *pGsh;
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static shaderProgram_s shader;
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C3D_MtxStack projMtx, mdlvMtx;
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typedef struct
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{
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float position[3];
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float texCoord[2];
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float color[3];
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} vertex_t;
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static const vertex_t vertex_list[] =
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{
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// First triangle
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{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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{{-0.5f, -0.5f, -4.0f}, {0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
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{{+0.5f, -0.5f, -4.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
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// Second triangle
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{{+0.5f, -0.5f, -4.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
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{{+0.5f, +0.5f, -4.0f}, {1.0f, 1.0f}, {1.0f, 1.0f, 0.0f}},
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{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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};
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#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
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#define FOVY (2.0f/15)
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static void* myVbo;
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static C3D_Tex myTex;
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static void drawScene(float trX, float trY)
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{
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C3D_RenderBufBind(&rbTop);
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C3D_TexBind(0, &myTex);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_TEXTURE0, 0);
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C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
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Mtx_PerspTilt(MtxStack_Cur(&projMtx), C3D_Angle(FOVY), C3D_AspectRatioTop, 0.01f, 1000.0f);
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Mtx_Identity(MtxStack_Cur(&mdlvMtx));
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Mtx_Translate(MtxStack_Cur(&mdlvMtx), trX, trY, 0.0f);
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MtxStack_Update(&projMtx);
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MtxStack_Update(&mdlvMtx);
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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C3D_Flush();
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}
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static void drawSceneBottom(float trX, float trY)
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{
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C3D_RenderBufBind(&rbBot);
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C3D_TexBind(0, NULL);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0);
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C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
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Mtx_PerspTilt(MtxStack_Cur(&projMtx), C3D_Angle(FOVY), C3D_AspectRatioBot, 0.01f, 1000.0f);
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Mtx_Identity(MtxStack_Cur(&mdlvMtx));
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Mtx_Translate(MtxStack_Cur(&mdlvMtx), trX, trY, 0.0f);
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MtxStack_Update(&projMtx);
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MtxStack_Update(&mdlvMtx);
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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C3D_Flush();
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}
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int main()
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{
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gfxInitDefault();
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gfxSet3D(true); // uncomment if using stereoscopic 3D
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#ifdef DEBUG
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consoleInit(GFX_BOTTOM, NULL);
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printf("Testing...\n");
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#endif
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C3D_RenderBufInit(&rbTop, TOPSCR_WIDTH, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderBufInit(&rbBot, 240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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rbTop.clearColor = CLEAR_COLOR;
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rbBot.clearColor = CLEAR_COLOR;
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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MtxStack_Init(&projMtx);
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MtxStack_Bind(&projMtx, GPU_VERTEX_SHADER, VSH_FVEC_projMtx, VSH_ULEN_projMtx);
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MtxStack_Init(&mdlvMtx);
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MtxStack_Bind(&mdlvMtx, GPU_VERTEX_SHADER, VSH_FVEC_mdlvMtx, VSH_ULEN_mdlvMtx);
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C3D_TexInit(&myTex, 64, 64, GPU_RGBA8);
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C3D_TexUpload(&myTex, grass_bin);
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//C3D_TexFlush(&myTex)
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// ^ Not needed! FlushAndRun() already does it
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// Load shaders
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pVsh = DVLB_ParseFile((u32*)test_vsh_shbin, test_vsh_shbin_size);
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pGsh = DVLB_ParseFile((u32*)test_gsh_shbin, test_gsh_shbin_size);
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shaderProgramInit(&shader);
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shaderProgramSetVsh(&shader, &pVsh->DVLE[0]);
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shaderProgramSetGsh(&shader, &pGsh->DVLE[0], 3*5); // Comment this out to disable the geoshader
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C3D_BindProgram(&shader);
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// Configure attributes
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // texcoord
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AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // vertex color
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// Configure VBO
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myVbo = linearAlloc(sizeof(vertex_list));
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memcpy(myVbo, vertex_list, sizeof(vertex_list));
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// Configure buffers
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, myVbo, sizeof(vertex_t), 3, 0x210);
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// Clear renderbuffers
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C3D_RenderBufClear(&rbTop);
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C3D_RenderBufClear(&rbBot);
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float trX = 0, trY = 0;
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float zDist = 0.1f;
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// Main loop
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while (aptMainLoop())
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{
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gspWaitForVBlank();
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gfxSwapBuffersGpu();
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hidScanInput();
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u32 kDown = hidKeysDown();
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u32 kHeld = hidKeysHeld();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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if (kHeld & KEY_UP)
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trY += 0.05f;
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if (kHeld & KEY_DOWN)
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trY -= 0.05f;
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if (kHeld & KEY_LEFT)
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trX -= 0.05f;
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if (kHeld & KEY_RIGHT)
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trX += 0.05f;
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if (kHeld & KEY_L)
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zDist -= 0.005f;
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if (kHeld & KEY_R)
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zDist += 0.005f;
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float slider = osGet3DSliderState();
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float czDist = zDist*slider/2;
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drawScene(trX-czDist, trY);
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C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), TOPSCR_COPYFLAG);
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if (slider > 0.0f)
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{
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C3D_RenderBufClear(&rbTop);
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drawScene(trX+czDist, trY);
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C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), TOPSCR_COPYFLAG);
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}
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C3D_RenderBufClear(&rbTop); // In theory this could be async but meh...
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#ifndef DEBUG
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drawSceneBottom(trX, trY);
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C3D_RenderBufTransfer(&rbBot, (u32*)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x1000);
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C3D_RenderBufClear(&rbBot); // Same here
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#endif
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}
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C3D_Fini();
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gfxExit();
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return 0;
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}
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