#include #include #include #include #include <3ds.h> #include "math.h" #include "test_vsh_shbin.h" #include "test_png_bin.h" #include "mdl.h" DVLB_s* shader; float* vertArray; u32* texData; void setUniformMatrix(u32 startreg, float* m) { float param[16]; param[0x0]=m[3]; //w param[0x1]=m[2]; //z param[0x2]=m[1]; //y param[0x3]=m[0]; //x param[0x4]=m[7]; param[0x5]=m[6]; param[0x6]=m[5]; param[0x7]=m[4]; param[0x8]=m[11]; param[0x9]=m[10]; param[0xa]=m[9]; param[0xb]=m[8]; param[0xc]=m[15]; param[0xd]=m[14]; param[0xe]=m[13]; param[0xf]=m[12]; GPU_SetUniform(startreg, (u32*)param, 4); } float angle=0.0f; float angleZ=0.0f; float tx, ty, tz; u32* gpuOut=(u32*)0x1F119400; u32* gpuDOut=(u32*)0x1F370800; // topscreen void doFrame1() { //general setup GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400); GPU_DepthRange(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_BACK_CCW); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00); GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); // ? GPUCMD_AddSingleParam(0x00010062, 0x00000000); //param always 0x0 according to code GPUCMD_AddSingleParam(0x000F0118, 0x00000000); //setup shader SHDR_UseProgram(shader, 0); //attribute buffers GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)vertArray), GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 3, GPU_FLOAT), 0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3}); //? GPUCMD_AddSingleParam(0x000F0100, 0x00E40100); GPUCMD_AddSingleParam(0x000F0101, 0x01010000); GPUCMD_AddSingleParam(0x000F0104, 0x00000010); //texturing stuff GPUCMD_AddSingleParam(0x0002006F, 0x00000100); GPUCMD_AddSingleParam(0x000F0080, 0x00011001); //enables/disables texturing //texenv GPU_SetTexEnv(3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000); GPU_SetTexEnv(4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000); GPU_SetTexEnv(5, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), GPU_TEVOPERANDS(0,0,0), GPU_TEVOPERANDS(0,0,0), GPU_MODULATE, GPU_MODULATE, 0xFFFFFFFF); //texturing stuff GPU_SetTexture((u32*)osConvertVirtToPhys((u32)texData),256,256,0x6,GPU_RGBA8); //setup matrices float modelView[16]; float projection[16]; loadIdentity44(modelView); loadIdentity44(projection); translateMatrix(modelView, tx, ty, tz); rotateMatrixX(modelView, angle); rotateMatrixZ(modelView, angleZ); initProjectionMatrix(projection, 1.3962634f, 240.0f/400.0f, 0.01f, 10.0f); setUniformMatrix(0x24, modelView); setUniformMatrix(0x20, projection); //draw first model GPU_DrawArray(GPU_TRIANGLES, mdlFaces*3); // GPU_DrawElements(GPU_TRIANGLES, (u32*)(((u32)((void*)indArray-(void*)gspHeap))+0x20000000-base), 6); //setup matrices loadIdentity44(modelView); loadIdentity44(projection); translateMatrix(modelView, tx, -ty, tz); rotateMatrixX(modelView, -angle); rotateMatrixZ(modelView, -angleZ); setUniformMatrix(0x24, modelView); //draw second GPU_DrawArray(GPU_TRIANGLES, mdlFaces*3); //finalize stuff ? GPU_FinishDrawing(); } void demoControls(void) { hidScanInput(); u32 PAD=hidKeysHeld(); if(PAD&KEY_UP)tx+=0.1f; if(PAD&KEY_DOWN)tx-=0.1f; if(PAD&KEY_LEFT)ty+=0.1f; if(PAD&KEY_RIGHT)ty-=0.1f; if(PAD&KEY_R)tz+=0.1f; if(PAD&KEY_L)tz-=0.1f; if(PAD&KEY_A)angle+=0.1f; if(PAD&KEY_Y)angle-=0.1f; if(PAD&KEY_X)angleZ+=0.1f; if(PAD&KEY_B)angleZ-=0.1f; } extern u32* gxCmdBuf; int main() { srvInit(); aptInit(); gfxInit(); hidInit(NULL); GPU_Init(NULL); u32 gpuCmdSize=0x40000; u32* gpuCmd=(u32*)linearAlloc(gpuCmdSize*4); GPU_Reset(gxCmdBuf, gpuCmd, gpuCmdSize); vertArray=(float*)linearAlloc(0x100000); texData=(u32*)linearAlloc(0x100000); memcpy(texData, test_png_bin, test_png_bin_size); memcpy(vertArray, mdlData, sizeof(mdlData)); GSPGPU_FlushDataCache(NULL, mdlData, sizeof(mdlData)); GSPGPU_FlushDataCache(NULL, test_png_bin, test_png_bin_size); tx=ty=0.0f; tz=-0.1f; shader=SHDR_ParseSHBIN((u32*)test_vsh_shbin,test_vsh_shbin_size); GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201); gspWaitForPSC0(); gfxSwapBuffersGpu(); while(aptMainLoop()) { demoControls(); GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201); gspWaitForPSC0(); GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0); doFrame1(); GPUCMD_Finalize(); GPUCMD_Run(gxCmdBuf); gspWaitForP3D(); gfxSwapBuffersGpu(); GX_SetDisplayTransfer(gxCmdBuf, (u32*)gpuOut, 0x019001E0, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 0x019001E0, 0x01001000); gspWaitForPPF(); gspWaitForVBlank(); } hidExit(); gfxExit(); aptExit(); srvExit(); return 0; }