rt3DS/source/main.cpp

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#include <3ds.h>
#include <citro3d.h>
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#include <cstdlib>
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#include "vshader_shbin.h"
constexpr u32 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);
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constexpr u32 FRAMEBUFFER_TRANSFER_FLAGS =
GX_TRANSFER_RAW_COPY(1);
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struct vertex
{
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float st[2];
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float coords[3];
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float uv[2];
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};
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static DVLB_s* vshaderDVLB;
static shaderProgram_s program;
static s8 spheresUniformLocation;
static s8 sphereColorsUniformLocation;
static s8 sphereLightsUniformLocation;
static s8 randUniformLocation;
static constexpr unsigned int VERTEX_COUNT_W = 120;
static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
static vertex vertexList[VERTEX_COUNT];
static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
static void* vboData;
static void* iboData;
static C3D_Tex prevFrame;
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class camera
{
public:
camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio)
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{
const float theta = C3D_AngleFromDegrees(vfov);
const float h = tanf(theta / 2.0f);
const float viewportHeight = 2.0f * h;
const float viewportWidth = aspectRatio * viewportHeight;
const C3D_FVec w = FVec3_Normalize(FVec3_Subtract(lookfrom, lookat));
const C3D_FVec u = FVec3_Normalize(FVec3_Cross(vup, w));
const C3D_FVec v = FVec3_Cross(w, u);
origin = lookfrom;
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horizontal = FVec3_Scale(u, viewportWidth);
vertical = FVec3_Scale(v, viewportHeight);
lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
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}
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void setupFixed() const
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{
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*C3D_FixedAttribGetWritePtr(0) = origin;
*C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner;
*C3D_FixedAttribGetWritePtr(2) = horizontal;
*C3D_FixedAttribGetWritePtr(3) = vertical;
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}
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void setupUniform() const
{
}
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private:
C3D_FVec origin;
C3D_FVec lowerLeftCorner;
C3D_FVec horizontal;
C3D_FVec vertical;
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float shift;
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};
static void setupCam(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
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{
constexpr float VFOV = 90;
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constexpr float ASPECT_RATIO = C3D_AspectRatioTop;
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camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
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cam.setupFixed();
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cam.setupUniform();
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}
static float rand01()
{
return static_cast<float>(rand()) / RAND_MAX;
}
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static C3D_FVec randvec()
{
C3D_FVec out;
out.w = rand01();
do
{
out.x = rand01() * 2 - 1;
out.y = rand01() * 2 - 1;
out.z = rand01() * 2 - 1;
}
while (FVec3_Magnitude(out) > 1.0f);
return out;
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return FVec4_New(0, 0, 0, 0);
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}
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static void setupVertices()
{
for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
{
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
{
vertex& v = vertexList[x + y * VERTEX_COUNT_W];
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const float s = static_cast<float>(x) / VERTEX_COUNT_W;
const float t = static_cast<float>(y) / VERTEX_COUNT_H;
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// swapped due to 3DS screen orientation
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v.st[0] = t + rand01() / VERTEX_COUNT_W;
v.st[1] = s + rand01() / VERTEX_COUNT_H;
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v.coords[0] = 2.0f * s - 1.0f;
v.coords[1] = 2.0f * t - 1.0f;
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v.coords[2] = -0.05f;
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v.uv[0] = s * (240.0f / 256.0f);
v.uv[1] = t * (400.0f / 512.0f);
}
}
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memcpy(vboData, vertexList, sizeof(vertexList));
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}
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static void setupRandom()
{
constexpr int NUM_RAND = 10;
C3D_FVec* randPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, randUniformLocation, NUM_RAND);
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for (int i = 0; i < NUM_RAND; i++)
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{
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randPtr[i] = randvec();
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}
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}
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static void sceneInit()
{
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vboData = linearAlloc(sizeof(vertexList));
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unsigned int v = 0;
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
{
vertexIndices[v++] = y * VERTEX_COUNT_W;
for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
{
vertexIndices[v++] = y * VERTEX_COUNT_W + x;
vertexIndices[v++] = (y + 1) * VERTEX_COUNT_W + x;
}
vertexIndices[v++] = (y + 2) * VERTEX_COUNT_W - 1;
}
vshaderDVLB = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshaderDVLB->DVLE[0]);
C3D_BindProgram(&program);
spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
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sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
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sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights");
randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddFixed(attrInfo, 0);
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AttrInfo_AddFixed(attrInfo, 1);
AttrInfo_AddFixed(attrInfo, 2);
AttrInfo_AddFixed(attrInfo, 3);
AttrInfo_AddLoader(attrInfo, 4, GPU_FLOAT, 2);
AttrInfo_AddLoader(attrInfo, 5, GPU_FLOAT, 3);
AttrInfo_AddLoader(attrInfo, 6, GPU_FLOAT, 2);
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iboData = linearAlloc(sizeof(vertexIndices));
memcpy(iboData, vertexIndices, sizeof(vertexIndices));
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vboData, sizeof(vertex), 3, 0x654);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_TEXTURE0, GPU_CONSTANT);
C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
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constexpr u16 NUM_SPHERES = 4;
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C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, NUM_SPHERES);
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spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
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spheres[1] = FVec4_New(0.6f, 0.0f, -1.0f, 0.5f);
spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
spheres[3] = FVec4_New(0.0f, 10.0f, -1.0f, 9.0f);
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C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
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sphereColors[0] = FVec3_New(0.9f, 0.3f, 0.3f);
sphereColors[1] = FVec3_New(0.3f, 0.9f, 0.3f);
sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.9f);
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sphereColors[3] = FVec3_New(1.0f, 1.0f, 1.0f);
C3D_FVec* sphereLights = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereLightsUniformLocation, NUM_SPHERES);
sphereLights[0] = FVec3_New(0.0f, 0.0f, 0.0f);
sphereLights[1] = FVec3_New(0.0f, 0.0f, 0.0f);
sphereLights[2] = FVec3_New(0.0f, 0.0f, 0.0f);
sphereLights[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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}
static void sceneRender()
{
C3D_DrawElements(GPU_TRIANGLE_STRIP, VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2, C3D_UNSIGNED_SHORT, iboData);
}
static void sceneExit()
{
linearFree(vboData);
linearFree(iboData);
shaderProgramFree(&program);
DVLB_Free(vshaderDVLB);
}
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static float clamp(float t, float min, float max)
{
return t < min ? min : (t > max ? max : t);
}
static u32 shift(u8 value, u32 amt)
{
return static_cast<u32>(value) << amt;
}
static u32 getFrameNumColor(unsigned int frameNum)
{
if (frameNum == 0)
{
return 0xFFFFFFFF;
}
else
{
const float ratio = 1 - static_cast<float>(frameNum) / (frameNum + 1);
const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f);
const u8 bits = static_cast<u8>(scaledRatio);
return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits;
}
}
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int main(int argc, char* argv[])
{
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8);
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sceneInit();
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C3D_FVec lookFrom = FVec3_New(0, 0.6125f, 0);
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C3D_FVec lookAt = FVec3_New(0, 0, -1.0f);
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
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bool dirty = true;
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unsigned int frameNum = 0;
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// Main loop
while (aptMainLoop())
{
hidScanInput();
const u32 kDown = hidKeysHeld();
if (kDown & KEY_START)
{
break; // break in order to return to hbmenu
}
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constexpr float MOVE_RATE = 1.0f / 30.0f;
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C3D_FVec diff = FVec3_New(0, 0, 0);
if (kDown & KEY_DLEFT)
{
diff.x -= MOVE_RATE;
dirty = true;
}
if (kDown & KEY_DRIGHT)
{
diff.x += MOVE_RATE;
dirty = true;
}
if (kDown & KEY_DUP)
{
diff.z += MOVE_RATE;
dirty = true;
}
if (kDown & KEY_DDOWN)
{
diff.z -= MOVE_RATE;
dirty = true;
}
if (kDown & KEY_L)
{
diff.y -= MOVE_RATE;
dirty = true;
}
if (kDown & KEY_R)
{
diff.y += MOVE_RATE;
dirty = true;
}
lookFrom = FVec3_Add(lookFrom, diff);
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if (dirty)
{
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frameNum = 0;
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dirty = false;
}
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setupVertices();
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setupRandom();
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C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
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if (frameNum < 256 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
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{
setupCam(lookFrom, lookAt, vup);
C3D_TexBind(0, &prevFrame);
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0);
C3D_FrameDrawOn(target);
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sceneRender();
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C3D_FrameEnd(0);
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C3D_SyncTextureCopy(
(u32*)target->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
(u32*)prevFrame.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4),
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240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS
);
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frameNum++;
}
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}
sceneExit();
C3D_TexDelete(&prevFrame);
C3D_RenderTargetDelete(target);
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C3D_Fini();
gfxExit();
return 0;
}