rt3DS/source/main.cpp

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2023-04-08 16:51:11 +00:00
#include <3ds.h>
#include <citro3d.h>
#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);
constexpr u32 CLEAR_COLOR = 0;
struct vertex
{
float direction[3];
float coords[3];
};
class camera
{
public:
camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio)
{
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;
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);
}
C3D_FVec getOrigin() const
{
return origin;
}
void setupVertices(vertex* vs, const unsigned int w, const unsigned int h) const
{
for (unsigned int x = 0; x < w; x++)
{
for (unsigned int y = 0; y < h; y++)
{
getRay(vs[x + y * w], static_cast<float>(x) / (w - 1), static_cast<float>(y) / (h - 1));
}
}
}
private:
C3D_FVec origin;
C3D_FVec lowerLeftCorner;
C3D_FVec horizontal;
C3D_FVec vertical;
void getRay(vertex& v, const float s, const float t) const
{
const C3D_FVec dir = FVec3_Add(lowerLeftCorner, FVec3_Add(FVec3_Scale(horizontal, t), FVec3_Scale(vertical, s)));
v.direction[0] = dir.x;
v.direction[1] = dir.y;
v.direction[2] = dir.z;
v.coords[0] = 2.0f * s - 1.0f;
v.coords[1] = 2.0f * t - 1.0f;
v.coords[2] = -0.5f;
}
};
static DVLB_s* vshaderDVLB;
static shaderProgram_s program;
static s8 spheresUniformLocation;
static constexpr unsigned int VERTEX_COUNT_W = 150;
static constexpr unsigned int VERTEX_COUNT_H = 250;
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 void setupVertices(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
{
constexpr float VFOV = 90;
constexpr float ASPECT_RATIO = 400.0f / 240.0f;
camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
*C3D_FixedAttribGetWritePtr(0) = cam.getOrigin();
memcpy(vboData, vertexList, sizeof(vertexList));
}
static void sceneInit()
{
vboData = linearAlloc(sizeof(vertexList));
camera cam(FVec3_New(0, 0.25f, 0), FVec3_New(0, 0, -1), FVec3_New(0, 1, 0), 90, 400.0f / 240.0f);
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
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");
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddFixed(attrInfo, 0);
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3);
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3);
iboData = linearAlloc(sizeof(vertexIndices));
memcpy(iboData, vertexIndices, sizeof(vertexIndices));
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vboData, sizeof(vertex), 2, 0x21);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_ADD);
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
spheres[1] = FVec4_New(0.5f, 0.0f, -1.0f, 0.5f);
spheres[2] = FVec4_New(-0.5f, 0.0f, -1.0f, 0.5f);
}
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);
}
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);
sceneInit();
C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0);
C3D_FVec lookAt = FVec3_New(0, 0, -1.0f);
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
bool dirty = false;
setupVertices(lookFrom, lookAt, vup);
// Main loop
while (aptMainLoop())
{
hidScanInput();
const u32 kDown = hidKeysHeld();
if (kDown & KEY_START)
{
break; // break in order to return to hbmenu
}
constexpr float MOVE_RATE = 1.0f / 60.0f;
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);
if (dirty)
{
setupVertices(lookFrom, lookAt, vup);
dirty = false;
}
if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
{
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(target);
sceneRender();
C3D_FrameEnd(0);
}
}
sceneExit();
C3D_Fini();
gfxExit();
return 0;
}