#include <3ds.h> #include #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(x) / (w - 1), static_cast(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; }