376 lines
9.0 KiB
C++
376 lines
9.0 KiB
C++
#include <3ds.h>
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#include <citro3d.h>
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#include <cstdlib>
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#include "vshader_shbin.h"
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constexpr u32 DISPLAY_TRANSFER_FLAGS =
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GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) |
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
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constexpr u32 FRAMEBUFFER_TRANSFER_FLAGS =
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GX_TRANSFER_RAW_COPY(1);
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struct vertex
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{
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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;
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static shaderProgram_s program;
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static s8 spheresUniformLocation;
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static s8 sphereColorsUniformLocation;
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static s8 sphereLightsUniformLocation;
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static s8 randUniformLocation;
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static constexpr unsigned int VERTEX_COUNT_W = 120;
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static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
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static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
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static vertex vertexList[VERTEX_COUNT];
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static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
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static void* vboData;
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static void* iboData;
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static C3D_Tex prevFrame;
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class camera
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{
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public:
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camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio)
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{
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const float theta = C3D_AngleFromDegrees(vfov);
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const float h = tanf(theta / 2.0f);
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const float viewportHeight = 2.0f * h;
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const float viewportWidth = aspectRatio * viewportHeight;
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const C3D_FVec w = FVec3_Normalize(FVec3_Subtract(lookfrom, lookat));
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const C3D_FVec u = FVec3_Normalize(FVec3_Cross(vup, w));
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const C3D_FVec v = FVec3_Cross(w, u);
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origin = lookfrom;
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horizontal = FVec3_Scale(u, viewportWidth);
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vertical = FVec3_Scale(v, viewportHeight);
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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;
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*C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner;
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*C3D_FixedAttribGetWritePtr(2) = horizontal;
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*C3D_FixedAttribGetWritePtr(3) = vertical;
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}
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void setupUniform() const
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{
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}
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private:
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C3D_FVec origin;
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C3D_FVec lowerLeftCorner;
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C3D_FVec horizontal;
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C3D_FVec vertical;
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float shift;
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};
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static void setupCam(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
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{
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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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}
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static float rand01()
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{
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return static_cast<float>(rand()) / RAND_MAX;
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}
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static C3D_FVec randvec()
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{
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C3D_FVec out;
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out.w = rand01();
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do
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{
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out.x = rand01() * 2 - 1;
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out.y = rand01() * 2 - 1;
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out.z = rand01() * 2 - 1;
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}
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while (FVec3_Magnitude(out) > 1.0f);
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return out;
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return FVec4_New(0, 0, 0, 0);
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}
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static void setupVertices()
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{
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for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
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{
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for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
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{
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vertex& v = vertexList[x + y * VERTEX_COUNT_W];
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const float s = static_cast<float>(x) / VERTEX_COUNT_W;
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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;
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v.st[1] = s + rand01() / VERTEX_COUNT_H;
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v.coords[0] = 2.0f * s - 1.0f;
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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);
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v.uv[1] = t * (400.0f / 512.0f);
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}
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}
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memcpy(vboData, vertexList, sizeof(vertexList));
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}
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static void setupRandom()
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{
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constexpr int NUM_RAND = 10;
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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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{
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vboData = linearAlloc(sizeof(vertexList));
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unsigned int v = 0;
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for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
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{
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vertexIndices[v++] = y * VERTEX_COUNT_W;
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for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
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{
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vertexIndices[v++] = y * VERTEX_COUNT_W + x;
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vertexIndices[v++] = (y + 1) * VERTEX_COUNT_W + x;
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}
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vertexIndices[v++] = (y + 2) * VERTEX_COUNT_W - 1;
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}
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vshaderDVLB = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshaderDVLB->DVLE[0]);
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C3D_BindProgram(&program);
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spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
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sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
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sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights");
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randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddFixed(attrInfo, 0);
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AttrInfo_AddFixed(attrInfo, 1);
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AttrInfo_AddFixed(attrInfo, 2);
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AttrInfo_AddFixed(attrInfo, 3);
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AttrInfo_AddLoader(attrInfo, 4, GPU_FLOAT, 2);
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AttrInfo_AddLoader(attrInfo, 5, GPU_FLOAT, 3);
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AttrInfo_AddLoader(attrInfo, 6, GPU_FLOAT, 2);
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iboData = linearAlloc(sizeof(vertexIndices));
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memcpy(iboData, vertexIndices, sizeof(vertexIndices));
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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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);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_TEXTURE0, GPU_CONSTANT);
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C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
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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);
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spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
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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);
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sphereColors[1] = FVec3_New(0.3f, 0.9f, 0.3f);
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sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.9f);
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sphereColors[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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C3D_FVec* sphereLights = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereLightsUniformLocation, NUM_SPHERES);
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sphereLights[0] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[1] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[2] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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}
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static void sceneRender()
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{
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C3D_DrawElements(GPU_TRIANGLE_STRIP, VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2, C3D_UNSIGNED_SHORT, iboData);
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}
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static void sceneExit()
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{
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linearFree(vboData);
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linearFree(iboData);
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shaderProgramFree(&program);
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DVLB_Free(vshaderDVLB);
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}
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static float clamp(float t, float min, float max)
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{
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return t < min ? min : (t > max ? max : t);
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}
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static u32 shift(u8 value, u32 amt)
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{
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return static_cast<u32>(value) << amt;
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}
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static u32 getFrameNumColor(unsigned int frameNum)
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{
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if (frameNum == 0)
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{
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return 0xFFFFFFFF;
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}
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else
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{
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const float ratio = 1 - static_cast<float>(frameNum) / (frameNum + 1);
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const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f);
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const u8 bits = static_cast<u8>(scaledRatio);
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return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits;
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}
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}
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int main(int argc, char* argv[])
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{
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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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);
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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
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while (aptMainLoop())
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{
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hidScanInput();
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const u32 kDown = hidKeysHeld();
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if (kDown & KEY_START)
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{
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break; // break in order to return to hbmenu
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}
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constexpr float MOVE_RATE = 1.0f / 30.0f;
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C3D_FVec diff = FVec3_New(0, 0, 0);
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if (kDown & KEY_DLEFT)
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{
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diff.x -= MOVE_RATE;
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dirty = true;
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}
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if (kDown & KEY_DRIGHT)
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{
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diff.x += MOVE_RATE;
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dirty = true;
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}
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if (kDown & KEY_DUP)
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{
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diff.z += MOVE_RATE;
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dirty = true;
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}
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if (kDown & KEY_DDOWN)
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{
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diff.z -= MOVE_RATE;
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dirty = true;
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}
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if (kDown & KEY_L)
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{
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diff.y -= MOVE_RATE;
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dirty = true;
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}
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if (kDown & KEY_R)
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{
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diff.y += MOVE_RATE;
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dirty = true;
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}
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lookFrom = FVec3_Add(lookFrom, diff);
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if (dirty)
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{
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frameNum = 0;
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dirty = false;
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}
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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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{
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setupCam(lookFrom, lookAt, vup);
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C3D_TexBind(0, &prevFrame);
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0);
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C3D_FrameDrawOn(target);
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sceneRender();
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C3D_FrameEnd(0);
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C3D_SyncTextureCopy(
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(u32*)target->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
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(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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);
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frameNum++;
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}
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}
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sceneExit();
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C3D_TexDelete(&prevFrame);
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C3D_RenderTargetDelete(target);
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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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