#include <3ds.h> #include #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 FRAMEBUFFER_TRANSFER_FLAGS = GX_TRANSFER_RAW_COPY(1); struct vertex { float st[2]; float coords[3]; float uv[2]; float rand[3]; }; static DVLB_s* vshaderDVLB; static shaderProgram_s program; static s8 spheresUniformLocation; static s8 sphereColorsUniformLocation; static s8 sphereLightsUniformLocation; static s8 randUniformLocation; static s8 sampleRandUniformLocation; static s8 calcSphereLoopParamsUniformLocation; static constexpr unsigned int VERTEX_COUNT_W = 50; 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 constexpr unsigned int INDICES_COUNT = (VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2); static vertex vertexList[VERTEX_COUNT]; static u16 vertexIndices[INDICES_COUNT]; static void* vboData; static void* iboData; static C3D_Tex prevFrame; 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 diff = FVec3_Subtract(lookfrom, lookat); const C3D_FVec w = FVec3_Normalize(diff); 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)), diff); } void setupFixed() const { *C3D_FixedAttribGetWritePtr(0) = origin; *C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner; *C3D_FixedAttribGetWritePtr(2) = horizontal; *C3D_FixedAttribGetWritePtr(3) = vertical; } void setupUniform() const { } private: C3D_FVec origin; C3D_FVec lowerLeftCorner; C3D_FVec horizontal; C3D_FVec vertical; }; static void setupCam(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up) { constexpr float VFOV = 90; constexpr float ASPECT_RATIO = C3D_AspectRatioTop; camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO); cam.setupFixed(); cam.setupUniform(); } static float rand01() { return static_cast(rand()) / RAND_MAX; } static C3D_FVec randvec() { C3D_FVec out; do { out.x = rand01() * 2 - 1; out.y = rand01() * 2 - 1; out.z = rand01() * 2 - 1; } while (FVec3_Magnitude(out) > 1.0f); out = FVec3_Normalize(out); out.w = rand01(); return out; } 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]; const float s = static_cast(x) / VERTEX_COUNT_W; const float t = static_cast(y) / VERTEX_COUNT_H; // s and t are swapped due to 3DS screen orientation v.st[0] = t + rand01() / VERTEX_COUNT_W; v.st[1] = s + rand01() / VERTEX_COUNT_H; v.coords[0] = 2.0f * s - 1.0f; v.coords[1] = 2.0f * t - 1.0f; v.coords[2] = -0.05f; v.uv[0] = s * (240.0f / 256.0f); v.uv[1] = t * (400.0f / 512.0f); const C3D_FVec r = randvec(); v.rand[0] = r.x; v.rand[1] = r.y; v.rand[2] = r.z; } } memcpy(vboData, vertexList, sizeof(vertexList)); } static void setupRandom() { constexpr int NUM_RAND = 10; // needs to be the same as rand array length in vshader.v.pica C3D_FVec* randPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, randUniformLocation, NUM_RAND); for (int i = 0; i < NUM_RAND; i++) { randPtr[i] = randvec(); } constexpr int NUM_SAMPLE_RAND = 2; C3D_FVec* sampleRandPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sampleRandUniformLocation, NUM_SAMPLE_RAND); for (int i = 0; i < NUM_SAMPLE_RAND; i++) { sampleRandPtr[i] = randvec(); } } static void sceneInit() { vboData = linearAlloc(sizeof(vertexList)); 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"); sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors"); sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights"); randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand"); sampleRandUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sampleRand"); calcSphereLoopParamsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "calcSphereLoopParams"); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddFixed(attrInfo, 0); 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); AttrInfo_AddLoader(attrInfo, 7, 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), 4, 0x7654); C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvInit(env); 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); constexpr u16 NUM_SPHERES = 5; C3D_IVUnifSet(GPU_VERTEX_SHADER, calcSphereLoopParamsUniformLocation, NUM_SPHERES - 1, 0, 1, 0); C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, NUM_SPHERES); spheres[0] = FVec4_New(0.0f, -100.5f, 0.0f, 100.0f); spheres[1] = FVec4_New(0.6f, 0.0f, 0.0f, 0.5f); spheres[2] = FVec4_New(-0.6f, 0.0f, 0.0f, 0.5f); spheres[3] = FVec4_New(0.0f, 10.0f, 0.0f, 9.0f); spheres[4] = FVec4_New(0.0f, 0.4f, 0.0f, 0.2f); C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES); sphereColors[0] = FVec4_New(0.9f, 0.3f, 0.3f, 0); sphereColors[1] = FVec4_New(0.3f, 0.9f, 0.3f, 1); sphereColors[2] = FVec4_New(0.3f, 0.3f, 0.9f, 0); sphereColors[3] = FVec4_New(1.0f, 1.0f, 1.0f, -1); sphereColors[4] = FVec4_New(0.8f, 0.6f, 0.1f, 2); C3D_FVec* sphereLights = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereLightsUniformLocation, NUM_SPHERES); sphereLights[0] = FVec4_New(0.0f, 0.0f, 0.0f, 0); sphereLights[1] = FVec4_New(0.0f, 0.0f, 0.0f, 0.2f); sphereLights[2] = FVec4_New(0.0f, 0.0f, 0.0f, 0); sphereLights[3] = FVec4_New(2.5f, 2.5f, 2.5f, 0); sphereLights[4] = FVec4_New(0.0f, 0.0f, 0.0f, 0); } static void sceneRender() { C3D_DrawElements(GPU_TRIANGLE_STRIP, INDICES_COUNT, C3D_UNSIGNED_SHORT, iboData); } static void sceneExit() { linearFree(vboData); linearFree(iboData); shaderProgramFree(&program); DVLB_Free(vshaderDVLB); } 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(value) << amt; } static u32 getFrameNumColor(unsigned int frameNum) { if (frameNum == 0) { return 0xFFFFFFFF; } else { const float ratio = 1 - static_cast(frameNum) / (frameNum + 1); const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f); const u8 bits = static_cast(scaledRatio); return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits; } } 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); C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8); sceneInit(); C3D_FVec lookFrom = FVec3_New(0.0f, 0.0f, 1.0f); C3D_FVec lookAt = FVec3_New(0.0f, 0.0f, 0.0f); C3D_FVec vup = FVec3_New(0.0f, 1.0f, 0.0f); bool dirty = true; unsigned int frameNum = 0; // 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 / 30.0f; 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) { frameNum = 0; dirty = false; } setupVertices(); setupRandom(); if (frameNum < 32 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW)) { C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum)); setupCam(lookFrom, lookAt, vup); C3D_TexBind(0, &prevFrame); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0); C3D_FrameDrawOn(target); sceneRender(); C3D_FrameEnd(0); 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), 240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS ); frameNum++; } C3D_TexEnvColor(C3D_GetTexEnv(0), 0); } sceneExit(); C3D_TexDelete(&prevFrame); C3D_RenderTargetDelete(target); C3D_Fini(); gfxExit(); return 0; }