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- #include <3ds.h>
- #include <citro3d.h>
- #include <string.h>
- #include <stdio.h>
- #include "vshader_shbin.h"
- #include "kitten_bin.h"
- #define CLEAR_COLOR 0x68B0D8FF
- #define 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))
- typedef struct { float position[3]; float texcoord[2]; float normal[3]; } vertex;
- static const vertex vertex_list[] =
- {
- // First face (PZ)
- // First triangle
- { {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
- { {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
- { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
- // Second triangle
- { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
- { {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
- { {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
- // Second face (MZ)
- // First triangle
- { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
- { {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
- { {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
- // Second triangle
- { {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
- { {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
- { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
- // Third face (PX)
- // First triangle
- { {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
- { {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
- { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
- // Second triangle
- { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
- { {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
- { {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
- // Fourth face (MX)
- // First triangle
- { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
- { {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
- { {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
- // Second triangle
- { {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
- { {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
- { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
- // Fifth face (PY)
- // First triangle
- { {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
- { {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
- { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
- // Second triangle
- { {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
- { {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
- { {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
- // Sixth face (MY)
- // First triangle
- { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
- { {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
- { {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
- // Second triangle
- { {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
- { {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
- { {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
- };
- #define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
- static DVLB_s* vshader_dvlb;
- static shaderProgram_s program;
- static int uLoc_projection, uLoc_model, uLoc_view;
- static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
- static C3D_Mtx projection;
- static float movx = 0.0, movz = 0.0;
- static float playerspeed = 0.2;
- static C3D_Mtx material =
- {
- {
- { { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
- { { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
- { { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
- { { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
- }
- };
- static void* vbo_data;
- static C3D_Tex kitten_tex;
- static float angleX = 0.0, angleY = 0.0;
- static void sceneInit(void)
- {
- // Load the vertex shader, create a shader program and bind it
- vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
- shaderProgramInit(&program);
- shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
- C3D_BindProgram(&program);
- // Get the location of the uniforms
- uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
- uLoc_model = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
- uLoc_view = shaderInstanceGetUniformLocation(program.vertexShader, "view");
- uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
- uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
- uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
- uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material");
- // Configure attributes for use with the vertex shader
- C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
- AttrInfo_Init(attrInfo);
- AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
- AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
- AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal
- // Compute the projection matrix
- Mtx_PerspTilt(&projection, 80.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f, false);
- // Create the VBO (vertex buffer object)
- vbo_data = linearAlloc(sizeof(vertex_list));
- memcpy(vbo_data, vertex_list, sizeof(vertex_list));
- // Configure buffers
- C3D_BufInfo* bufInfo = C3D_GetBufInfo();
- BufInfo_Init(bufInfo);
- BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 3, 0x210);
- // Load the texture and bind it to the first texture unit
- C3D_TexInit(&kitten_tex, 64, 64, GPU_RGBA8);
- C3D_TexUpload(&kitten_tex, kitten_bin);
- C3D_TexSetFilter(&kitten_tex, GPU_LINEAR, GPU_NEAREST);
- C3D_TexBind(0, &kitten_tex);
- // Configure the first fragment shading substage to blend the texture color with
- // the vertex color (calculated by the vertex shader using a lighting algorithm)
- // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
- C3D_TexEnv* env = C3D_GetTexEnv(0);
- C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0);
- C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
- C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
- }
- static void sceneRender(u32 heldEvent)
- {
- //C3D_Mtx = glm mat
- C3D_Mtx model;
- // Calculate the view matrix
- C3D_Mtx view;
- Mtx_Identity(&view);
- Mtx_Translate(&view, 0.0, 0.0, 0.0, true);
- /*Mtx_RotateX(&modelView, angleX, true);
- Mtx_RotateY(&modelView, angleY, true);*/
- /*if(heldEvent & KEY_CPAD_UP ){
- movz = movz + playerspeed;
- //printf("move up \n");
- } else if(heldEvent & KEY_CPAD_DOWN ){
- movz = movz - playerspeed;
- }else if(heldEvent & KEY_CPAD_LEFT ){
- movx = movx - playerspeed;
- } else if(heldEvent & KEY_CPAD_RIGHT ){
- movx = movx + playerspeed; //= 1 * playerspeed;
- //printf("move right \n");
- }*/
- //calculate model matrix
- Mtx_Identity(&model);
- Mtx_Translate(&model, 0.0, 0.0, 2.0f, true);
- //Rotate the cube each frame
- /*angleX += M_PI / 180;
- angleY += M_PI / 360;*/
- // Update the uniforms
- C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
- C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_model, &model);
- C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_view, &view);
- C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_material, &material);
- C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec, 0.0f, 0.0f, -1.0f, 0.0f);
- C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f);
- C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr, 1.0f, 1.0f, 1.0f, 1.0f);
- // Draw the VBO
- C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
- }
- static void sceneExit(void)
- {
- // Free the texture
- C3D_TexDelete(&kitten_tex);
- // Free the VBO
- linearFree(vbo_data);
- // Free the shader program
- shaderProgramFree(&program);
- DVLB_Free(vshader_dvlb);
- }
- int main()
- {
- // Initialize graphics
- gfxInitDefault();
- consoleInit(GFX_BOTTOM, NULL);
- C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
- // Initialize the render target
- C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
- C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
- C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
- // Initialize the scene
- sceneInit();
- // Main loop
- while (aptMainLoop())
- {
- hidScanInput();
- // Respond to user input
- u32 downEvent = hidKeysDown();
- u32 heldEvent = hidKeysHeld();
- if (downEvent & KEY_START){
- break; // break in order to return to hbmenu
- }else if (downEvent & KEY_A){
- printf("Hello world! \n");
- }
- circlePosition pos;
- //Read the CirclePad position
- hidCircleRead(&pos);
- //Print the CirclePad position
- printf("\x1b[2;0H%04d; %04d", pos.dx, pos.dy);
- // Render the scene
- C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
- C3D_FrameDrawOn(target);
- sceneRender(heldEvent);
- C3D_FrameEnd(0);
- }
- // Deinitialize the scene
- sceneExit();
- // Deinitialize graphics
- C3D_Fini();
- gfxExit();
- return 0;
- }
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