main.c
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#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include "vshader_shbin.h"
#include <stdio.h>
#include "vars.h"
#include "vertex.h"
void init() {
// Do the standard init stuff
gfxInit(GSP_RGBA8_OES, GSP_RGBA8_OES, false);
consoleInit(GFX_BOTTOM, NULL);
printf("Initialized LibCTRU\n");
// Enable 3D
printf("Enabling 3D\n");
gfxSet3D(true);
printf("Enabled 3D\n");
//Initializing Citro3D graphics.
printf("Initializing C3D\n");
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
printf("Initialized C3D\n");
//Initializing render targets.
printf("Making render targets\n");
leftTarget = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
rightTarget = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
printf("Made render targets");
//Clearing render targets;
printf("Clearing screen\n");
C3D_RenderTargetClear(leftTarget, C3D_CLEAR_ALL, 0x68B0D8FF, 0);
C3D_RenderTargetClear(rightTarget, C3D_CLEAR_ALL, 0x68B0D8FF, 0);
printf("Screen cleared\n");
//Setting render outputs.
printf("Seting RenderTargets\n");
C3D_RenderTargetSetOutput(leftTarget, GFX_TOP, GFX_LEFT, COMMON_DISPLAY_TRANSFER_FLAGS);
C3D_RenderTargetSetOutput(rightTarget, GFX_TOP, GFX_RIGHT, COMMON_DISPLAY_TRANSFER_FLAGS);
printf("Graphics init done!\n");
return;
}
void sceneinit() {
printf("Initializing scene");
vertexShader_dvlb = DVLB_ParseFile((u32*) vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vertexShader_dvlb->DVLE[0]);
//Binding.
C3D_BindProgram(&program);
//Get location of uniforms used in the vertex shader.
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
//Initialize attributes, and then configure them for use with vertex shader.
C3D_AttrInfo* attributeInfo = C3D_GetAttrInfo();
AttrInfo_Init(attributeInfo);
AttrInfo_AddLoader(attributeInfo, 0, GPU_FLOAT, 3); //First float array = vertex position.
AttrInfo_AddLoader(attributeInfo, 1, GPU_FLOAT, 2); //Second float array = texture coordinates.
AttrInfo_AddLoader(attributeInfo, 2, GPU_FLOAT, 3); //Third float array = normals.
//Create vertex buffer objects.
vbo_data = linearAlloc(sizeof(vertexList));
memcpy(vbo_data, vertexList, sizeof(vertexList));
//Initialize and configure buffers.
bufferInfo = C3D_GetBufInfo();
BufInfo_Init(bufferInfo);
BufInfo_Add(bufferInfo, vbo_data, sizeof(Vertex), 3, 0x210);
// Configure the first fragment shading substage to blend the fragment primary color
// with the fragment secondary color.
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
environment = C3D_GetTexEnv(0);
C3D_TexEnvSrc(environment, C3D_Both, GPU_FRAGMENT_PRIMARY_COLOR, GPU_FRAGMENT_SECONDARY_COLOR, 0);
C3D_TexEnvOpRgb(environment, C3D_RGB, 0, 0);
C3D_TexEnvOpAlpha(environment, C3D_Alpha, 0, 0);
C3D_TexEnvFunc(environment, C3D_Both, GPU_ADD);
static const C3D_Material material =
{
{ 0.2f, 0.2f, 0.2f }, //ambient
{ 0.4f, 0.4f, 0.4f }, //diffuse
{ 0.8f, 0.8f, 0.8f }, //specular0
{ 0.0f, 0.0f, 0.0f }, //specular1
{ 0.0f, 0.0f, 0.0f }, //emission
};
//Lighting setup
C3D_LightEnvInit(&lightEnv);
C3D_LightEnvBind(&lightEnv);
C3D_LightEnvMaterial(&lightEnv, &material);
LightLut_Phong(&lut_Spec, 30);
C3D_LightEnvLut(&lightEnv, GPU_LUT_D0, GPU_LUTINPUT_LN, false, &lut_Spec);
C3D_FVec lightVector = {{ 16.0, 0.5, 0.0, 0.0 }};
C3D_LightInit(&light, &lightEnv);
C3D_LightColor(&light, 1.0, 1.0, 1.0);
C3D_LightPosition(&light, &lightVector);
}
void SceneRender(float interOcularDistance) {
//Compute projection matrix.
Mtx_PerspStereoTilt(&projection, C3D_AngleFromDegrees(40.0f), C3D_AspectRatioTop, 0.01f, 1000.0f, interOcularDistance, 2.0f, false);
//Calculate model view matrix.
C3D_Mtx modelView;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, 0.0, 0.0, -2.0 + sinf(angleX),true);
Mtx_RotateX(&modelView, angleX, true);
Mtx_RotateY(&modelView, angleY, true);
if (interOcularDistance >= 0.0f){
angleX += radian;
angleY += radian;
}
//Update uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
//Draw the vertex buffer objects.
C3D_DrawArrays(GPU_TRIANGLES, 0, sizeof(vertexList));
}
int main(int argc, char* argv[]) {
init();
sceneinit();
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Your code goes here
u32 kDown = hidKeysDown();
u32 kHeld = hidKeysHeld();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
float slider = osGet3DSliderState();
float iod = slider / 3;
//Rendering scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
{
C3D_FrameDrawOn(leftTarget);
SceneRender(-iod);
if (iod > 0.0f){
C3D_FrameDrawOn(rightTarget);
SceneRender(iod);
}
}
C3D_FrameEnd(0);
}
gfxExit();
return 0;
}
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static const u32 COMMON_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));
DVLB_s* vertexShader_dvlb;
shaderProgram_s program;
C3D_BufInfo* bufferInfo;
C3D_TexEnv* environment;
int uLoc_projection, uLoc_modelView;
void* vbo_data;
static C3D_LightEnv lightEnv;
static C3D_Light light;
static C3D_LightLut lut_Spec;
static C3D_Mtx projection;
C3D_RenderTarget* leftTarget;
C3D_RenderTarget* rightTarget;
static const float radian = acos(-1) / 180.0f;
static float angleX = 0.0, angleY = 0.0;
Code: Select all
typedef struct {
float positions[3];
float texcoords[2];
float normals[3];
} Vertex;
static const Vertex vertexList[] =
{
// 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} },
};