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Why is my Citro3D code not working

Posted: Sat Aug 10, 2024 8:38 pm
by The Glitch
I wrote citro3d code but it displays garbage on the screen

main.c

Code: Select all

#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;
}
vars.h

Code: Select all

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;
vertex.h

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} },
};

Re: Why is my Citro3D code not working

Posted: Wed Sep 04, 2024 6:17 pm
by mtheall

Code: Select all

C3D_DrawArrays(GPU_TRIANGLES, 0, sizeof(vertexList));

the last paramter is a count
try this

Code: Select all

C3D_DrawArrays(GPU_TRIANGLES, 0, sizeof(vertexList)/sizeof(vertexList[0]));

Re: Why is my Citro3D code not working

Posted: Fri Oct 18, 2024 4:08 am
by The Glitch

I managed to make the screen show the blue clear color i have set. Here is the code. It stills doesn't show the cube.

Code: Select all

#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) { C3D_RenderTargetClear(leftTarget, C3D_CLEAR_ALL, 0x68B0D8FF, 0); C3D_RenderTargetClear(rightTarget, C3D_CLEAR_ALL, 0x68B0D8FF, 0);
//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, false); Mtx_RotateY(&modelView, angleY, false); 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[0])); } 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; }

I just uploaded it to GH: https://github.com/kijetesantakalu042/C3D-Template


Re: Why is my Citro3D code not working

Posted: Wed Oct 23, 2024 7:34 pm
by The Glitch

I've fixed the code. It turns out that my VShader was broken