diff --git a/tests/PICA_LITP/source/main.c b/tests/PICA_LITP/source/main.c index 3c2a3f0c..9bcab5b9 100644 --- a/tests/PICA_LITP/source/main.c +++ b/tests/PICA_LITP/source/main.c @@ -1,22 +1,22 @@ #include <3ds.h> #include #include + #include "vshader_shbin.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)) +#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)) static DVLB_s* vshader_dvlb; static shaderProgram_s program; static int uLoc_projection; static C3D_Mtx projection; -static void sceneInit(void) -{ +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); @@ -30,8 +30,8 @@ static void sceneInit(void) // Attribute format and element count are ignored in immediate mode C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); - AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position - AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color + AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position + AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color // Compute the projection matrix Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true); @@ -44,51 +44,48 @@ static void sceneInit(void) C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); } -static void sceneRender(void) -{ +static void sceneRender(void) { // Update the uniforms C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); // Draw the triangle directly C3D_ImmDrawBegin(GPU_TRIANGLES); - // Triangle 1 - // This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 1) - C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position - C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color + // Triangle 1 + // This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 1) + C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position + C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color - // This vertex only has a >= 0, so the shader should output lime (cmp.x = 0, cmp.y = 1) - C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f); - C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f); + // This vertex only has a >= 0, so the shader should output lime (cmp.x = 0, cmp.y = 1) + C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f); + C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f); - // This vertex only has r >= 0, so the shader should output cyan (cmp.x = 1, cmp.y = 0) - C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f); - C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f); + // This vertex only has r >= 0, so the shader should output cyan (cmp.x = 1, cmp.y = 0) + C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f); + C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f); - // Triangle 2 - // The next 3 vertices have r < 0, a < 0, so the output of the shader should be the output of litp with alpha set to 1 (cmp.x = cmp.y = 0) - C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f); - // Output g component should be 64 / 128 = 0.5 - C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f); + // Triangle 2 + // The next 3 vertices have r < 0, a < 0, so the output of the shader should be the output of litp with alpha set to 1 (cmp.x = cmp.y = 0) + C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f); + // Output g component should be 64 / 128 = 0.5 + C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f); - C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f); - // Output g component should be 128 / 128 = 1.0 - C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f); + C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f); + // Output g component should be 128 / 128 = 1.0 + C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f); - C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f); - // Output g component should be 0 / 128 = 0 - C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f); + C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f); + // Output g component should be 0 / 128 = 0 + C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f); C3D_ImmDrawEnd(); } -static void sceneExit(void) -{ +static void sceneExit(void) { // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_dvlb); } -int main() -{ +int main() { // Initialize graphics gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); @@ -101,20 +98,18 @@ int main() sceneInit(); // Main loop - while (aptMainLoop()) - { + while (aptMainLoop()) { hidScanInput(); // Respond to user input u32 kDown = hidKeysDown(); - if (kDown & KEY_START) - break; // break in order to return to hbmenu + if (kDown & KEY_START) break; // break in order to return to hbmenu // Render the scene C3D_FrameBegin(C3D_FRAME_SYNCDRAW); - C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); - C3D_FrameDrawOn(target); - sceneRender(); + C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); + C3D_FrameDrawOn(target); + sceneRender(); C3D_FrameEnd(0); }