#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)) static DVLB_s* vshader_dvlb; static shaderProgram_s program; static int uLoc_projection; static C3D_Mtx projection; 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"); // Configure attributes for use with the vertex shader // 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 // Compute the projection matrix Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true); // Configure the first fragment shading substage to just pass through the vertex color // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvInit(env); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); } 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 C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f); // Triangle 2 C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); C3D_ImmDrawEnd(); } static void sceneExit(void) { // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_dvlb); } int main() { // Initialize graphics gfxInitDefault(); 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_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); // Initialize the scene sceneInit(); // Main loop while (aptMainLoop()) { hidScanInput(); // Respond to user input u32 kDown = hidKeysDown(); 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_FrameEnd(0); } // Deinitialize the scene sceneExit(); // Deinitialize graphics C3D_Fini(); gfxExit(); return 0; }