libctru  v2.4.1
graphics/gpu/both_screens/source/main.c
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#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))
typedef struct { float x, y, z; } vertex;
static const vertex vertex_list[] =
{
{ 0.0f, 200.0f, 0.5f },
{ -100.0f, 40.0f, 0.5f },
{ +100.0f, 40.0f, 0.5f },
};
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static C3D_Mtx projectionTop, projectionBot;
static void* vbo_data;
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
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddFixed(attrInfo, 1); // v1=color
// Set the fixed attribute (color) to solid white
C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0);
// Compute the projection matrix
Mtx_OrthoTilt(&projectionTop, -200.0f, 200.0f, 0.0f, 240.0f, 0.0f, 1.0f, true);
Mtx_OrthoTilt(&projectionBot, -160.0f, 160.0f, 0.0f, 240.0f, 0.0f, 1.0f, true);
// 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), 1, 0x0);
// 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(float a, bool top)
{
float b = (cosf(C3D_Angle(a)) + 1.0f) / 2.0f;
if (!top) b = 1.0f - b;
C3D_FixedAttribSet(1, b, b, b, 1.0);
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, top ? &projectionTop : &projectionBot);
// Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
}
static void sceneExit(void)
{
// Free the VBO
linearFree(vbo_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
int main()
{
// Initialize graphics
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target
C3D_RenderTarget* top = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(top, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
C3D_RenderTarget* bot = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(bot, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
// Main loop
float count = 0.0f;
while (aptMainLoop())
{
// 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(top, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(top);
sceneRender(count, true);
C3D_RenderTargetClear(bot, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(bot);
sceneRender(count, false);
C3D_FrameEnd(0);
count += 1/128.0f;
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
return 0;
}
Central 3DS header.
bool aptMainLoop(void)
Main function which handles sleep mode and HOME/power buttons - call this at the beginning of every f...
@ GPU_REPLACE
Replace.
Definition: enums.h:365
@ GPU_VERTEX_SHADER
Vertex shader.
Definition: enums.h:503
@ GPU_RB_RGBA8
8-bit Red + 8-bit Green + 8-bit Blue + 8-bit Alpha
Definition: enums.h:150
@ GPU_FLOAT
32-bit float.
Definition: enums.h:299
@ GPU_PRIMARY_COLOR
Primary color.
Definition: enums.h:316
@ GPU_TRIANGLES
Triangles.
Definition: enums.h:494
@ GPU_RB_DEPTH24_STENCIL8
24-bit Depth + 8-bit Stencil
Definition: enums.h:162
void gfxInitDefault(void)
Initializes the LCD framebuffers with default parameters This is equivalent to calling:
@ GFX_BOTTOM
Bottom screen.
Definition: gfx.h:27
@ GFX_TOP
Top screen.
Definition: gfx.h:26
void gfxExit(void)
Deinitializes and frees the LCD framebuffers.
@ GFX_LEFT
Left eye framebuffer.
Definition: gfx.h:37
@ KEY_START
Start.
Definition: hid.h:15
u32 hidKeysDown(void)
Returns a bitmask of newly pressed buttons, this frame.
void hidScanInput(void)
Scans HID for input data.
void * linearAlloc(size_t size)
Allocates a 0x80-byte aligned buffer.
void linearFree(void *mem)
Frees a buffer.
Result shaderProgramSetVsh(shaderProgram_s *sp, DVLE_s *dvle)
Sets the vertex shader of a shader program.
Result shaderProgramInit(shaderProgram_s *sp)
Initializes a shader program.
Result shaderProgramFree(shaderProgram_s *sp)
Frees a shader program.
s8 shaderInstanceGetUniformLocation(shaderInstance_s *si, const char *name)
Gets the location of a shader's uniform.
void DVLB_Free(DVLB_s *dvlb)
Frees shader binary data.
DVLB_s * DVLB_ParseFile(u32 *shbinData, u32 shbinSize)
Parses a shader binary.
DVLB data.
Definition: shbin.h:98
DVLE_s * DVLE
Contained DVLE.
Definition: shbin.h:101
Describes an instance of a full shader program.
Definition: shaderProgram.h:31
shaderInstance_s * vertexShader
Vertex shader.
Definition: shaderProgram.h:32
uint32_t u32
32-bit unsigned integer
Definition: types.h:23