You use it for the function “shaderInstanceGetUniformLocation” and what this function does is gets the location of a shader’s uniform. Then, you need to create a static int variable and name it “uLoc_projection”.
*I don’t really know what this does, other than load the vertex shader program. Next, you add the line “C3D_BindProgram(&program)”.* The first argument is “&program” and the last argument would be “&vshader_dvlb->DVLE”. Result shaderProgramSetVsh(shaderProgram_s sp, DVLE_s dvle) The next function will actually set the vertex to the shader program we just made. This function will initialize a shader program (for the vertex shader). Result shaderProgramInit(shaderProgram_s* sp) Īnd of course, you replace the “shaderProgram_s* sp” with the variable “program” but since it’s a pointer, then put a “&” before it. The function you need it for is the function “shaderProgramInit”. “shaderProgram_s” has to stay the same but “program” can change since “shaderProgram_s” is the name of the struct that you are defining. Outside the scene initialization function, create a static function like: Also, since you’re declaring it as a variable, you should name it before. And for the last argument, you just need to add vshader_shbin_size.
In documentation, it’s:ĭVLB_s DVLB_ParseFile(u32 shbinData, u32 shbinSize) įor the first argument, you need to put “u32*” in parentheses and put vshader_shbin next to it. The function you will need is DVLB_ParseFile. Inside the function, first we will load the vertex shader. You would create 3 vertices all with an X, Y, and Z value, but I still have to go over the coordinates, so instead, we create a new function that will initialize the scene of type static void. This struct will define the X, Y, and Z coordinates that will be used to define the vertex locations. Also, when naming your geometery shader file, it must end in “.g.pica Now create a struct and name it (I choose vertex). Like if you named them both program, then you would just put “#include program_shbin.h”. However, if you’re using a geometry shader with this vertex shader, name them both the same name and include the file with just the same and “_shbin”. So now, after you’ve made your vertex shader, include it as “vshader_shbin.h” and not “vshader.v.pica” since it compiles with a different name. Configure the first fragment shading substage to just pass through the vertex colorĬ3D_Te圎nvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0) Ĭ3D_Te圎nvFunc(env, C3D_Both, GPU_REPLACE) Memcpy(vbo_data, vertex_list, sizeof(vertex_list)) īufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0) Vbo_data = linearAlloc(sizeof(vertex_list)) Set the fixed attribute (color) to solid whiteĬ3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0) Configure attributes for use with the vertex shaderĬ3D_AttrInfo* attrInfo = C3D_GetAttrInfo() ĪttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3) // v0=positionĪttrInfo_AddFixed(attrInfo, 1) // v1=color ULoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection") ShaderProgramSetVsh(&program, &vshader_dvlb->DVLE) Vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size) Load the vertex shader, create a shader program and bind it
#DEVKITPRO 3DS MFLOAT PLUS#
Here’s the whole initial function plus the variables needed: We will work outside of the main function until the end of the file.
#DEVKITPRO 3DS MFLOAT CODE#
Let’s take the code we made in the last chapter and edit it. One thing about the 3D space used with the PICA200 is that every shape is made out of triangles, which is why I decided to make this chapter have a triangle as its main focus. NOTE: For this chapter and beyond, you need to know the PICA200 Assembly language.