I am trying to make a visualisation of a 3D cube on a plane (using Citro3D) but this error keeps on coming up. I tried following the instructions listed on msys2 but the error wouldn't go away. This is the error:
This is probably a programming error that can be fixed easily. The code is listed below:
This is probably a programming error that can be fixed easily. The code is listed below:
C++:
#include <list>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <3ds.h>
#include <citro3d.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 position[3]; float texcoord[2]; float normal[3]; } vertex;
//float cube[] = {
//
// // First face (PZ)
// // First triangle
// { {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
// { {+0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
// { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
// // Second triangle
// { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
// { {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
// { {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
//
// // Second face (MZ)
// // First triangle
// { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
// { {-0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
// { {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
// // Second triangle
// { {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
// { {+0.5f, +0.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
// { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
//
// // Third face (PX)
// // First triangle
// { {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
// { {+0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
// { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
// // Second triangle
// { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
// { {+0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
// { {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
//
// // Fourth face (MX)
// // First triangle
// { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
// { {-0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
// { {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
// // Second triangle
// { {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
// { {-0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
// { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
//
// // Fifth face (PY)
// // First triangle
// { {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
// { {-0.5f, +1.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
// { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
// // Second triangle
// { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
// { {+0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
// { {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
//
// // Sixth face (MY)
// // First triangle
// { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
// { {+0.5f, +0.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
// { {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
// // Second triangle
// { {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
// { {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
// { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
//}
//float ground[] = {
// // First square (PZ)
// // First triangle
// {{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
// {{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
// {{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
//
// // Second triangle
// {{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
// {{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
// {{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
//}
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
static C3D_Mtx projection;
static void* vbo_data;
static C3D_Mtx material ={
{
{ { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
{ { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
{ { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
{ { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
}
};
static const vertex vertex_list[] = {
// cube
// First face (PZ)
// First triangle
{ {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
{ {+0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
{ {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
// Second triangle
{ {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
{ {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
{ {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
// Second face (MZ)
// First triangle
{ {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {-0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
// Second triangle
{ {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
{ {+0.5f, +0.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
{ {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
// Third face (PX)
// First triangle
{ {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
// Second triangle
{ {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
// Fourth face (MX)
// First triangle
{ {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
// Second triangle
{ {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
// Fifth face (PY)
// First triangle
{ {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
{ {-0.5f, +1.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
{ {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
// Second triangle
{ {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
{ {+0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
{ {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
// Sixth face (MY)
// First triangle
{ {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {+0.5f, +0.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
// Second triangle
{ {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
// ground
// First square (PZ)
// First triangle
{{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
{{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
{{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
// Second triangle
{{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
{{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
{{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
}
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
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");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material");
// 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_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal
// Compute the projection matrix
Mtx_PerspTilt(&projection, C3D_AngleFromDegrees(80.0f), C3D_AspectRatioTop, 0.01f, 1000.0f, false);
// 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), 3, 0x210);
}
static void sceneRender(void){
// Calculate the modelView matrix
C3D_Mtx modelView;
Mtx_Identity(&modelView);
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_material, &material);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec, 0.0f, 0.0f, -1.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr, 1.0f, 1.0f, 1.0f, 1.0f);
// 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(int argc, char* argv[]){
// 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;
}






