Rust bindings and safe wrappers for citro3d
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//! This example demonstrates the most basic usage of `citro3d`: rendering a simple
//! RGB triangle (sometimes called a "Hello triangle") to the 3DS screen.
#![feature(allocator_api)]
use citro3d::macros::include_shader;
use citro3d::math::{AspectRatio, ClipPlanes, Matrix4, Projection, StereoDisplacement};
use citro3d::render::ClearFlags;
use citro3d::texenv;
use citro3d::{attrib, buffer, render, shader};
use ctru::prelude::*;
use ctru::services::gfx::{RawFrameBuffer, Screen, TopScreen3D};
#[repr(C)]
#[derive(Copy, Clone)]
struct Vec3 {
x: f32,
y: f32,
z: f32,
}
impl Vec3 {
const fn new(x: f32, y: f32, z: f32) -> Self {
Self { x, y, z }
}
}
#[repr(C)]
#[derive(Copy, Clone)]
struct Vertex {
pos: Vec3,
color: Vec3,
}
static VERTICES: &[Vertex] = &[
Vertex {
pos: Vec3::new(0.0, 0.5, -3.0),
color: Vec3::new(1.0, 0.0, 0.0),
},
Vertex {
pos: Vec3::new(-0.5, -0.5, -3.0),
color: Vec3::new(0.0, 1.0, 0.0),
},
Vertex {
pos: Vec3::new(0.5, -0.5, -3.0),
color: Vec3::new(0.0, 0.0, 1.0),
},
];
static SHADER_BYTES: &[u8] = include_shader!("assets/vshader.pica");
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const CLEAR_COLOR: u32 = 0x68_B0_D8_FF;
fn main() {
let mut soc = Soc::new().expect("failed to get SOC");
drop(soc.redirect_to_3dslink(true, true));
let gfx = Gfx::new().expect("Couldn't obtain GFX controller");
let mut hid = Hid::new().expect("Couldn't obtain HID controller");
let apt = Apt::new().expect("Couldn't obtain APT controller");
let mut instance = citro3d::Instance::new().expect("failed to initialize Citro3D");
let top_screen = TopScreen3D::from(&gfx.top_screen);
let (mut top_left, mut top_right) = top_screen.split_mut();
let RawFrameBuffer { width, height, .. } = top_left.raw_framebuffer();
let mut top_left_target = instance
.render_target(width, height, top_left, None)
.expect("failed to create render target");
let RawFrameBuffer { width, height, .. } = top_right.raw_framebuffer();
let mut top_right_target = instance
.render_target(width, height, top_right, None)
.expect("failed to create render target");
let mut bottom_screen = gfx.bottom_screen.borrow_mut();
let RawFrameBuffer { width, height, .. } = bottom_screen.raw_framebuffer();
let mut bottom_target = instance
.render_target(width, height, bottom_screen, None)
.expect("failed to create bottom screen render target");
let shader = shader::Library::from_bytes(SHADER_BYTES).unwrap();
let vertex_shader = shader.get(0).unwrap();
let program = shader::Program::new(vertex_shader).unwrap();
instance.bind_program(&program);
let mut vbo_data = Vec::with_capacity_in(VERTICES.len(), ctru::linear::LinearAllocator);
vbo_data.extend_from_slice(VERTICES);
let mut buf_info = buffer::Info::new();
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let (attr_info, vbo_data) = prepare_vbos(&mut buf_info, &vbo_data);
// 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
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let stage0 = texenv::Stage::new(0).unwrap();
instance
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.texenv(stage0)
.src(texenv::Mode::BOTH, texenv::Source::PrimaryColor, None, None)
.func(texenv::Mode::BOTH, texenv::CombineFunc::Replace);
let projection_uniform_idx = program.get_uniform("projection").unwrap();
while apt.main_loop() {
hid.scan_input();
if hid.keys_down().contains(KeyPad::START) {
break;
}
instance.render_frame_with(|instance| {
let mut render_to = |target: &mut render::Target, projection| {
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target.clear(ClearFlags::ALL, CLEAR_COLOR, 0);
instance
.select_render_target(target)
.expect("failed to set render target");
instance.bind_vertex_uniform(projection_uniform_idx, projection);
instance.set_attr_info(&attr_info);
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instance.draw_arrays(buffer::Primitive::Triangles, vbo_data);
};
let Projections {
left_eye,
right_eye,
center,
} = calculate_projections();
render_to(&mut top_left_target, &left_eye);
render_to(&mut top_right_target, &right_eye);
render_to(&mut bottom_target, &center);
});
}
}
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fn prepare_vbos<'a>(
buf_info: &'a mut buffer::Info,
vbo_data: &'a [Vertex],
) -> (attrib::Info, buffer::Slice<'a>) {
// Configure attributes for use with the vertex shader
let mut attr_info = attrib::Info::new();
let reg0 = attrib::Register::new(0).unwrap();
let reg1 = attrib::Register::new(1).unwrap();
attr_info
.add_loader(reg0, attrib::Format::Float, 3)
.unwrap();
attr_info
.add_loader(reg1, attrib::Format::Float, 3)
.unwrap();
let buf_idx = buf_info.add(vbo_data, &attr_info).unwrap();
(attr_info, buf_idx)
}
struct Projections {
left_eye: Matrix4,
right_eye: Matrix4,
center: Matrix4,
}
fn calculate_projections() -> Projections {
// TODO: it would be cool to allow playing around with these parameters on
// the fly with D-pad, etc.
let slider_val = ctru::os::current_3d_slider_state();
let interocular_distance = slider_val / 2.0;
let vertical_fov = 40.0_f32.to_radians();
let screen_depth = 2.0;
let clip_planes = ClipPlanes {
near: 0.01,
far: 100.0,
};
let (left, right) = StereoDisplacement::new(interocular_distance, screen_depth);
let (left_eye, right_eye) =
Projection::perspective(vertical_fov, AspectRatio::TopScreen, clip_planes)
.stereo_matrices(left, right);
let center =
Projection::perspective(vertical_fov, AspectRatio::BottomScreen, clip_planes).into();
Projections {
left_eye,
right_eye,
center,
}
}