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#![feature(allocator_api)]
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use citro3d::render::{ClearFlags, Target};
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use citro3d::{include_aligned_bytes, shader};
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use citro3d_sys::C3D_Mtx;
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use ctru::services::gfx::{Gfx, RawFrameBuffer, Screen};
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use ctru::services::apt::Apt;
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use ctru::services::hid::{Hid, KeyPad};
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use ctru::services::soc::Soc;
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use std::ffi::CStr;
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use std::mem::MaybeUninit;
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#[repr(C)]
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#[derive(Copy, Clone)]
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struct Vec3 {
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x: f32,
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y: f32,
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z: f32,
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}
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impl Vec3 {
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const fn new(x: f32, y: f32, z: f32) -> Self {
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Self { x, y, z }
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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struct Vertex {
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pos: Vec3,
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color: Vec3,
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}
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static VERTICES: &[Vertex] = &[
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Vertex {
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pos: Vec3::new(0.0, 0.5, 0.5),
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color: Vec3::new(1.0, 0.0, 0.0),
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},
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Vertex {
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pos: Vec3::new(-0.5, -0.5, 0.5),
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color: Vec3::new(0.0, 1.0, 0.0),
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},
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Vertex {
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pos: Vec3::new(0.5, -0.5, 0.5),
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color: Vec3::new(0.0, 0.0, 1.0),
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},
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];
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static SHADER_BYTES: &[u8] =
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include_aligned_bytes!(concat!(env!("OUT_DIR"), "/examples/assets/vshader.shbin"));
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fn main() {
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let mut soc = Soc::new().expect("failed to get SOC");
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drop(soc.redirect_to_3dslink(true, true));
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let gfx = Gfx::new().expect("Couldn't obtain GFX controller");
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let mut hid = Hid::new().expect("Couldn't obtain HID controller");
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let apt = Apt::new().expect("Couldn't obtain APT controller");
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let mut top_screen = gfx.top_screen.borrow_mut();
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let RawFrameBuffer { width, height, .. } = top_screen.raw_framebuffer();
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let mut instance = citro3d::Instance::new().expect("failed to initialize Citro3D");
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let mut top_target = citro3d::render::Target::new(width.try_into().unwrap(), height.try_into().unwrap(), top_screen, None)
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.expect("failed to create render target");
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let mut bottom_screen = gfx.bottom_screen.borrow_mut();
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let RawFrameBuffer { width, height, .. } = bottom_screen.raw_framebuffer();
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let mut bottom_target = citro3d::render::Target::new(width.try_into().unwrap(), height.try_into().unwrap(), bottom_screen, None)
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.expect("failed to create bottom screen render target");
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let shader = shader::Library::from_bytes(SHADER_BYTES).unwrap();
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let vertex_shader = shader.get(0).unwrap();
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let mut program = shader::Program::new(vertex_shader).unwrap();
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let mut vbo_data = Vec::with_capacity_in(VERTICES.len(), ctru::linear::LinearAllocator);
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vbo_data.extend_from_slice(VERTICES);
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let (uloc_projection, projection) = scene_init(&mut program, &vbo_data);
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while apt.main_loop() {
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hid.scan_input();
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if hid.keys_down().contains(KeyPad::START) {
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break;
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}
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let mut render_to = |target: &mut Target| {
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instance.render_frame_with(|instance| {
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instance
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.select_render_target(target)
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.expect("failed to set render target");
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let clear_color: u32 = 0x7F_7F_7F_FF;
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target.clear(ClearFlags::ALL, clear_color, 0);
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scene_render(uloc_projection.into(), &projection);
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});
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};
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render_to(&mut top_target);
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render_to(&mut bottom_target);
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}
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}
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fn scene_init(program: &mut shader::Program, vbo_data: &[Vertex]) -> (i8, C3D_Mtx) {
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// Load the vertex shader, create a shader program and bind it
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unsafe {
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citro3d_sys::C3D_BindProgram(program.as_raw());
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// Get the location of the uniforms
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let projection_name = CStr::from_bytes_with_nul(b"projection\0").unwrap();
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let uloc_projection = ctru_sys::shaderInstanceGetUniformLocation(
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(*program.as_raw()).vertexShader,
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projection_name.as_ptr(),
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);
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// Configure attributes for use with the vertex shader
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let attr_info = citro3d_sys::C3D_GetAttrInfo();
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citro3d_sys::AttrInfo_Init(attr_info);
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citro3d_sys::AttrInfo_AddLoader(attr_info, 0, ctru_sys::GPU_FLOAT, 3); // v0=position
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citro3d_sys::AttrInfo_AddLoader(attr_info, 1, ctru_sys::GPU_FLOAT, 3); // v1=color
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// Compute the projection matrix
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let projection = {
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let mut projection = MaybeUninit::uninit();
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citro3d_sys::Mtx_OrthoTilt(
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projection.as_mut_ptr(),
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// The 3ds top screen is a 5:3 ratio
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-1.66,
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1.66,
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-1.0,
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1.0,
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0.0,
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1.0,
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true,
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);
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projection.assume_init()
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};
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// Configure buffers
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let buf_info = citro3d_sys::C3D_GetBufInfo();
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citro3d_sys::BufInfo_Init(buf_info);
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citro3d_sys::BufInfo_Add(
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buf_info,
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vbo_data.as_ptr().cast(),
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std::mem::size_of::<Vertex>()
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.try_into()
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.expect("size of vec3 fits in u32"),
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2, // Each vertex has two attributes
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0x10, // v0 = position, v1 = color, in LSB->MSB nibble order
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);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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let env = citro3d_sys::C3D_GetTexEnv(0);
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citro3d_sys::C3D_TexEnvInit(env);
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citro3d_sys::C3D_TexEnvSrc(
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env,
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citro3d_sys::C3D_Both,
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ctru_sys::GPU_PRIMARY_COLOR,
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0,
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0,
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);
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citro3d_sys::C3D_TexEnvFunc(env, citro3d_sys::C3D_Both, ctru_sys::GPU_REPLACE);
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(uloc_projection, projection)
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}
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}
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fn scene_render(uloc_projection: i32, projection: &C3D_Mtx) {
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unsafe {
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// Update the uniforms
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citro3d_sys::C3D_FVUnifMtx4x4(ctru_sys::GPU_VERTEX_SHADER, uloc_projection, projection);
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// Draw the VBO
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citro3d_sys::C3D_DrawArrays(
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ctru_sys::GPU_TRIANGLES,
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0,
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VERTICES
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.len()
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.try_into()
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.expect("VERTICES.len() fits in i32"),
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);
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}
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}
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