use citro3d_sys::C3D_Mtx; use citro3d_sys::{shaderProgram_s, DVLB_s}; use ctru::gfx::{Gfx, Side}; use ctru::services::apt::Apt; use ctru::services::hid::{Hid, KeyPad}; use ctru::services::soc::Soc; use citro3d::render::{ClearFlags, ColorFormat, DepthFormat}; use std::ffi::CStr; use std::mem::MaybeUninit; #[repr(C)] 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)] struct Vertex { pos: Vec3, color: Vec3, } const VERTICES: &[Vertex] = &[ Vertex { pos: Vec3::new(0.0, 0.5, 0.5), color: Vec3::new(1.0, 0.0, 0.0), }, Vertex { pos: Vec3::new(-0.5, -0.5, 0.5), color: Vec3::new(0.0, 1.0, 0.0), }, Vertex { pos: Vec3::new(0.5, -0.5, 0.5), color: Vec3::new(0.0, 0.0, 1.0), }, ]; static SHADER_BYTES: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/examples/assets/vshader.shbin")); fn main() { ctru::init(); let mut soc = Soc::init().expect("failed to get SOC"); drop(soc.redirect_to_3dslink(true, true)); let gfx = Gfx::init().expect("Couldn't obtain GFX controller"); let hid = Hid::init().expect("Couldn't obtain HID controller"); let apt = Apt::init().expect("Couldn't obtain APT controller"); let mut top_screen = gfx.top_screen.borrow_mut(); let frame_buffer = top_screen.get_raw_framebuffer(Side::Left); let mut instance = citro3d::Instance::new().expect("failed to initialize Citro3D"); let mut render_target = instance .render_target_for_screen( &frame_buffer, ColorFormat::RGBA8, DepthFormat::Depth24Stencil8, ) .expect("failed to create render target"); render_target.set_output(&*top_screen, Side::Left); let (program, uloc_projection, projection, vbo_data, vshader_dvlb) = scene_init(); while apt.main_loop() { hid.scan_input(); if hid.keys_down().contains(KeyPad::KEY_START) { break; } instance.render_frame_with(|instance| { let clear_color: u32 = 0x7F_7F_7F_FF; render_target.clear(ClearFlags::ALL, clear_color, 0); instance .select_render_target(&render_target) .expect("failed to set render target"); scene_render(uloc_projection.into(), &projection); }); } scene_exit(vbo_data, program, vshader_dvlb); } fn scene_init() -> (shaderProgram_s, i8, C3D_Mtx, *mut libc::c_void, *mut DVLB_s) { // Load the vertex shader, create a shader program and bind it unsafe { let mut shader_bytes = SHADER_BYTES.to_owned(); // Assume the data is aligned properly... let vshader_dvlb = citro3d_sys::DVLB_ParseFile( shader_bytes.as_mut_ptr().cast(), (shader_bytes.len() / 4) .try_into() .expect("shader len fits in a u32"), ); let mut program = { let mut program = MaybeUninit::uninit(); citro3d_sys::shaderProgramInit(program.as_mut_ptr()); program.assume_init() }; citro3d_sys::shaderProgramSetVsh(&mut program, (*vshader_dvlb).DVLE); citro3d_sys::C3D_BindProgram(&mut program); // Get the location of the uniforms let projection_name = CStr::from_bytes_with_nul(b"projection\0").unwrap(); let uloc_projection = citro3d_sys::shaderInstanceGetUniformLocation( program.vertexShader, projection_name.as_ptr(), ); // Configure attributes for use with the vertex shader let attr_info = citro3d_sys::C3D_GetAttrInfo(); citro3d_sys::AttrInfo_Init(attr_info); citro3d_sys::AttrInfo_AddLoader(attr_info, 0, citro3d_sys::GPU_FLOAT, 3); // v0=position citro3d_sys::AttrInfo_AddLoader(attr_info, 1, citro3d_sys::GPU_FLOAT, 3); // v1=color // Compute the projection matrix let projection = { let mut projection = MaybeUninit::uninit(); citro3d_sys::Mtx_OrthoTilt( projection.as_mut_ptr(), // The 3ds top screen is a 5:3 ratio -1.66, 1.66, -1.0, 1.0, 0.0, 1.0, true, ); projection.assume_init() }; // Create the vertex buffer object let vbo_data: *mut Vertex = citro3d_sys::linearAlloc( std::mem::size_of_val(&VERTICES) .try_into() .expect("size fits in u32"), ) .cast(); vbo_data.copy_from(VERTICES.as_ptr(), VERTICES.len()); // Configure buffers let buf_info = citro3d_sys::C3D_GetBufInfo(); citro3d_sys::BufInfo_Init(buf_info); citro3d_sys::BufInfo_Add( buf_info, vbo_data.cast(), std::mem::size_of::() .try_into() .expect("size of vec3 fits in u32"), 2, // Each vertex has two attributes 0x10, // v0 = position, v1 = color, in LSB->MSB nibble order ); // 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 let env = citro3d_sys::C3D_GetTexEnv(0); citro3d_sys::C3D_TexEnvInit(env); citro3d_sys::C3D_TexEnvSrc( env, citro3d_sys::C3D_Both, citro3d_sys::GPU_PRIMARY_COLOR, 0, 0, ); citro3d_sys::C3D_TexEnvFunc(env, citro3d_sys::C3D_Both, citro3d_sys::GPU_REPLACE); ( program, uloc_projection, projection, vbo_data.cast(), vshader_dvlb, ) } } fn scene_render(uloc_projection: i32, projection: &C3D_Mtx) { unsafe { // Update the uniforms citro3d_sys::C3D_FVUnifMtx4x4(citro3d_sys::GPU_VERTEX_SHADER, uloc_projection, projection); // Draw the VBO citro3d_sys::C3D_DrawArrays( citro3d_sys::GPU_TRIANGLES, 0, VERTICES .len() .try_into() .expect("VERTICES.len() fits in i32"), ); } } fn scene_exit( vbo_data: *mut libc::c_void, mut program: shaderProgram_s, vshader_dvlb: *mut DVLB_s, ) { unsafe { citro3d_sys::linearFree(vbo_data); citro3d_sys::shaderProgramFree(&mut program); citro3d_sys::DVLB_Free(vshader_dvlb); } }