//! 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::attrib::{self}; use citro3d::buffer::{self}; use citro3d::render::{ClearFlags, Target}; use citro3d::{include_aligned_bytes, shader}; use citro3d_sys::C3D_Mtx; use ctru::gfx::{Gfx, RawFrameBuffer, Screen}; use ctru::services::apt::Apt; use ctru::services::hid::{Hid, KeyPad}; use ctru::services::soc::Soc; use std::ffi::CStr; use std::mem::MaybeUninit; #[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, 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_aligned_bytes!(concat!(env!("OUT_DIR"), "/examples/assets/vshader.shbin")); fn main() { 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 RawFrameBuffer { width, height, .. } = top_screen.get_raw_framebuffer(); let mut instance = citro3d::Instance::new().expect("failed to initialize Citro3D"); let mut top_target = citro3d::render::Target::new(width, height, top_screen, None) .expect("failed to create render target"); let mut bottom_screen = gfx.bottom_screen.borrow_mut(); let RawFrameBuffer { width, height, .. } = bottom_screen.get_raw_framebuffer(); let mut bottom_target = citro3d::render::Target::new(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 mut program = shader::Program::new(vertex_shader).unwrap(); let mut vbo_data = Vec::with_capacity_in(VERTICES.len(), ctru::linear::LinearAllocator); vbo_data.extend_from_slice(VERTICES); let vbo_idx = prepare_vbos(&vbo_data); let (uloc_projection, projection) = scene_init(&mut program); while apt.main_loop() { hid.scan_input(); if hid.keys_down().contains(KeyPad::KEY_START) { break; } let mut render_to = |target: &mut Target| { instance.render_frame_with(|instance| { instance .select_render_target(target) .expect("failed to set render target"); let clear_color: u32 = 0x7F_7F_7F_FF; target.clear(ClearFlags::ALL, clear_color, 0); unsafe { // Update the uniforms citro3d_sys::C3D_FVUnifMtx4x4( ctru_sys::GPU_VERTEX_SHADER, uloc_projection.into(), &projection, ); } instance.draw_arrays(buffer::Primitive::Triangles, vbo_idx); }); }; render_to(&mut top_target); render_to(&mut bottom_target); } } fn prepare_vbos(vbo_data: &[Vertex]) -> buffer::Index { // Configure attributes for use with the vertex shader let mut attr_info = attrib::Info::get_mut().expect("failed to get global attr info"); let reg0 = attrib::Register::new(0).unwrap(); let reg1 = attrib::Register::new(1).unwrap(); // The default permutation would actually already be what we want if we // inserted position, then color, but just show that it's customizable // by swapping the order then using `set_permutation`. let color_attr = attr_info .add_loader(reg0, attrib::Format::Float, 3) .unwrap(); let position_attr = attr_info .add_loader(reg1, attrib::Format::Float, 3) .unwrap(); attr_info .set_permutation(&[position_attr, color_attr]) .unwrap(); // Configure buffers let mut buf_info = buffer::Info::get_mut().unwrap(); let buf_idx = buf_info.add(vbo_data, &attr_info).unwrap(); buf_idx } fn scene_init(program: &mut shader::Program) -> (i8, C3D_Mtx) { // Load the vertex shader, create a shader program and bind it unsafe { citro3d_sys::C3D_BindProgram(program.as_raw()); // Get the location of the uniforms let projection_name = CStr::from_bytes_with_nul(b"projection\0").unwrap(); let uloc_projection = ctru_sys::shaderInstanceGetUniformLocation( (*program.as_raw()).vertexShader, projection_name.as_ptr(), ); // 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() }; // 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, ctru_sys::GPU_PRIMARY_COLOR, 0, 0, ); citro3d_sys::C3D_TexEnvFunc(env, citro3d_sys::C3D_Both, ctru_sys::GPU_REPLACE); (uloc_projection, projection) } }