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217 lines
6.6 KiB
217 lines
6.6 KiB
use citro3d_sys::C3D_Mtx; |
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use citro3d_sys::{shaderProgram_s, DVLB_s}; |
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use ctru::gfx::{Gfx, Screen, Side}; |
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use ctru::services::apt::Apt; |
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use ctru::services::hid::{Hid, KeyPad}; |
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use std::ffi::CString; |
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use std::mem::MaybeUninit; |
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const VERTICES: [Vertex; 3] = [ |
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Vertex::new(200.0, 200.0, 0.5), |
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Vertex::new(100.0, 40.0, 0.5), |
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Vertex::new(300.0, 40.0, 0.5), |
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]; |
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fn main() { |
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ctru::init(); |
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let gfx = Gfx::init().expect("Couldn't obtain GFX controller"); |
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let hid = Hid::init().expect("Couldn't obtain HID controller"); |
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let apt = Apt::init().expect("Couldn't obtain APT controller"); |
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let top_screen = gfx.top_screen.borrow_mut(); |
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let target = unsafe { |
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citro3d_sys::C3D_Init(citro3d_sys::C3D_DEFAULT_CMDBUF_SIZE); |
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let depth_fmt = citro3d_sys::C3D_DEPTHTYPE { |
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__e: citro3d_sys::GPU_RB_DEPTH24_STENCIL8, |
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}; |
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let target = |
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citro3d_sys::C3D_RenderTargetCreate(240, 400, citro3d_sys::GPU_RB_RGBA8, depth_fmt); |
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// TODO: easier construction of flags |
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let transfer_flags = |
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citro3d_sys::GX_TRANSFER_FMT_RGBA8 << 8 | citro3d_sys::GX_TRANSFER_FMT_RGB8 << 12; |
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citro3d_sys::C3D_RenderTargetSetOutput( |
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target, |
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top_screen.as_raw(), |
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Side::Left.into(), |
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transfer_flags, |
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); |
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target |
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}; |
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let (program, uloc_projection, projection, vbo_data, vshader_dvlb) = scene_init(); |
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// Main loop |
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while apt.main_loop() { |
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//Scan all the inputs. This should be done once for each frame |
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hid.scan_input(); |
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|
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if hid.keys_down().contains(KeyPad::KEY_START) { |
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break; |
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} |
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const CLEAR_COLOR: u32 = 0x68B0D8FF; |
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unsafe { |
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citro3d_sys::C3D_FrameBegin(citro3d_sys::C3D_FRAME_SYNCDRAW as u8); |
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citro3d_sys::C3D_RenderTargetClear(target, citro3d_sys::C3D_CLEAR_ALL, CLEAR_COLOR, 0); |
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citro3d_sys::C3D_FrameDrawOn(target); |
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} |
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scene_render(uloc_projection.into(), &projection); |
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unsafe { |
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citro3d_sys::C3D_FrameEnd(0); |
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} |
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} |
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scene_exit(vbo_data, program, vshader_dvlb); |
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unsafe { |
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citro3d_sys::C3D_Fini(); |
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} |
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} |
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struct Vertex { |
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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 Vertex { |
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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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fn scene_init() -> (shaderProgram_s, i8, C3D_Mtx, *mut libc::c_void, *mut DVLB_s) { |
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// Load the vertex shader, create a shader program and bind it |
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unsafe { |
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// To compile the shader: |
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// ```sh |
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// picasso assets/vshader.v.pica -o assets/vshader.shbin |
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// ``` |
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// TODO: can we do this in a build script? |
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// boo, this way we have to specify the length. Alternative seems to be allocating a |
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// slice first, then copying into it with a transmute... |
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const SHBIN_BYTES: &[u8; 280] = include_bytes!("assets/vshader.shbin"); |
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// Assume the data is aligned properly... |
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let mut shbin_data: [u32; SHBIN_BYTES.len() / 4] = std::mem::transmute_copy(SHBIN_BYTES); |
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let vshader_dvlb = citro3d_sys::DVLB_ParseFile( |
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shbin_data.as_mut_ptr(), |
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shbin_data |
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.len() |
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.try_into() |
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.expect("shader len fits in a u32"), |
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); |
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let mut program = MaybeUninit::<citro3d_sys::shaderProgram_s>::uninit(); |
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citro3d_sys::shaderProgramInit(program.as_mut_ptr()); |
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citro3d_sys::shaderProgramSetVsh(program.as_mut_ptr(), (*vshader_dvlb).DVLE); |
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let mut program = program.assume_init(); |
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citro3d_sys::C3D_BindProgram(&mut program); |
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// Get the location of the uniforms |
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let projection_name = CString::new("projection").unwrap(); |
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let uloc_projection = citro3d_sys::shaderInstanceGetUniformLocation( |
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program.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, citro3d_sys::GPU_FLOAT, 3); // v0=position |
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citro3d_sys::AttrInfo_AddFixed(attr_info, 1); // v1=color |
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// Set the fixed attribute (color) to solid white |
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citro3d_sys::C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0); |
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let mut projection = MaybeUninit::<citro3d_sys::C3D_Mtx>::uninit(); |
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// Compute the projection matrix |
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citro3d_sys::Mtx_OrthoTilt( |
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projection.as_mut_ptr(), |
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0.0, |
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400.0, |
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0.0, |
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240.0, |
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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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let projection = projection.assume_init(); |
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let vertices_len = std::mem::size_of_val(&VERTICES); |
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// Create the VBO (vertex buffer object) |
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let vbo_data = |
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citro3d_sys::linearAlloc(vertices_len.try_into().expect("size does not fit in u32")); |
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vbo_data.copy_from(VERTICES.as_ptr() as _, vertices_len); |
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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, |
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std::mem::size_of::<Vertex>() |
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.try_into() |
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.expect("size of vertex fits in u32"), |
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1, |
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0x0, |
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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 as i32, |
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citro3d_sys::GPU_PRIMARY_COLOR as i32, |
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0, |
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0, |
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); |
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citro3d_sys::C3D_TexEnvFunc( |
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env, |
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citro3d_sys::C3D_Both as i32, |
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citro3d_sys::GPU_REPLACE as i32, |
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); |
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(program, uloc_projection, projection, vbo_data, vshader_dvlb) |
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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(citro3d_sys::GPU_VERTEX_SHADER, uloc_projection, projection); |
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// Draw the VBO |
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citro3d_sys::C3D_DrawArrays(citro3d_sys::GPU_TRIANGLES, 0, VERTICES.len() as i32); |
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} |
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} |
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fn scene_exit( |
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vbo_data: *mut libc::c_void, |
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mut program: shaderProgram_s, |
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vshader_dvlb: *mut DVLB_s, |
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) { |
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unsafe { |
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citro3d_sys::linearFree(vbo_data); |
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citro3d_sys::shaderProgramFree(&mut program); |
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citro3d_sys::DVLB_Free(vshader_dvlb); |
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} |
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}
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