Rust bindings and safe wrappers for citro3d
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use citro3d_sys::C3D_Mtx;
use citro3d_sys::{shaderProgram_s, DVLB_s};
use ctru::gfx::{Gfx, Screen, Side};
use ctru::services::apt::Apt;
use ctru::services::hid::{Hid, KeyPad};
use std::ffi::CString;
use std::mem::MaybeUninit;
const VERTICES: [Vertex; 3] = [
Vertex::new(200.0, 200.0, 0.5),
Vertex::new(100.0, 40.0, 0.5),
Vertex::new(300.0, 40.0, 0.5),
];
fn main() {
ctru::init();
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 top_screen = gfx.top_screen.borrow_mut();
let target = unsafe {
citro3d_sys::C3D_Init(citro3d_sys::C3D_DEFAULT_CMDBUF_SIZE);
let depth_fmt = citro3d_sys::C3D_DEPTHTYPE {
__e: citro3d_sys::GPU_RB_DEPTH24_STENCIL8,
};
let target =
citro3d_sys::C3D_RenderTargetCreate(240, 400, citro3d_sys::GPU_RB_RGBA8, depth_fmt);
// TODO: easier construction of flags
let transfer_flags =
citro3d_sys::GX_TRANSFER_FMT_RGBA8 << 8 | citro3d_sys::GX_TRANSFER_FMT_RGB8 << 12;
citro3d_sys::C3D_RenderTargetSetOutput(
target,
top_screen.as_raw(),
Side::Left.into(),
transfer_flags,
);
target
};
let (program, uloc_projection, projection, vbo_data, vshader_dvlb) = scene_init();
// Main loop
while apt.main_loop() {
//Scan all the inputs. This should be done once for each frame
hid.scan_input();
if hid.keys_down().contains(KeyPad::KEY_START) {
break;
}
const CLEAR_COLOR: u32 = 0x68_B0_D8_FF;
unsafe {
citro3d_sys::C3D_FrameBegin(citro3d_sys::C3D_FRAME_SYNCDRAW as u8);
citro3d_sys::C3D_RenderTargetClear(target, citro3d_sys::C3D_CLEAR_ALL, CLEAR_COLOR, 0);
citro3d_sys::C3D_FrameDrawOn(target);
}
scene_render(uloc_projection.into(), &projection);
unsafe {
citro3d_sys::C3D_FrameEnd(0);
}
}
scene_exit(vbo_data, program, vshader_dvlb);
unsafe {
citro3d_sys::C3D_Fini();
}
}
#[repr(C)]
struct Vertex {
x: f32,
y: f32,
z: f32,
}
impl Vertex {
const fn new(x: f32, y: f32, z: f32) -> Self {
Self { x, y, z }
}
}
static SHBIN_BYTES: &[u8] =
include_bytes!(concat!(env!("OUT_DIR"), "/examples/assets/vshader.shbin"));
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 = SHBIN_BYTES.to_owned();
// Assume the data is aligned properly...
let vshader_dvlb = citro3d_sys::DVLB_ParseFile(
shader_bytes.as_mut_ptr() as _,
(shader_bytes.len() / 4)
.try_into()
.expect("shader len fits in a u32"),
);
let mut program = MaybeUninit::<citro3d_sys::shaderProgram_s>::uninit();
citro3d_sys::shaderProgramInit(program.as_mut_ptr());
citro3d_sys::shaderProgramSetVsh(program.as_mut_ptr(), (*vshader_dvlb).DVLE);
let mut program = program.assume_init();
citro3d_sys::C3D_BindProgram(&mut program);
// Get the location of the uniforms
let projection_name = CString::new("projection").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_AddFixed(attr_info, 1); // v1=color
// Set the fixed attribute (color) to solid white
citro3d_sys::C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0);
let mut projection = MaybeUninit::<citro3d_sys::C3D_Mtx>::uninit();
// Compute the projection matrix
citro3d_sys::Mtx_OrthoTilt(
projection.as_mut_ptr(),
0.0,
400.0,
0.0,
240.0,
0.0,
1.0,
true,
);
let projection = projection.assume_init();
let vertices_len = std::mem::size_of_val(&VERTICES);
// Create the VBO (vertex buffer object)
let vbo_data =
citro3d_sys::linearAlloc(vertices_len.try_into().expect("size does not fit in u32"));
vbo_data.copy_from(VERTICES.as_ptr().cast(), 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,
std::mem::size_of::<Vertex>()
.try_into()
.expect("size of vertex fits in u32"),
1,
0x0,
);
// 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 as i32,
citro3d_sys::GPU_PRIMARY_COLOR as i32,
0,
0,
);
citro3d_sys::C3D_TexEnvFunc(
env,
citro3d_sys::C3D_Both as i32,
citro3d_sys::GPU_REPLACE as i32,
);
(program, uloc_projection, projection, vbo_data, 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() as 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);
}
}