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196 lines
5.9 KiB
196 lines
5.9 KiB
#![feature(allocator_api)] |
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use citro3d::attrib::{self, AttrInfo}; |
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use citro3d::buffers::{self, BufInfo}; |
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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::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::init().expect("failed to get SOC"); |
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drop(soc.redirect_to_3dslink(true, true)); |
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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 mut top_screen = gfx.top_screen.borrow_mut(); |
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let RawFrameBuffer { width, height, .. } = top_screen.get_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, height, 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.get_raw_framebuffer(); |
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let mut bottom_target = citro3d::render::Target::new(width, height, 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 vbo_idx = prepare_vbos(&vbo_data); |
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let (uloc_projection, projection) = scene_init(&mut program); |
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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::KEY_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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unsafe { |
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// Update the uniforms |
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citro3d_sys::C3D_FVUnifMtx4x4( |
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ctru_sys::GPU_VERTEX_SHADER, |
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uloc_projection.into(), |
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&projection, |
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); |
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} |
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instance.draw_arrays(buffers::Primitive::Triangles, vbo_idx); |
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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 prepare_vbos(vbo_data: &[Vertex]) -> buffers::Index { |
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// Configure attributes for use with the vertex shader |
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let mut attr_info = AttrInfo::get_mut().expect("failed to get global attr info"); |
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let reg0 = attrib::Register::new(0).unwrap(); |
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let reg1 = attrib::Register::new(1).unwrap(); |
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// The default permutation would actually already be what we want if we |
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// inserted position, then color, but just show that it's customizable |
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// by swapping the order then using `set_permutation`. |
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let color_attr = attr_info |
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.add_loader(reg0, attrib::Format::Float, 3) |
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.unwrap(); |
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let position_attr = attr_info |
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.add_loader(reg1, attrib::Format::Float, 3) |
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.unwrap(); |
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attr_info |
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.set_permutation(&[position_attr, color_attr]) |
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.unwrap(); |
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// Configure buffers |
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let mut buf_info = BufInfo::get_mut().unwrap(); |
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let buf_idx = buf_info.add(vbo_data, &attr_info).unwrap(); |
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buf_idx |
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} |
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fn scene_init(program: &mut shader::Program) -> (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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// 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 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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