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198 lines
5.9 KiB
198 lines
5.9 KiB
//! This example demonstrates the most basic usage of `citro3d`: rendering a simple |
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//! RGB triangle (sometimes called a "Hello triangle") to the 3DS screen. |
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#![feature(allocator_api)] |
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use citro3d::macros::include_shader; |
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use citro3d::math::{AspectRatio, ClipPlanes, Matrix4, Projection, StereoDisplacement}; |
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use citro3d::render::ClearFlags; |
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use citro3d::texenv; |
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use citro3d::{attrib, buffer, render, shader}; |
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use ctru::prelude::*; |
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use ctru::services::gfx::{RawFrameBuffer, Screen, TopScreen3D}; |
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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, -3.0), |
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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, -3.0), |
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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, -3.0), |
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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] = include_shader!("assets/vshader.pica"); |
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const CLEAR_COLOR: u32 = 0x68_B0_D8_FF; |
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fn main() { |
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let mut soc = Soc::new().expect("failed to get SOC"); |
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drop(soc.redirect_to_3dslink(true, true)); |
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let gfx = Gfx::new().expect("Couldn't obtain GFX controller"); |
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let mut hid = Hid::new().expect("Couldn't obtain HID controller"); |
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let apt = Apt::new().expect("Couldn't obtain APT controller"); |
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let mut instance = citro3d::Instance::new().expect("failed to initialize Citro3D"); |
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let top_screen = TopScreen3D::from(&gfx.top_screen); |
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let (mut top_left, mut top_right) = top_screen.split_mut(); |
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let RawFrameBuffer { width, height, .. } = top_left.raw_framebuffer(); |
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let mut top_left_target = instance |
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.render_target(width, height, top_left, None) |
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.expect("failed to create render target"); |
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let RawFrameBuffer { width, height, .. } = top_right.raw_framebuffer(); |
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let mut top_right_target = instance |
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.render_target(width, height, top_right, 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.raw_framebuffer(); |
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let mut bottom_target = instance |
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.render_target(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 program = shader::Program::new(vertex_shader).unwrap(); |
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instance.bind_program(&program); |
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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 mut buf_info = buffer::Info::new(); |
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let (attr_info, vbo_data) = prepare_vbos(&mut buf_info, &vbo_data); |
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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 stage0 = texenv::Stage::new(0).unwrap(); |
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instance |
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.texenv(stage0) |
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.src(texenv::Mode::BOTH, texenv::Source::PrimaryColor, None, None) |
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.func(texenv::Mode::BOTH, texenv::CombineFunc::Replace); |
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let projection_uniform_idx = program.get_uniform("projection").unwrap(); |
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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::START) { |
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break; |
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} |
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instance.render_frame_with(|instance| { |
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let mut render_to = |target: &mut render::Target, projection| { |
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target.clear(ClearFlags::ALL, CLEAR_COLOR, 0); |
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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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instance.bind_vertex_uniform(projection_uniform_idx, projection); |
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instance.set_attr_info(&attr_info); |
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instance.draw_arrays(buffer::Primitive::Triangles, vbo_data); |
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}; |
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let Projections { |
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left_eye, |
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right_eye, |
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center, |
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} = calculate_projections(); |
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render_to(&mut top_left_target, &left_eye); |
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render_to(&mut top_right_target, &right_eye); |
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render_to(&mut bottom_target, ¢er); |
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}); |
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} |
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} |
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fn prepare_vbos<'a>( |
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buf_info: &'a mut buffer::Info, |
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vbo_data: &'a [Vertex], |
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) -> (attrib::Info, buffer::Slice<'a>) { |
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// Configure attributes for use with the vertex shader |
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let mut attr_info = attrib::Info::new(); |
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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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attr_info |
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.add_loader(reg0, attrib::Format::Float, 3) |
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.unwrap(); |
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attr_info |
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.add_loader(reg1, attrib::Format::Float, 3) |
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.unwrap(); |
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let buf_idx = buf_info.add(vbo_data, &attr_info).unwrap(); |
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(attr_info, buf_idx) |
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} |
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struct Projections { |
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left_eye: Matrix4, |
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right_eye: Matrix4, |
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center: Matrix4, |
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} |
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fn calculate_projections() -> Projections { |
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// TODO: it would be cool to allow playing around with these parameters on |
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// the fly with D-pad, etc. |
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let slider_val = ctru::os::current_3d_slider_state(); |
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let interocular_distance = slider_val / 2.0; |
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let vertical_fov = 40.0_f32.to_radians(); |
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let screen_depth = 2.0; |
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let clip_planes = ClipPlanes { |
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near: 0.01, |
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far: 100.0, |
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}; |
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let (left, right) = StereoDisplacement::new(interocular_distance, screen_depth); |
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let (left_eye, right_eye) = |
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Projection::perspective(vertical_fov, AspectRatio::TopScreen, clip_planes) |
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.stereo_matrices(left, right); |
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let center = |
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Projection::perspective(vertical_fov, AspectRatio::BottomScreen, clip_planes).into(); |
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Projections { |
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left_eye, |
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right_eye, |
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center, |
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} |
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}
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