last bit of info
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commit
2c5b765575
@ -26,7 +26,7 @@
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dp4 outpos.z, projection[2], r0
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dp4 outpos.w, projection[3], r0
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; Set vertex color to white
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; Set vertex color to white rgba => (1.0,1.0,1.0,1.0)
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mov outclr, ones
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end
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.end
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@ -1,3 +1,14 @@
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/**
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* Hello Triangle example, made by Lectem
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*
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* Draws a white triangle using the 3DS GPU.
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* This example should give you enough hints and links on how to use the GPU for basic non-textured rendering.
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* Another version of this example will be made with colors.
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*
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* Thanks to smea, fincs, neobrain, xerpi and all those who helped me understand how the 3DS GPU works
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*/
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#include <3ds.h>
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#include <stdio.h>
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#include <stdlib.h>
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@ -7,6 +18,10 @@
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#include "mmath.h"
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/**
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* Crappy assert stuff that lets you go back to hbmenu by pressing start.
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*/
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#define STRINGIZE(x) STRINGIZE2(x)
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#define STRINGIZE2(x) #x
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#define LINE_STRING STRINGIZE(__LINE__)
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@ -21,7 +36,7 @@ void _my_assert(char * text)
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gfxSwapBuffers();
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gspWaitForVBlank();
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}while(aptMainLoop());
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exit(0);
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//should stop the program and clean up our mess
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}
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@ -127,10 +142,12 @@ void gpuUIEndFrame()
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GPU_FinishDrawing();
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GPUCMD_Finalize();
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GPUCMD_FlushAndRun(NULL);
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gspWaitForP3D();
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//Draw the screen
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gspWaitForP3D();//Wait for the gpu 3d processing to be done
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//Copy the GPU output buffer to the screen framebuffer
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//See http://3dbrew.org/wiki/GPU#Transfer_Engine for more details about the transfer engine
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GX_SetDisplayTransfer(NULL, gpuFBuffer, 0x019001E0, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 0x019001E0, 0x01001000);
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gspWaitForPPF();
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//Clear the screen
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GX_SetMemoryFill(NULL, gpuFBuffer, clearColor, &gpuFBuffer[0x2EE00],
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0x201, gpuDBuffer, 0x00000000, &gpuDBuffer[0x2EE00], 0x201);
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@ -146,7 +163,10 @@ void gpuUIEndFrame()
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//Viewport (http://3dbrew.org/wiki/GPU_Commands#Command_0x0041)
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GPU_SetViewport((u32 *)osConvertVirtToPhys((u32)gpuDBuffer),
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(u32 *)osConvertVirtToPhys((u32)gpuFBuffer),
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0, 0, 240*2, 400); //Our screen is 400*240, and we actually have 2 framebuffers, even without 3D mode activated
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0, 0,
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//Our screen is 400*240, but the GPU actually renders to 400*480 and then downscales it SetDisplayTransfer bit 24 is set
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//This is the case here (See http://3dbrew.org/wiki/GPU#0x1EF00C10 for more details)
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240*2, 400);
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GPU_DepthMap(-1.0f, 0.0f); //Be careful, standard OpenGL clipping is [-1;1], but it is [-1;0] on the pica200
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@ -207,7 +227,7 @@ int main(int argc, char** argv)
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1, // number of attributes
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(u32 *) osConvertVirtToPhys((u32) triangle_data),
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GPU_ATTRIBFMT(0, 3, GPU_FLOAT),//We only have vertices
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0xFFFE,//Attribute mask, in our case 0b1110
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0xFFFE,//Attribute mask, in our case 0b1110 since we use only the first one
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0x0,//Attribute permutations (here it is the identity)
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1, //number of buffers
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(u32[]) {0x0}, // buffer offsets (placeholders)
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