nitro-engine/examples/other/touch_test/source/main.c
Antonio Niño Díaz 1acfca1a24 examples: Wait for VBL in the right place
This change is a bit pedantic, but it makes the ROMs run better in
DeSmuMe.

Some examples (particularly the dual 3D examples) used to flicker during
one or two seconds right after starting. In dual 3D examples the top and
bottom screen would start swapped, and they would eventually swap and
stop flickering. This would never happen in melonDS or real hardware.

I suspect this is because of the interaction between GFX_FLUSH and
swiWaitForVBlank(), where there would be some timing difference to reach
the first swiWaitForVBlank() or GFX_FLUSH, and that caused the desync.

This commit moves swiWaitForVBlank() to the beginning of the game loop.
This means that, even in the first iteration of the game loop, all
emulators and hardware will be synchronized. This doesn't actually
matter in any other situation, it just makes the first iteration
consistent.
2023-01-21 19:32:02 +00:00

205 lines
5.1 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022
//
// This file is part of Nitro Engine
#include <NEMain.h>
#include "sphere_bin.h"
NE_Camera *Camera;
NE_Model *Model[10];
int distancetocamera[10];
int object_touched;
int rotz, roty;
uint32 keys;
void Draw3DScene(void)
{
NE_CameraUse(Camera);
NE_ViewRotate(0, roty, rotz);
// Draw everything
for (int i = 0; i < 10; i++)
{
if (i == object_touched)
NE_PolyFormat(31, 0, NE_LIGHT_1, NE_CULL_BACK, 0);
else
NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_BACK, 0);
NE_ModelDraw(Model[i]);
}
if (keys & KEY_TOUCH)
{
// Get the information
NE_TouchTestStart();
for (int i = 0; i < 10; i++)
{
// Models being drawn during the touch test aren't
// actually drawn. That means you can use less detailed
// objects, with no textures, etc, in order to make it
// easier for the GPU to handle.
NE_TouchTestObject();
NE_ModelDraw(Model[i]);
distancetocamera[i] = NE_TouchTestResult();
}
NE_TouchTestEnd();
}
}
int main(void)
{
irqEnable(IRQ_HBLANK);
irqSet(IRQ_VBLANK, NE_VBLFunc);
irqSet(IRQ_HBLANK, NE_HBLFunc);
NE_Init3D();
// Move 3D screen to lower screen
NE_SwapScreens();
// libnds uses VRAM_C for the text console, reserve A and B only
NE_TextureSystemReset(0, 0, NE_VRAM_AB);
// Init console in non-3D screen
consoleDemoInit();
for (int i = 0; i < 10; i++)
Model[i] = NE_ModelCreate(NE_Static);
// Allocate everything
Camera = NE_CameraCreate();
NE_CameraSet(Camera,
-4, 0, 0,
0, 0, 0,
0, 1, 0);
// Load model
for (int i = 0; i < 10; i++)
NE_ModelLoadStaticMesh(Model[i], (u32 *)sphere_bin);
// Set up lights
NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5);
NE_LightSet(1, NE_Red, 0, -0.5, -0.5);
// Enable shading
NE_ShadingEnable(true);
// Wait a bit
swiWaitForVBlank();
swiWaitForVBlank();
swiWaitForVBlank();
swiWaitForVBlank();
printf("Press any key to start...");
int framecount = 0;
while (1)
{
if(framecount < 30)
printf("\x1b[1;0H_");
else
printf("\x1b[1;0H ");
if(framecount == 60)
framecount = 0;
framecount++;
scanKeys();
// Set random coordinates
for (int i = 0; i < 10; i++)
{
NE_ModelSetCoordI(Model[i],
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5));
}
if (keysHeld())
break;
swiWaitForVBlank();
}
printf("\x1b[0;0H ");
printf("\x1b[1;0H ");
printf("\x1b[0;0HNote: If two objects overlap,\n"
"it may fail to diferenciate\nwhich is closer to the camera.");
printf("\x1b[22;0HPAD: Rotate.");
printf("\x1b[23;0HSTART: New positions.");
while (1)
{
NE_WaitForVBL(0);
scanKeys();
keys = keysHeld();
// Rotate view
if (keys & KEY_RIGHT)
roty --;
if (keys & KEY_LEFT)
roty ++;
if (keys & KEY_UP)
rotz ++;
if (keys & KEY_DOWN)
rotz --;
if (keysDown() & KEY_START)
{
// Set random coordinates
for (int i = 0; i < 10; i++)
{
NE_ModelSetCoordI(Model[i],
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5) ,
(rand() & (inttof32(3) - 1)) - floattof32(1.5));
}
}
// Reset object being touched, let's test if we're wrong
object_touched = -1;
if (keys & KEY_TOUCH)
{
// This is the part that checks if there are objects being touched
// GL_MAX_DEPTH is the max possible distance
int min_distance = GL_MAX_DEPTH;
for (int j = 0; j < 10; j++)
{
// If the distance is greater than 0, the object has been
// touched. Note that this array is filled in the drawing
// function
if(distancetocamera[j] >= 0)
{
// If the object is closer than any previously detected
// object, replace it
if (distancetocamera[j] < min_distance)
{
object_touched = j;
min_distance = distancetocamera[j];
}
}
}
}
else
{
// Reset distances if screen is not being touched
for (int j = 0; j < 10; j++)
distancetocamera[j] = GL_MAX_DEPTH;
}
NE_Process(Draw3DScene);
}
return 0;
}