mirror of
https://github.com/AntonioND/nitro-engine.git
synced 2025-06-19 00:55:38 -04:00

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.
104 lines
2.6 KiB
C
104 lines
2.6 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 "cube_bin.h"
|
|
|
|
NE_Camera *Camara;
|
|
NE_Model *Model[6];
|
|
NE_Physics *Physics[6];
|
|
|
|
void Draw3DScene(void)
|
|
{
|
|
NE_CameraUse(Camara);
|
|
|
|
// The first 3 boxes will be affected by one light and 3 last boxes by
|
|
// another one
|
|
NE_PolyFormat(31, 0, NE_LIGHT_0,NE_CULL_BACK, 0);
|
|
for (int i = 0; i < 3; i++)
|
|
NE_ModelDraw(Model[i]);
|
|
|
|
NE_PolyFormat(31, 0, NE_LIGHT_1,NE_CULL_BACK, 0);
|
|
for (int i = 3; i < 6; i++)
|
|
NE_ModelDraw(Model[i]);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
irqEnable(IRQ_HBLANK);
|
|
irqSet(IRQ_VBLANK, NE_VBLFunc);
|
|
irqSet(IRQ_HBLANK, NE_HBLFunc);
|
|
|
|
NE_Init3D();
|
|
|
|
Camara = NE_CameraCreate();
|
|
NE_CameraSet(Camara,
|
|
-4, 3, 1,
|
|
0, 2, 0,
|
|
0, 1, 0);
|
|
|
|
// Create objects
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
Model[i] = NE_ModelCreate(NE_Static);
|
|
Physics[i] = NE_PhysicsCreate(NE_BoundingBox);
|
|
|
|
NE_ModelLoadStaticMesh(Model[i], (u32 *)cube_bin);
|
|
|
|
NE_PhysicsSetModel(Physics[i], // Physics object
|
|
(void *)Model[i]); // Model assigned to it
|
|
|
|
NE_PhysicsEnable(Physics[i], false);
|
|
NE_PhysicsSetSize(Physics[i], 1, 1, 1);
|
|
}
|
|
|
|
// Enable only the ones we will move
|
|
NE_PhysicsEnable(Physics[0], true);
|
|
NE_PhysicsEnable(Physics[1], true);
|
|
NE_PhysicsEnable(Physics[2], true);
|
|
|
|
// Object coordinates
|
|
NE_ModelSetCoord(Model[0], 0, 4, 1);
|
|
NE_ModelSetCoord(Model[1], 0, 4, 0);
|
|
NE_ModelSetCoord(Model[2], 0, 4, -1);
|
|
NE_ModelSetCoord(Model[3], 0, 0, 1);
|
|
NE_ModelSetCoord(Model[4], 0, 0, 0);
|
|
NE_ModelSetCoord(Model[5], 0, 0, -1);
|
|
|
|
// Set gravity
|
|
NE_PhysicsSetGravity(Physics[0], 0.001);
|
|
NE_PhysicsSetGravity(Physics[1], 0.001);
|
|
NE_PhysicsSetGravity(Physics[2], 0.001);
|
|
|
|
// Tell the engine what to do if there is a collision
|
|
NE_PhysicsOnCollision(Physics[0], NE_ColBounce);
|
|
NE_PhysicsOnCollision(Physics[1], NE_ColBounce);
|
|
NE_PhysicsOnCollision(Physics[2], NE_ColBounce);
|
|
|
|
// Set percent of energy kept after a bounce
|
|
// Default is 50, 100 = no energy lost.
|
|
NE_PhysicsSetBounceEnergy(Physics[0], 100);
|
|
NE_PhysicsSetBounceEnergy(Physics[1], 75);
|
|
NE_PhysicsSetBounceEnergy(Physics[2], 50);
|
|
|
|
// Lights
|
|
NE_LightSet(0, NE_Green, -1, -1, 0);
|
|
NE_LightSet(1, NE_Blue, -1, -1, 0);
|
|
|
|
// Background
|
|
NE_ClearColorSet(NE_Red, 31, 63);
|
|
|
|
while (1)
|
|
{
|
|
NE_WaitForVBL(NE_UPDATE_PHYSICS);
|
|
|
|
NE_Process(Draw3DScene);
|
|
}
|
|
|
|
return 0;
|
|
}
|