forums.ps2dev.org Forum Index forums.ps2dev.org
Homebrew PS2, PSP & PS3 Development Discussions
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

glDrawArrays problems

 
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development
View previous topic :: View next topic  
Author Message
lego



Joined: 17 Oct 2008
Posts: 43

PostPosted: Fri Oct 16, 2009 10:12 pm    Post subject: glDrawArrays problems Reply with quote

Hi.

A following code must draw a triangle. On a PC it have one green vertex and two red ones. But on a PSP all vertices are red. What am I doing wrong?

ogl.c:
Code:

#include <stdint.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <signal.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include <SDL/SDL_opengl.h>
#include <math.h>
#include <pspkernel.h>
#include <pspdebug.h>
#include <pspthreadman.h>
#include <pspdisplay.h>
#include <pspnet_inet.h>
#include <pspnet.h>
#include <psputility.h>


PSP_MODULE_INFO("ogl", 0, 3, 5);
PSP_MAIN_THREAD_ATTR(PSP_THREAD_ATTR_USER | PSP_THREAD_ATTR_VFPU);
PSP_HEAP_SIZE_KB(-1024);
PSP_MAIN_THREAD_STACK_SIZE_KB(1024);

#define printf pspDebugScreenPrintf


typedef struct {
  unsigned int color;
  float x, y, z;
} vertex_t;

uint32_t __attribute__((aligned(16))) c[] = { 0xff0000ff,
                                              0xff00ff00,
                                              0xff00ff00};
uint16_t __attribute__((aligned(16))) t[] = { 200, 200,
                                           300, 200,
                                           300, 100};

vertex_t __attribute__((aligned(16))) vvv[] = {
  {0xff00ff00, 100, 100, 0},
  {0xff0000ff, 200, 200, 0},
  {0xff0000ff, 100, 200, 0}};


/*************************************************************
 * EXIT CALLBACK STUFF
 *************************************************************/
/* Exit callback */
int exit_callback(int arg1, int arg2, void *common) {
  sceKernelExitGame();
  return 0;
}

/* Callback thread */
int CallbackThread(SceSize args, void *argp) {
  int cbid;

  cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
  sceKernelRegisterExitCallback(cbid);

  sceKernelSleepThreadCB();

  return 0;

}

/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void) {
  int thid = 0;

  thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
  if(thid >= 0) {
    sceKernelStartThread(thid, 0, 0);
  }

  return thid;
}
 

void test(void)
{
  glInterleavedArrays(GL_C4UB_V3F, 0, vvv);
  glDrawArrays(GL_TRIANGLES, 0, 3);

  glFinish();
}

void initgl(void)
{
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(0.0, 480, 272, 0, -1, 1);
  //glFrustum(0, 480, 0, 272, 0.9999, 100.0);


  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  glViewport(0, 0, 480, 272);

  glClearColor(0.0, 0.0, 1.0, 0.0);
}

int main(void)
{
  SDL_Surface *scrn;


  SetupCallbacks();
  pspDebugScreenInit();

  if ( SDL_Init(SDL_INIT_VIDEO) ) {
    fprintf(stderr, "Error: %s\n", SDL_GetError());
    return 1;
  }
  atexit(SDL_Quit);

  if ( !(scrn = SDL_SetVideoMode(480, 272, 32, SDL_OPENGL)) ) {
    fprintf(stderr, "Set video Error: %s\n", SDL_GetError());
    return 2;
  }

  initgl();

  glClear(GL_COLOR_BUFFER_BIT);


  test();


  SDL_GL_SwapBuffers();

  sceKernelSleepThreadCB();

  return 0;
}


Makefile:
Code:

.PHONY: myclean

MOUNTDIR := /media/usbflash
DESTDIR := $(MOUNTDIR)/psp/game5xx/glda
TARGET = ogl.c
OBJS = ogl.o
PSP-PREF = $(shell psp-config --psp-prefix)


CFLAGS += -O2 -G0 -Wall -I$(PSP-PREF)/include \
        -I/home/lego/work/psp/pspdev/psp/include/SDL
LDFLAGS :=
LIBS =  -L$(PSP-PREF)/lib -L$(shell psp-config --pspsdk-path)/lib \
        -lSDL_ttf -lSDL -lglut -lGLU -lGL \
        -lfreetype -lpspvfpu -lm -lpspgu -lpspaudio -lpspwlan \
        -lpsphprm -lpsprtc
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)

BUILD_PRX = 1
PSP_FW_VERSION = 500
PSP_LARGE_MEMORY = 1

EXTRA_TARGETS = EBOOT.PBP
PSP_EBOOT_TITLE = glda

PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak

myclean:
        rm -f *~

install: all
        mount $(MOUNTDIR)
        mkdir -p $(DESTDIR) || true
        cp EBOOT.PBP $(DESTDIR)/
        mkdir $(DESTDIR)/fonts && \
          cp /usr/share/fonts/truetype/freefont/Free{Sans,Serif}.ttf \
            $(DESTDIR)/fonts/ || \
          true
        umount $(MOUNTDIR)

uninstall:
        mount $(MOUNTDIR)
        rm -rf $(DESTDIR)


Also, if I change test() to the following I see a very strange triangle:
Code:

void test(void)
{
  glEnableClientState(GL_COLOR_ARRAY);
  glEnableClientState(GL_VERTEX_ARRAY);

  glColorPointer(4, GL_UNSIGNED_BYTE, 0, c);
  glVertexPointer(3, GL_SHORT, 0, t);

  glDrawArrays(GL_TRIANGLES, 0, 3);

  glFinish();
}


Can anybody help me :-)?

Thanks.
Back to top
View user's profile Send private message
jojojoris



Joined: 30 Mar 2008
Posts: 261

PostPosted: Sat Oct 17, 2009 1:24 am    Post subject: Reply with quote

It's probably better to use sceGu or sceGum code.
_________________
Code:
int main(){
     SetupCallbacks();
     makeNiceGame();
     sceKernelExitGame();
}
Back to top
View user's profile Send private message
lego



Joined: 17 Oct 2008
Posts: 43

PostPosted: Sat Oct 17, 2009 2:07 am    Post subject: Reply with quote

jojojoris wrote:
It's probably better to use sceGu or sceGum code.


:-) If I will find how I can use freetype fonts with sceGu, I rewrite my program with sceGu + sceGum.
Back to top
View user's profile Send private message
jojojoris



Joined: 30 Mar 2008
Posts: 261

PostPosted: Sat Oct 17, 2009 3:05 am    Post subject: Reply with quote

Freetype just renders text as a bitmap which you can draw using the sceGu

You only have to do some reserch about the freetype API which isn't that difficult.
_________________
Code:
int main(){
     SetupCallbacks();
     makeNiceGame();
     sceKernelExitGame();
}
Back to top
View user's profile Send private message
lego



Joined: 17 Oct 2008
Posts: 43

PostPosted: Sun Oct 18, 2009 3:19 am    Post subject: Reply with quote

jojojoris wrote:
Freetype just renders text as a bitmap which you can draw using the sceGu

You only have to do some reserch about the freetype API which isn't that difficult.


Thanks. I will try it.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development All times are GMT + 10 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group