Got FPS label rendering on vita

This commit is contained in:
2023-03-21 08:48:58 -07:00
parent 9f9a83cf44
commit 3a790e57c9
4 changed files with 14 additions and 73 deletions

4
.gitignore vendored
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@ -80,4 +80,6 @@ assets/borrowed
.~lock*
.vscode*
.VSCode*
.VSCode*
/vita/*

10
ci/quick-vita-build.sh Executable file
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@ -0,0 +1,10 @@
#!/bin/bash
mkdir -p vita/build
cd vita/build
if [ ! -d "src" ]
then
cmake ../.. -DDAWN_BUILD_TARGET=target-helloworld-vita -DCMAKE_BUILD_TYPE=Debug
fi
make
cp ./src/dawnvita/*.vpk ../
cd ../..

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@ -75,7 +75,7 @@ void SimpleTexturedShaderProgram::compile() {
") {\n"
"float4 o_Color;\n"
"if(u_HasTexture) {\n"
"o_Color = float4(tex2D(u_Text, o_TextCoord).xyz, 1.0);\n"
"o_Color = mul(tex2D(u_Text, o_TextCoord), u_Color);\n"
"} else {\n"
"o_Color = u_Color;\n"
"}\n"

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@ -8,77 +8,6 @@
using namespace Dawn;
void vitaTestCube() {
float colors[] = {1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0}; // Colors for a face
float vertices_front[] = {-0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f}; // Front Face
float vertices_back[] = {-0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Back Face
float vertices_left[] = {-0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f}; // Left Face
float vertices_right[] = {0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Right Face
float vertices_top[] = {-0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f}; // Top Face
float vertices_bottom[] = {-0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Bottom Face
uint16_t indices[] = {
0, 1, 2, 1, 2, 3, // Front
4, 5, 6, 5, 6, 7, // Back
8, 9,10, 9,10,11, // Left
12,13,14,13,14,15, // Right
16,17,18,17,18,19, // Top
20,21,22,21,22,23 // Bottom
};
// Creating colors array for all faces
float color_array[12*6];
int i;
for (i=0;i<12*6;i++){
color_array[i] = colors[i % 12];
}
// Creating vertex array for all faces
float vertex_array[12*6];
memcpy(&vertex_array[12*0], &vertices_front[0], sizeof(float) * 12);
memcpy(&vertex_array[12*1], &vertices_back[0], sizeof(float) * 12);
memcpy(&vertex_array[12*2], &vertices_left[0], sizeof(float) * 12);
memcpy(&vertex_array[12*3], &vertices_right[0], sizeof(float) * 12);
memcpy(&vertex_array[12*4], &vertices_top[0], sizeof(float) * 12);
memcpy(&vertex_array[12*5], &vertices_bottom[0], sizeof(float) * 12);
// Setting clear color
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
// Initializing mvp matrix with a perspective full screen matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0f, 960.f/544.0f, 0.01f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -3.0f); // Centering the cube
// Enabling depth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Main loop
for (;;){
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Drawing our cube with vertex arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertex_array);
glColorPointer(3, GL_FLOAT, 0, color_array);
glRotatef(1.0f, 0.0f, 0.0f, 1.0f); // Rotating cube at each frame by 1 on axis x and axis w
glRotatef(0.5f, 0.0f, 1.0f, 0.0f); // Rotating cube at each frame by 0.5 on axis x and 1.0 on axis z
glDrawElements(GL_TRIANGLES, 6*6, GL_UNSIGNED_SHORT, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// Performing buffer swap
vglSwapBuffers(GL_FALSE);
}
}
DawnHost::DawnHost() {
}