guPerspective crashes my Wii app! help!

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ajricoveri
Posts: 1
Joined: Tue Jul 27, 2010 5:24 pm

guPerspective crashes my Wii app! help!

Post by ajricoveri » Tue Jul 27, 2010 7:44 pm

Let's say i'm writing a little C++ project for the Wii using GX, here's the source

Code: Select all

#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <malloc.h>
#include <gccore.h>
#include <wiiuse/wpad.h>

/* Small class for patching the game into the Wii System */
class WiiManager
{
private:

	// VIDEO framebuffer
	void *m_frameBuffer[2];
	
	// Video mode 
	GXRModeObj *m_rmode;
	
	// Init functions
	void initVideoSystem();
	
public:

	WiiManager();
	virtual ~WiiManager();
	
	// Break execution
	void breakExec();	
};

WiiManager::WiiManager()
{
	// Initialise Wii VIDEO system
	initVideoSystem();	
}

void WiiManager::initVideoSystem()
{
	u32	fb = 0; // initial framebuffer index
	Mtx44 perspective; // Projection matrix

	
	// Initialise the video system
	VIDEO_Init();
	
	// This function initialises the attached controllers
	WPAD_Init();
	
	// Obtain the preferred video mode from the system
	// This will correspond to the settings in the Wii menu
	m_rmode = VIDEO_GetPreferredMode(NULL);

	// Allocate memory for the display in the uncached region
	// for double buffering
	m_frameBuffer[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(m_rmode)); //frames to draw on
	m_frameBuffer[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(m_rmode)); //...
	
	// Initialise the console, required for printf
	//CON_InitEx(m_rmode, 20, 30, m_rmode->fbWidth - 40, m_rmode->xfbHeight - 60);
	
	// Set up the video registers with the chosen mode
	VIDEO_Configure(m_rmode);
	
	// Tell the video hardware where our display memory is
	VIDEO_SetNextFramebuffer(m_frameBuffer[fb]);
	
	// Make the display visible
	VIDEO_SetBlack(FALSE);

	// Flush the video register changes to the hardware
	VIDEO_Flush();

	// Wait for Video setup to complete
	VIDEO_WaitVSync();
	if(m_rmode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
	
	
	// ##########################
	// Setup the GX FIFO
	// ##########################
	
	//pointer to the buffer
	void *fifo = NULL;

	//Make a buffer to hold GX instructions, 32bit aligned
	fifo = memalign(32,DEFAULT_FIFO_SIZE); 
	
	//Make sure it is all empty (fill it with 0's)
	memset(fifo,0,DEFAULT_FIFO_SIZE); //Make sure it is all empty (fill it with 0's)
	
	//Call GX_Init to set defaults for everything and extra setup stuff 
	GX_Init(fifo,DEFAULT_FIFO_SIZE); 
	
	
	
	// ##########################
	// Set initial background color
	// ##########################
	
	//a color for the background (solid black with full alpha (can't see through it)
	GXColor background = {0, 0, 0, 0xff};
	
	//every copy to the screen, set color to 'background' and zbuffer to 0x00ffffff
	GX_SetCopyClear(background, 0x00ffffff); 
	
	
	
	// ##########################
	// Setting viewport and other stuff
	// ##########################
	
	//What area should GX be writing to on it's canvas? 
	GX_SetViewport(0,0,m_rmode->fbWidth,m_rmode->efbHeight,0,1); 
	
	//if the GX canvas is different in height than what you are rendering to the TV
	int yscale = GX_GetYScaleFactor(m_rmode->efbHeight,m_rmode->xfbHeight);

	//make is so that the TV looks like the canvas (useful if not 480p or anything) 
	int xfbHeight = GX_SetDispCopyYScale(yscale);

	//What area should be rendered to on the frame? You can use this to do some tricks, like split screen and such
	GX_SetScissor(0,0,m_rmode->fbWidth,m_rmode->efbHeight);

	
	
	// ##########################
	// Set the way that you copy from the GX canvas to 
	// the frame buffer for drawing
	// ##########################
	
	GX_SetDispCopySrc(0,0,m_rmode->fbWidth,m_rmode->efbHeight);
	GX_SetDispCopyDst(m_rmode->fbWidth,xfbHeight);
	GX_SetCopyFilter(m_rmode->aa,m_rmode->sample_pattern,GX_TRUE,m_rmode->vfilter);
	GX_SetFieldMode(m_rmode->field_rendering,((m_rmode->viHeight==2*m_rmode->xfbHeight)?GX_ENABLE:GX_DISABLE));
	
	// ##########################
	// Set cull mode, copy display and gamma
	// ##########################
	
	//Which polygons should be removed?
	GX_SetCullMode(GX_CULL_NONE); 
	
	//Draw the first frame from efb->xfb,clearing efb
	GX_CopyDisp(m_frameBuffer[fb],GX_TRUE);

	//How much gamma should be done?
	GX_SetDispCopyGamma(GX_GM_1_0); 
	
	
	// ##########################
	// Final tweaks, perspective and loading projection matrix
	// ##########################
	
	f32 w = m_rmode->viWidth;
	f32 h = m_rmode->viHeight;
	
	guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F); // crash
	GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);
}

WiiManager::~WiiManager(){}


int main (int argc, char *argv) 
{
	WiiManager *wii_manager= new WiiManager();
	delete wii_manager;
}
This program is almost identical to the one in neheGX lesson1 from examples but this one crashes at some point in the code, by strictly debugging inserting exit(0)'s i found out that guPerspective is apparently the "offending instruction" in this situation, sorry for my english, can anyone tell me what is that i'm doing wrong in here? is there something i'm missing ?? thanks in advance

Lin
Posts: 18
Joined: Sat Feb 20, 2010 5:20 pm
Location: Salt Lake City

Re: guPerspective crashes my Wii app! help!

Post by Lin » Sun Aug 01, 2010 5:24 am

guPerspective looks like this:

Code: Select all

void guPerspective(Mtx44 mt,f32 fovy,f32 aspect,f32 n,f32 f)
{
	f32 cot,angle,tmp;

	angle = fovy*0.5f;
	angle = DegToRad(angle);
	
	cot = 1.0f/tanf(angle);

	mt[0][0] = cot/aspect;
	mt[0][1] = 0.0f;
	mt[0][2] = 0.0f;
	mt[0][3] = 0.0f;

	mt[1][0] = 0.0f;
	mt[1][1] = cot;
	mt[1][2] = 0.0f;
	mt[1][3] = 0.0f;
	
	tmp = 1.0f/(f-n);
	mt[2][0] = 0.0f;
	mt[2][1] = 0.0f;
	mt[2][2] = -(n)*tmp;
	mt[2][3] = -(f*n)*tmp;
	
	mt[3][0] = 0.0f;
	mt[3][1] = 0.0f;
	mt[3][2] = -1.0f;
	mt[3][3] = 0.0f;
}
The only memory that it could mess with is the "mt" pointer, which doesn't seem like a problem in your code. If I had to guess, I'd say your problem is really elsewhere.

Lin
Posts: 18
Joined: Sat Feb 20, 2010 5:20 pm
Location: Salt Lake City

Re: guPerspective crashes my Wii app! help!

Post by Lin » Sun Aug 01, 2010 5:46 am

The code you gave doesn't actually do anything. I ran it on my machine and it exits immediately, but it doesn't crash. And now that I look carefully at your code, you just create a WiiManager object, (calling initVideoSystem in the process) and then destroy it.

I tried putting the loop from neheGX Lesson 1 at the end of initVideoSystem, and that works too, once I changed some variable names to match your own. Where exactly do you get a crash?

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