Ejemplo n.º 1
0
	void init3DSettings() {
		glInit();
		glEnable(GL_TEXTURE_2D | GL_ANTIALIAS | GL_BLEND);

		glClearColor(31, 31, 31, 0);
		glClearPolyID(63);
		glClearDepth(GL_MAX_DEPTH);

		glViewport(0, 0, 255, 191);

		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();

		glFrustum(-6.4, 6.4, -4.8, 4.8, 6.4, 25);

		glMaterialf(GL_AMBIENT, RGB15(8, 8, 8));
		glMaterialf(GL_DIFFUSE, RGB15(23, 23, 23));
		glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8, 8, 8));
		glMaterialf(GL_EMISSION, RGB15(5, 5, 5));
		glMaterialShinyness();

		glLight(0, RGB15(31, 31, 31), floattov10(4.0), 0, floattov10(-0.8));
		glLight(1, RGB15(31, 31, 31), floattov10(-4.0), 0, floattov10(-0.8));
		glLight(2, RGB15(31, 31, 31), 0, floattov10(-4.0), floattov10(-0.8));
		glLight(3, RGB15(31, 31, 31), 0, floattov10(4.0), floattov10(-0.8));

		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0
				| POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3);
	}
Ejemplo n.º 2
0
void LightsourceManager::setLightsources(DisplayState* displayState,GLContextData& contextData) const
	{
	/* Retrieve the data item: */
	DataItem* dataItem=contextData.retrieveDataItem<DataItem>(this);
	
	/* Process all physical light sources first: */
	GLsizei lightIndex=0;
	bool haveNavigationalLightsources=false;
	for(const LightsourceListItem* lsPtr=firstLightsource;lsPtr!=0&&lightIndex<dataItem->numLightsources;lsPtr=lsPtr->succ)
		{
		if(lsPtr->isEnabled())
			{
			/* Only set light source now if it is physical: */
			if(lsPtr->physical)
				{
				glEnableLight(lightIndex);
				glLight(lightIndex,lsPtr->getLight());
				
				/* Increment the light index: */
				++lightIndex;
				}
			else
				haveNavigationalLightsources=true;
			}
		}
	
	if(haveNavigationalLightsources)
		{
		/* Temporarily go to navigational coordinates: */
		glPushMatrix();
		glLoadIdentity();
		glMultMatrix(displayState->modelviewNavigational);
		
		/* Process all navigational light sources: */
		for(const LightsourceListItem* lsPtr=firstLightsource;lsPtr!=0&&lightIndex<dataItem->numLightsources;lsPtr=lsPtr->succ)
			{
			if(lsPtr->isEnabled())
				{
				/* Only set light source now if it is navigational: */
				if(!lsPtr->physical)
					{
					glEnableLight(lightIndex);
					glLight(lightIndex,lsPtr->getLight());
					
					/* Increment the light index: */
					++lightIndex;
					}
				}
			}
		
		/* Return to physical coordinates: */
		glPopMatrix();
		}
	
	/* Disable all unused light sources still enabled from the last pass: */
	for(GLsizei i=lightIndex;i<dataItem->lastNumLightsources;++i)
		glDisableLight(i);
	dataItem->lastNumLightsources=lightIndex;
	}
void LightsourceManager::setLightsources(GLContextData& contextData) const
	{
	/* Retrieve the data item: */
	DataItem* dataItem=contextData.retrieveDataItem<DataItem>(this);
	
	/* Process all light sources: */
	int lightIndex=0;
	for(const LightsourceListItem* lsPtr=firstLightsource;lsPtr!=0&&lightIndex<dataItem->lightTracker.getMaxNumLights();lsPtr=lsPtr->succ)
		{
		if(lsPtr->isEnabled())
			{
			glEnableLight(lightIndex);
			glLight(lightIndex,lsPtr->getLight());
			
			/* Increment the light index: */
			++lightIndex;
			}
		}
	
	/* Disable all unused light sources still enabled from the last pass: */
	for(GLsizei i=lightIndex;i<dataItem->lastNumLightsources;++i)
		glDisableLight(i);
	dataItem->lastNumLightsources=lightIndex;
	
	/* Update the light source tracker (could be optimized by not going through OpenGL): */
	dataItem->lightTracker.update();
	}
Ejemplo n.º 4
0
void loseRender(Board *b, int step){
		glResetMatrixStack();
		if ( step > 1000 )
			return;
		glMatrixMode(GL_PROJECTION);
		gluPerspective(20, 256.0 / 192.0, 0.1, 40);
		
		float d = (float)step / 6.0;
		gluLookAt(	5.0 + d, 5.0 + d, 7.0 + d,		//camera possition 
					1.0, 0.0, 1.5,		//look at
					0.0, 1.0, 0.0);		//up
					
		glRotateY(step*3);

		glLight(0, RGB15(31,31,31), 0,	floattov10(1.0)-1, 0);
		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		glMatrixMode(GL_MODELVIEW);
		glMaterialf(GL_AMBIENT, RGB15(8,8,8));
		glMaterialf(GL_DIFFUSE, RGB15(31,31,31));
		glMaterialf(GL_SPECULAR, RGB15(31,31,31));
		glMaterialf(GL_EMISSION, RGB15(8,8,8));
		glMaterialShinyness();
		glPolyFmt( POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 );

		glBindTexture(0, textureID);
		b->draw();
		glFlush(0);
		swiWaitForVBlank();
}
Ejemplo n.º 5
0
void App_Test::display_Model()
{
//        gluLookAtf32(      this->camera.getPosition()->get_vec_ox(),this->camera.getPosition()->get_vec_oy(),this->camera.getPosition()->get_vec_oz(),
//                           this->camera.getLookAt()->get_vec_ox(),this->camera.getLookAt()->get_vec_oy(),this->camera.getLookAt()->get_vec_oz(),
//                           0,4096,0
//        );
//    glLoadIdentity();
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_ANTIALIAS);
    glEnable(GL_OUTLINE);

    glLight(0, RGB15(31,31,31) , 0, floattov10(-6.0), floattov10(-1.0));

	glSetOutlineColor(0,RGB15(0,0,0));
    glPolyFmt(POLY_ID(0) | POLY_ALPHA(31)|POLY_CULL_NONE | POLY_FORMAT_LIGHT0 | POLY_TOON_HIGHLIGHT);
//    glPolyFmt(POLY_ALPHA(31)|POLY_CULL_NONE | POLY_FORMAT_LIGHT0);
    glColor3b(31,31,31);
    glBindTexture(GL_TEXTURE_2D, this->textureID[0]);

	glTranslatef(0,-6,0);
    glRotatef(90,-1,0,0);
    glRotatef(-90,0,0,1);
	glCallList( (u32 *) this->model_selected);
    glEnd();
}
Ejemplo n.º 6
0
void initMenu(void)
{
	lcdMainOnTop();
	videoSetMode(MODE_5_3D);
	videoSetModeSub(MODE_5_2D);
	
	vramSetPrimaryBanks(VRAM_A_TEXTURE,VRAM_B_TEXTURE,VRAM_C_SUB_BG,VRAM_D_TEXTURE);	
	
	initD3D();

	glInit();
	
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_ANTIALIAS);
	glEnable(GL_BLEND);
	glEnable(GL_OUTLINE);
	
	glClearPolyID(63);
	glClearDepth(0x7FFF);
	glViewport(0,0,255,191);
	
	initVramBanks(2);
	initTextures();

	initMenuScene();

	initMenuButtons();

	//TEMP
	glLight(0, RGB15(31,31,31), cosLerp(4096), 0, sinLerp(4096));

	glMaterialf(GL_AMBIENT, RGB15(8,8,8));
	glMaterialf(GL_DIFFUSE, RGB15(24,24,24));
	glMaterialf(GL_SPECULAR, RGB15(0,0,0));
	glMaterialf(GL_EMISSION, RGB15(0,0,0));

	glSetToonTableRange(0, 15, RGB15(8,8,8)); //TEMP?
	glSetToonTableRange(16, 31, RGB15(24,24,24)); //TEMP?

	applyCameraState(&menuCamera,&cameraStates[4]);
	tempState=cameraStates[4];
	testTransition=startCameraTransition(&cameraStates[1],&cameraStates[4],64);

	setupMenuPage(startMenuPage, startMenuPageLength);

	logoMain=createTexture("logo.pcx", "menu");
	logoRotate=createTexture("rotate_logo.pcx", "menu");
	logoAlpha=31;

	glSetOutlineColor(0,RGB15(0,0,0)); //TEMP?
	glSetOutlineColor(1,RGB15(0,0,0)); //TEMP?
	glSetOutlineColor(7,RGB15(0,0,0)); //TEMP?

	NOGBA("END mem free : %dko (%do)",getMemFree()/1024,getMemFree());
	fadeIn();
}
Ejemplo n.º 7
0
void Torch::updateLightSource( GLenum light )
{
	glLight( light, GL_POSITION, QVector4D(	pointToWorld(mFlarePosition), 1	) );
	glLight( light, GL_CONSTANT_ATTENUATION, 0.0f );
	glLight( light, GL_LINEAR_ATTENUATION, 0.05f );
	glLight( light, GL_QUADRATIC_ATTENUATION, 0.0f );
	if( parent() )
	{
		glLight( light, GL_AMBIENT, QVector4D(	0, 0, 0, 1	) );
		glLight( light, GL_DIFFUSE, QVector4D(	color()	) );
		glLight( light, GL_SPECULAR, QVector4D(	color()	) );
		glEnable( light );
	}
	else
	{
		glLight( light, GL_AMBIENT, QVector4D(	0, 0, 0, 1	) );
		glLight( light, GL_DIFFUSE, QVector4D(	0, 0, 0, 1	) );
		glLight( light, GL_SPECULAR, QVector4D(	0, 0, 0, 1	) );
		glDisable( light );
	}
}
Ejemplo n.º 8
0
static void setup()
{
    consoleDemoInit();

    //put 3D on top
    lcdMainOnTop();

    //set mode 0, enable BG0 and set it to 3D
    videoSetMode(MODE_0_3D);

    // initialize gl
    glInit();

    // enable antialiasing
    glEnable(GL_ANTIALIAS);

    // setup the rear plane
    glClearColor(0,0,0,31); // BG must be opaque for AA to work
    glClearPolyID(63); // BG must have a unique polygon ID for AA to work
    glClearDepth(0x7FFF);

    // Set our viewport to be the same size as the screen
    glViewport(0,0,255,191);

    glColor3b(255,255,0);

    glLight(0, RGB15(0,31,0) , 0,               floattov10(-1.0),      0);

    //need to set up some material properties since DS does not have them set by default
    glMaterialf(GL_AMBIENT, RGB15(5,5,5));
    glMaterialf(GL_DIFFUSE, RGB15(15,15,15));
    glMaterialf(GL_SPECULAR, RGB15(8,8,8));
    glMaterialf(GL_EMISSION, RGB15(5,5,5));

    //ds uses a table for shinyness..this generates a half-assed one
    glMaterialShinyness();

    //ds specific, several attributes can be set here   
    glPolyFmt( POLY_ALPHA(31) | POLY_CULL_NONE | POLY_FORMAT_LIGHT0 );

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, (float)W / H, Znear, Zfar);

    lookAtSelectedModel();
}
Ejemplo n.º 9
0
void LightsourceManager::setLightsources(GLContextData& contextData) const
	{
	/* Retrieve the data item: */
	DataItem* dataItem=contextData.retrieveDataItem<DataItem>(this);
	
	/* Process all light sources: */
	GLsizei lightIndex=0;
	for(const LightsourceListItem* lsPtr=firstLightsource;lsPtr!=0&&lightIndex<dataItem->numLightsources;lsPtr=lsPtr->succ)
		{
		if(lsPtr->isEnabled())
			{
			glEnableLight(lightIndex);
			glLight(lightIndex,lsPtr->getLight());
			
			/* Increment the light index: */
			++lightIndex;
			}
		}
	
	/* Disable all unused light sources still enabled from the last pass: */
	for(GLsizei i=lightIndex;i<dataItem->lastNumLightsources;++i)
		glDisableLight(i);
	dataItem->lastNumLightsources=lightIndex;
	}
Ejemplo n.º 10
0
        void Light::draw()
        {
            if(lightNumber < 0 || lightNumber >= MAXNUMLIGHTS)
            {
                glDisable(glLight(lightNumber));
                return;
            }

            glEnable(glLight(lightNumber));

            float light_ambient[4]  = { ambient.r, ambient.g, ambient.b, ambient.a };
            float light_diffuse[4]  = { diffuse.r, diffuse.g, diffuse.b, diffuse.a };
            float light_specular[4] = { specular.r, specular.g, specular.b, specular.a };
            float light_position[4] = { position.x, position.y, position.z, 1.0f };

            glLightfv(glLight(lightNumber), GL_AMBIENT,  light_ambient);
            glLightfv(glLight(lightNumber), GL_DIFFUSE,  light_diffuse);
            glLightfv(glLight(lightNumber), GL_SPECULAR, light_specular);
            glLightfv(glLight(lightNumber), GL_POSITION, light_position);
        }
Ejemplo n.º 11
0
void gameLoop(){
	iprintf("\x1b[2J");
	int frame = 0;
	Board b(7);
	Player* p;
	p = new Player(b.space(5,4));
	
	//iprintf("Entering Main Loop.\n");

	int rot = 0;
	while( !b.full() )		
	{
		iprintf("\x1b[22;18HFrame: %d\n\x1b[0;0H", ++frame);
		glResetMatrixStack();

		//any floating point gl call is being converted to fixed prior to being implemented
		glMatrixMode(GL_PROJECTION);
		gluPerspective(20, 256.0 / 192.0, 0.1, 40);
		
		gluLookAt(	5.0, 5.0, 7.0,		//camera possition 
					1.0, 0.0, 1.5,		//look at
					0.0, 1.0, 0.0);		//up

		glLight(0, RGB15(31,31,31), 0,	floattov10(1.0)-1, 0);

		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		
		glMatrixMode(GL_MODELVIEW);

		glMaterialf(GL_AMBIENT, RGB15(8,8,8));
		glMaterialf(GL_DIFFUSE, RGB15(31,31,31));
		glMaterialf(GL_SPECULAR, RGB15(31,31,31));
		glMaterialf(GL_EMISSION, RGB15(8,8,8));

		//ds uses a table for shinyness..this generates a half-ass one
		glMaterialShinyness();

		//not a real gl function and will likely change
		glPolyFmt( POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 );
		//glPolyFmt(POLY_ALPHA(15) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 );
		
		glRotateY(rot);

		glBindTexture(0, textureID);

		b.draw();

		glFlush(0);

		b.tick();
		Player::tickPlayers();

		scanKeys();
		u16 keys = keysHeld();

		p->setDir(NODIR);
		if((keys & KEY_UP)) p->setDir(NORTH);
		if((keys & KEY_DOWN)) p->setDir(SOUTH);
		if((keys & KEY_LEFT)) p->setDir(WEST);
		if((keys & KEY_RIGHT)) p->setDir(EAST);


		if (( keys & KEY_R )) rot++;
		if (( keys & KEY_L )) rot--;
		
		swiWaitForVBlank();
	}
	lose(&b);
}
Ejemplo n.º 12
0
int main(void)
{
    float x_angle = 0, y_angle = 0;
    float x_speed = 0, y_speed = 0;
    float distance = 1;

    powerON(POWER_ALL);
    irqInit();
    irqEnable(IRQ_VBLANK);
    videoSetMode(MODE_0_3D);
    consoleDemoInit();

    /* Set up a timer to count FPS */
    TIMER3_DATA = TIMER_FREQ_1024(1);
    TIMER3_CR = TIMER_DIV_1024 | TIMER_IRQ_REQ;
    irqSet(IRQ_TIMER3, fps_timer_irq);
    irqEnable(IRQ_TIMER3);

    glViewPort(0, 0, SCREEN_WIDTH-1, SCREEN_HEIGHT-1);
    glClearColor(0, 0, 0);
    glClearDepth(GL_MAX_DEPTH);

    iprintf("Hello World!\n\n");

    glReset();
    gluPerspective(35, SCREEN_WIDTH / (float) SCREEN_HEIGHT, 0.1, 40.0);
    gluLookAt(0.0, 0.0, 1.0,   /* Eye */
	      0.0, 0.0, 0.0,   /* Look at */
	      0.0, 1.0, 0.0);  /* Up */

    glMaterialf(GL_AMBIENT, RGB15(8,8,8));
    glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
    glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8));
    glMaterialf(GL_EMISSION, RGB15(5,5,5));
    glMaterialShinyness();
    glColor(RGB15(31, 31, 31));

    glLight(0, RGB15(20, 15, 15),
	    floattov10(-0.9),
	    floattov10( 0.9),
	    floattov10( 0.2));

    glLight(1, RGB15(15, 15, 20),
	    floattov10( 0.4),
	    floattov10( 0.9),
	    floattov10( 0.2));

    glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK |
	      POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1);

    while (1) {
	scanKeys();
	if (keysHeld() & KEY_START)  Loader_Exit9();
	if (keysHeld() & KEY_UP)     x_speed += 0.05;
	if (keysHeld() & KEY_DOWN)   x_speed -= 0.05;
	if (keysHeld() & KEY_LEFT)   y_speed += 0.05;
	if (keysHeld() & KEY_RIGHT)  y_speed -= 0.05;
	if (keysHeld() & KEY_R)      distance += 0.05;
	if (keysHeld() & KEY_L)      distance -= 0.05;

	glPushMatrix();

	glTranslate3f32(floattof32( 0.0),
			floattof32( 0.0),
			floattof32(-distance));

	glRotateX(x_angle += x_speed);
	glRotateY(y_angle += y_speed);

	glCallList(display_list_bin);

	glPopMatrix(1);

	glFlush();
	frames++;
	swiWaitForVBlank();
    }

    return 0;
}
Ejemplo n.º 13
0
int main() {

	int rotateX = 0;
	int rotateY = 0;

	//set mode 0, enable BG0 and set it to 3D
	videoSetMode(MODE_0_3D);

	// initialize gl
	glInit();
	
	// enable antialiasing
	glEnable(GL_ANTIALIAS);
	
	// setup the rear plane
	glClearColor(0,0,0,31); // BG must be opaque for AA to work
	glClearPolyID(63); // BG must have a unique polygon ID for AA to work
	glClearDepth(0x7FFF);

	//this should work the same as the normal gl call
	glViewport(0,0,255,191);

	//toon-table entry 0 is for completely unlit pixels, going up to entry 31 for completely lit
	//We block-fill it in two halves, we get cartoony 2-tone lighting
	glSetToonTableRange( 0, 15, RGB15(8,8,8) );
	glSetToonTableRange( 16, 31, RGB15(24,24,24) );
	
	//any floating point gl call is being converted to fixed prior to being implemented
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(70, 256.0 / 192.0, 0.1, 40);
	
	//NB: When toon-shading, the hw ignores lights 2 and 3
	//Also note that the hw uses the RED component of the lit vertex to index the toon-table
	glLight(0, RGB15(16,16,16) , 0,		floattov10(-1.0),		0);
	glLight(1, RGB15(16,16,16),   floattov10(-1.0),	0,		0);
	
	gluLookAt(	0.0, 0.0, -3.0,		//camera possition 
				0.0, 0.0, 0.0,		//look at
				0.0, 1.0, 0.0);		//up
	
	while(1) {

		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
			glRotateXi(rotateX);
			glRotateYi(rotateY);


			glMaterialf(GL_AMBIENT, RGB15(8,8,8));
			glMaterialf(GL_DIFFUSE, RGB15(24,24,24));
			glMaterialf(GL_SPECULAR, RGB15(0,0,0));
			glMaterialf(GL_EMISSION, RGB15(0,0,0));

			glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_TOON_HIGHLIGHT);


			scanKeys();
			u32 keys = keysHeld();

			if( keys & KEY_UP ) rotateX += 1;
			if( keys & KEY_DOWN ) rotateX -= 1;
			if( keys & KEY_LEFT ) rotateY += 1;
			if( keys & KEY_RIGHT ) rotateY -= 1;

			int pen_delta[2];
			get_pen_delta( &pen_delta[0], &pen_delta[1] );
			rotateY -= pen_delta[0];
			rotateX -= pen_delta[1];

			glCallList((u32*)statue_bin);
			glPopMatrix(1);

		glFlush(0);

		swiWaitForVBlank();
	}

	return 0;
}
Ejemplo n.º 14
0
int main() {
	
	// Setup the Main screen for 3D 
	videoSetMode(MODE_0_3D);
	vramSetBankA(VRAM_A_TEXTURE);                        //NEW  must set up some memory for textures
	
	// initialize the geometry engine
	glInit();
	
	// enable antialiasing
	glEnable(GL_ANTIALIAS);
	
	// setup the rear plane
	glClearColor(0,0,0,31); // BG must be opaque for AA to work
	glClearPolyID(63); // BG must have a unique polygon ID for AA to work
	glClearDepth(0x7FFF);
	
	// enable textures
	glEnable(GL_TEXTURE_2D);
	
	// enable alpha blending
	glEnable(GL_BLEND);

	// Set our viewport to be the same size as the screen
	glViewport(0,0,255,191);
	
	LoadGLTextures();
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(70, 256.0 / 192.0, 0.1, 100);
	glColor3f(1,1,1);
	
	//set up a directional ligth arguments are light number (0-3), light color, 
	//and an x,y,z vector that points in the direction of the light
	glLight(0, RGB15(31,31,31) , 0, 0,floattov10(-1.0));
	
	//need to set up some material properties since DS does not have them set by default
	glMaterialf(GL_AMBIENT, RGB15(16,16,16));
	glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
	glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8));
	glMaterialf(GL_EMISSION, RGB15(16,16,16));
	
	//ds uses a table for shinyness..this generates a half-ass one
	glMaterialShinyness();
	
	glPolyFmt(POLY_ALPHA(15) | POLY_CULL_BACK  | POLY_FORMAT_LIGHT0);

	glMatrixMode(GL_MODELVIEW);
	
	while (1) {
		DrawGLScene();
		
		// flush to screen	
		glFlush(0);
		
		// wait for the screen to refresh
		swiWaitForVBlank();
	}
	
	return 0;
}
Ejemplo n.º 15
0
void logo()
{
	glResetMatrixStack();
	glMatrixMode(GL_PROJECTION);
	gluPerspective(20, 256.0 / 192.0, 0.1, 40);

	gluLookAt(	0.0, .55, 0.0 ,		//camera possition 
				0.0, 0.0, 0.0,		//look at
				0.0, 0.0, -1.0);		//up
				


	glLight(0, RGB15(31,31,31), 0,	floattov10(1.0)-1, 0);
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	
	glMaterialf(GL_AMBIENT, RGB15(8,8,8));
	glMaterialf(GL_DIFFUSE, RGB15(31,31,31));
	glMaterialf(GL_SPECULAR, RGB15(31,31,31));
	glMaterialf(GL_EMISSION, RGB15(8,8,8));
	glMaterialShinyness();
	glPolyFmt( POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 );
		
		
	glGenTextures(1, &logotex);
	glBindTexture(0, logotex);
	glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_256 , TEXTURE_SIZE_256, 0, TEXGEN_TEXCOORD , (u8*)billkuker_bmp_bin);
	glBindTexture(0, logotex);

	glBegin(GL_QUAD);
		glNormal(NORMAL_PACK(0,inttov10(1),0));

		glTexCoord1i(TEXTURE_PACK(0,0));
		glVertex3v16(floattov16(-0.5), floattov16(-0.5), floattov16(0.5) );
		
		glTexCoord1i(TEXTURE_PACK(inttot16(256), inttot16(0)));
		glVertex3v16(floattov16(0.5), floattov16(-0.5), floattov16(0.5) );

		glTexCoord1i(TEXTURE_PACK(inttot16(256),inttot16(256)));
		glVertex3v16(floattov16(0.5), floattov16(-0.5), floattov16(-0.5) );
		
		glTexCoord1i(TEXTURE_PACK(0, inttot16(256)));
		glVertex3v16(floattov16(-0.5),	floattov16(-0.5), floattov16(-0.5) );
	glEnd();
	
	glFlush(0);
	
	playGenericSound(down_raw, down_raw_size);
	playGenericSound(up_raw, up_raw_size);
	
	swiWaitForVBlank();
	
	iprintf("Press any button");
	
	while( !keysHeld() )
		scanKeys();
		
	glResetTextures();
	iprintf("\x1b[2J");
}
Ejemplo n.º 16
0
int main()
{	
	
	int textureID;
	int i;
	float rotateX = 0.0;
	float rotateY = 0.0;

	//set mode 0, enable BG0 and set it to 3D
	videoSetMode(MODE_0_3D);

	// initialize gl
	glInit();
	
	//enable textures
	glEnable(GL_TEXTURE_2D);
	
	//this should work the same as the normal gl call
	glViewport(0,0,255,191);
	
	// enable antialiasing
	glEnable(GL_ANTIALIAS);
	
	// setup the rear plane
	glClearColor(0,0,0,31); // BG must be opaque for AA to work
	glClearPolyID(63); // BG must have a unique polygon ID for AA to work
	glClearDepth(0x7FFF);
	
	vramSetBankA(VRAM_A_TEXTURE);

	glGenTextures(1, &textureID);
	glBindTexture(0, textureID);
	glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)texture_bin);
	
	
	//any floating point gl call is being converted to fixed prior to being implemented
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(70, 256.0 / 192.0, 0.1, 40);
	
	gluLookAt(	0.0, 0.0, 1.0,		//camera possition 
				0.0, 0.0, 0.0,		//look at
				0.0, 1.0, 0.0);		//up
	
	while(1) {
		
		glLight(0, RGB15(31,31,31) , 0,				  floattov10(-1.0),		 0);
		glLight(1, RGB15(31,0,31),   0,				  floattov10(1) - 1,			 0);
		glLight(2, RGB15(0,31,0) ,   floattov10(-1.0), 0,					 0);
		glLight(3, RGB15(0,0,31) ,   floattov10(1.0) - 1,  0,					 0);

		glPushMatrix();

		//move it away from the camera
		glTranslate3f32(0, 0, floattof32(-1));
				
		glRotateX(rotateX);
		glRotateY(rotateY);
		
		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		
		glMatrixMode(GL_MODELVIEW);

		glMaterialf(GL_AMBIENT, RGB15(8,8,8));
		glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
		glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8));
		glMaterialf(GL_EMISSION, RGB15(5,5,5));

		//ds uses a table for shinyness..this generates a half-ass one
		glMaterialShinyness();

		//not a real gl function and will likely change
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | 
													POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3 ) ;
		
		scanKeys();
		
		u16 keys = keysHeld();
		
		if((keys & KEY_UP)) rotateX += 3;
		if((keys & KEY_DOWN)) rotateX -= 3;
		if((keys & KEY_LEFT)) rotateY += 3;
		if((keys & KEY_RIGHT)) rotateY -= 3;
		
		glBindTexture(0, textureID);

		//draw the obj
		glBegin(GL_QUAD);
			for(i = 0; i < 6; i++)
				drawQuad(i);
		
		glEnd();
		
		glPopMatrix(1);
			
		glFlush(0);

		swiWaitForVBlank();
	}

	return 0;
}//end main 
Ejemplo n.º 17
0
int main()
{	

	// initialize gl
	glInit();

	u32 rotateX = 0;
	u32 rotateY = 0;

	//set mode 0, enable BG0 and set it to 3D
	videoSetMode(MODE_0_3D);
	
	// used to hold touched position
	touchPosition touchXY;
	
	lcdMainOnBottom(); // we are going to be touching the 3D display

	
	// enable edge outlining, this will be used to show which object is selected
	glEnable(GL_OUTLINE);
	
	//set the first outline color to white
	glSetOutlineColor(0,RGB15(31,31,31));
	
	int viewport[]={0,0,255,191}; // used later for gluPickMatrix()
	
	// setup the rear plane
	glClearColor(0,0,0,0); // set BG to black and clear
	glClearPolyID(0); // the BG and polygons will have the same ID unless a polygon is highlighted
	glClearDepth(0x7FFF);
	
	// setup the camera
	gluLookAt(	0.0, 0.0, 1.0,		//camera possition 
				0.0, 0.0, 0.0,		//look at
				0.0, 1.0, 0.0);		//up
	
	glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0); // setup the light
	
	while(1) {
		// handle key input
		scanKeys();
		u16 keys = keysHeld();
		if(!(keys & KEY_UP)) rotateX += 3;
		if(!(keys & KEY_DOWN)) rotateX -= 3;
		if(!(keys & KEY_LEFT)) rotateY += 3;
		if(!(keys & KEY_RIGHT)) rotateY -= 3;
		
		// get touchscreen position
		touchRead(&touchXY);
		
		glViewport(0,0,255,191); // set the viewport to fullscreen
		
		// setup the projection matrix for regular drawing
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(60, 256.0 / 192.0, 0.1, 20); 
		
		glMatrixMode(GL_MODELVIEW); // use the modelview matrix while drawing
		
		glPushMatrix(); // save the state of the current matrix(the modelview matrix)
		{
			glTranslatef32(0,0,floattof32(-6));
			glRotateXi(rotateX); // add X rotation to the modelview matrix
			glRotateYi(rotateY); // add Y rotation to the modelview matrix
			
			glPushMatrix(); // save the state of the modelview matrix while making the first pass
			{ 
				// draw the scene for displaying
				
				glTranslatef32(floattof32(2.9),floattof32(0),floattof32(0)); // translate the modelview matrix to the drawing location
				if(clicked==CONE) {
					glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(1)); // set a poly ID for outlining
				} else {
					glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(0)); // set a poly ID for no outlining (same as BG)
				}
				glCallList((u32*)cone_bin); // draw a green cone from a predefined packed command list
				
				
				glTranslatef32(floattof32(-3),floattof32(1.8),floattof32(2)); // translate the modelview matrix to the drawing location
				if(clicked==CYLINDER) {
					glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(1)); // set a poly ID for outlining
				} else {
					glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(0)); // set a poly ID for no outlining (same as BG)
				}
				glCallList((u32*)cylinder_bin); // draw a blue cylinder from a predefined packed command list
				
				
				glTranslatef32(floattof32(.5),floattof32(-2.6),floattof32(-4)); // translate the modelview matrix to the drawing location
				if(clicked==SPHERE) {
					glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(1)); // set a poly ID for outlining
				} else {
					glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(0)); // set a poly ID for no outlining (same as BG)
				}
				glCallList((u32*)sphere_bin); // draw a red sphere from a predefined packed command list

			}
			glPopMatrix(1); // restores the modelview matrix to where it was just rotated
			
			// draw the scene again for picking
			{
				
				clicked = NOTHING; //reset what was clicked on
				closeW = 0x7FFFFFFF; //reset the distance
				
				//set the viewport to just off-screen, this hides all rendering that will be done during picking
				glViewport(0,192,0,192);
				
				// setup the projection matrix for picking
				glMatrixMode(GL_PROJECTION);
				glLoadIdentity();
				gluPickMatrix((touchXY.px),(191-touchXY.py),4,4,viewport); // render only what is below the cursor
				gluPerspective(60, 256.0 / 192.0, 0.1, 20); // this must be the same as the original perspective matrix
				
				glMatrixMode(GL_MODELVIEW); // switch back to modifying the modelview matrix for drawing
				
				glTranslatef32(floattof32(2.9),floattof32(0),floattof32(0)); // translate the modelview matrix to the drawing location
				startCheck();
				glCallList((u32*)cone_bin); // draw a cone from a predefined packed command list
				endCheck(CONE);
				
				glTranslatef32(floattof32(-3),floattof32(1.8),floattof32(2)); // translate the modelview matrix to the drawing location
				startCheck();
				glCallList((u32*)cylinder_bin); // draw a cylinder from a predefined packed command list
				endCheck(CYLINDER);
				
				glTranslatef32(floattof32(.5),floattof32(-2.6),floattof32(-4)); // translate the modelview matrix to the drawing location
				startCheck();
				glCallList((u32*)sphere_bin); // draw a sphere from a predefined packed command list
				endCheck(SPHERE);
			}
			
		}
		glPopMatrix(1); // restores the modelview matrix to its original state
		
		glFlush(0); // wait for everything to be drawn before starting on the next frame
	}

	return 0;
}//end main 
Ejemplo n.º 18
0
int main()
{	
	
	int textureID;
	int i;
	float rotateX = 0.0;
	float rotateY = 0.0;

	//set mode 0, enable BG0 and set it to 3D
	videoSetMode(MODE_0_3D);

	// initialize gl
	glInit();
	
	//enable textures
	glEnable(GL_TEXTURE_2D);
	
	//this should work the same as the normal gl call
	glViewport(0,0,255,191);
	
	// enable antialiasing
	glEnable(GL_ANTIALIAS);
	
	// setup the rear plane
	glClearColor(0,0,0,31); // BG must be opaque for AA to work
	glClearPolyID(63); // BG must have a unique polygon ID for AA to work
	glClearDepth(0x7FFF);

	vramSetBankB(VRAM_B_LCD);
	REG_DISPCAPCNT = 
			DCAP_MODE(DCAP_MODE_BLEND) //blend source A and source B
		//|	DCAP_SRC_ADDR //this is not used since we are setting the display to render from VRAM
		|	DCAP_SRC_B(DCAP_SRC_B_VRAM)
		|	DCAP_SRC_A(DCAP_SRC_A_3DONLY)
		|	DCAP_SIZE(DCAP_SIZE_256x192)
		|	DCAP_OFFSET(0) //where to write the captured data within our chosen VRAM bank
		|	DCAP_BANK(DCAP_BANK_VRAM_B)
		|	DCAP_B(12) //blend mostly from B to make a very dramatic effect
		|	DCAP_A(4) //and blend only a little bit from the new scene
		;
	//but, dramatic effects tend to leave some garbage on the screen since the precision of the math is low,
	//and we're not putting a lot of dampening on the effect.
	//a more realistic value might be 8 and 8, but perhaps in a more complex 3d scene the garbage isn't such a bad thing
	//since the scene is changing constantly

	DisplayEnableMotionBlur();
	bool displayBlurred = true;


	vramSetBankA(VRAM_A_TEXTURE);

	glGenTextures(1, &textureID);
	glBindTexture(0, textureID);
	glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)texture_bin);
	
	
	//any floating point gl call is being converted to fixed prior to being implemented
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(70, 256.0 / 192.0, 0.1, 40);
	
	gluLookAt(	0.0, 0.0, 1.0,		//camera possition 
				0.0, 0.0, 0.0,		//look at
				0.0, 1.0, 0.0);		//up
	
	while(1) {
		
		glLight(0, RGB15(31,31,31) , 0,				  floattov10(-1.0),		 0);
		glLight(1, RGB15(31,0,31),   0,				  floattov10(1) - 1,			 0);
		glLight(2, RGB15(0,31,0) ,   floattov10(-1.0), 0,					 0);
		glLight(3, RGB15(0,0,31) ,   floattov10(1.0) - 1,  0,					 0);

		glPushMatrix();

		//move it away from the camera
		glTranslatef32(0, 0, floattof32(-1));
				
		glRotateX(rotateX);
		glRotateY(rotateY);
		
		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		
		glMatrixMode(GL_MODELVIEW);

		glMaterialf(GL_AMBIENT, RGB15(8,8,8));
		glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
		glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8));
		glMaterialf(GL_EMISSION, RGB15(5,5,5));

		//ds uses a table for shinyness..this generates a half-ass one
		glMaterialShinyness();

		//not a real gl function and will likely change
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | 
													POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3 ) ;
		
		scanKeys();
		
		u16 keys = keysHeld();
		
		if((keys & KEY_UP)) rotateX += 3;
		if((keys & KEY_DOWN)) rotateX -= 3;
		if((keys & KEY_LEFT)) rotateY += 3;
		if((keys & KEY_RIGHT)) rotateY -= 3;

		if(keysDown() & KEY_A)
		{
			displayBlurred = !displayBlurred;
			if(displayBlurred)
				DisplayEnableMotionBlur();
			else 
				DisplayEnableNormal();
		}
		
		glBindTexture(0, textureID);

		//draw the obj
		glBegin(GL_QUAD);
			for(i = 0; i < 6; i++)
				drawQuad(i);
		
		glEnd();
		
		glPopMatrix(1);
			
		glFlush(0);

		swiWaitForVBlank();

		if(keys & KEY_START) break;

		//the display capture enable bit must be set again each frame if you want to continue capturing.
		REG_DISPCAPCNT |= DCAP_ENABLE;
	}

	return 0;
}//end main