Ejemplo n.º 1
0
void setup() {
    pvr_poly_cxt_t cxt;

    pvr_init(&pvr_params);
    pvr_set_bg_color(0,0,0);

    pvr_poly_cxt_col(&cxt, PVR_LIST_OP_POLY);
    cxt.gen.shading = PVR_SHADE_FLAT;
    pvr_poly_compile(&hdr, &cxt);
}
Ejemplo n.º 2
0
void setup() {
    pvr_init(&pvr_params);
    glKosInit();
    pvr_set_bg_color(0,0,0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glOrtho(0,640,0,480,-100,100);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
}
Ejemplo n.º 3
0
int main(int argc, char **argv) {
    
    /* Controller Stuff */
    maple_device_t * dev;
    cont_state_t * state;
    
    int rquad = 0;
    int rtri = 0;
    
	/* Init PVR API */
	if (pvr_init(&params) < 0)
		return -1;
		
	printControls();	

    /* Sets the background color to black */
	pvr_set_bg_color(0.0f,0.0f,0.0f);
	
	plx_cxt_init();                 // Initialize the plx context system
	plx_cxt_texture(NULL);          // No texture will be used
    plx_cxt_culling(PLX_CULL_NONE); // No culling
	
	// GET SOME 3D GOING!!
	/* Init matrices */
	plx_mat3d_init();                    /* Clear internal to an identity matrix */
	plx_mat3d_mode(PLX_MAT_PROJECTION);  /** Projection (frustum, screenview) matrix */
	plx_mat3d_identity();                /** Load an identity matrix */
	plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);  // (float angle, float aspect, float znear, float zfar);
	plx_mat3d_mode(PLX_MAT_MODELVIEW);   /** Modelview (rotate, scale) matrix */
	
	while(1) {
        
        // Check for the user pressing START
		dev = maple_enum_dev(0, 0);
		if(dev == NULL) {
            printf("Error: Could not find controller in first port.\n");
            break;
        }
	    state = (cont_state_t *)maple_dev_status(dev);
	    if (state->buttons & CONT_START) {
		    break;           // exit the program
        }               
		
		pvr_wait_ready();
		pvr_scene_begin();
		pvr_list_begin(PVR_LIST_OP_POLY);
     	
		// Submit the context
		plx_cxt_send(PVR_LIST_OP_POLY);  // Submit the Header for PVR_LIST_OP_POLY
		
		// DRAW THE PYRAMID
	    plx_mat3d_identity();
	    plx_mat3d_translate(-1.5f, 0.0f, -6.0f);  // Move 1.5f units to the left and 6 units into the screen
	    plx_mat3d_rotate(rtri, 0.0f, 1.0f, 0.0f); // Rotate the pyramid angle 'rtri' on the Y axis
  	    
	    /* Clear internal to an identity matrix */
	    plx_mat_identity();
	
    	/* "Applying" all matrixs: multiply a matrix onto the "internal" one */
	    plx_mat3d_apply_all();
	    
	    // Front Face of Pyramid
	    plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));       // Red: Top Of Triangle (Front)
	    plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f));     // Green: Left Of Triangle (Front)
	    plx_vert_inpm3(PLX_VERT_EOS, 1, -1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));  // Blue: Right Of Triangle (Front)
	    
	    // Right Face of Pyramid
	    plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));       // Red: Top Of Triangle (Right)
	    plx_vert_inpm3(PLX_VERT, 1, -1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));      // Blue: Left Of Triangle (Right)
	    plx_vert_inpm3(PLX_VERT_EOS, 1, -1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Green: Right Of Triangle (Right)
	    
	    // Back Face of Pyramid
	    plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));       // Red: Top Of Triangle (Back)
	    plx_vert_inpm3(PLX_VERT, 1, -1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f));     // Green: Left Of Triangle (Back)
	    plx_vert_inpm3(PLX_VERT_EOS, -1, -1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));// Blue: Right Of Triangle (Back)
	    
	    // Left Face of Pyramid
	    plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));       // Red: Top Of Triangle (Left)
	    plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));    // Blue: Left Of Triangle (Left)
	    plx_vert_inpm3(PLX_VERT_EOS, -1, -1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Green: Right Of Triangle (Left)
	    
        // DRAW THE BOX	
        plx_mat3d_identity();
	    plx_mat3d_translate(1.5f, 0.0f, -6.0f);    // Move 1.5f units to the right and 6 units into the screen
	    plx_mat3d_rotate(rquad, 1.0f, 0.0f, 0.0f); // Rotate the box angle 'rquad' on the X axis 
	    
	    /* Clear internal to an identity matrix */
	    plx_mat_identity();
	    
    	/* "Applying" all matrixs: multiply a matrix onto the "internal" one */
	    plx_mat3d_apply_all();
		
		// Top Face of Box (GREEN)
		plx_vert_inpm3(PLX_VERT, -1, 1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f));     // Bottom Left Of The Quad (Top)
		plx_vert_inpm3(PLX_VERT, -1, 1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f));    // Top Left Of The Quad (Top)
		plx_vert_inpm3(PLX_VERT, 1, 1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f));      // Bottom Right Of The Quad (Top)
		plx_vert_inpm3(PLX_VERT_EOS, 1, 1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Top Right Of The Quad (Top)
	    
		// Bottom Face of Box (ORANGE)
		plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f));   // Bottom Left Of The Quad (Bottom)
		plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f));    // Top Left Of The Quad (Bottom)
		plx_vert_inpm3(PLX_VERT, 1, -1, -1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f));    // Bottom Right Of The Quad (Bottom)
		plx_vert_inpm3(PLX_VERT_EOS, 1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f)); // Top Right Of The Quad (Bottom)	    
		
		// Front Face of Box (RED)
		plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));    // Bottom Left Of The Quad (Front)
	    plx_vert_inpm3(PLX_VERT, -1, 1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));     // Top Left Of The Quad (Front)
	    plx_vert_inpm3(PLX_VERT, 1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));     // Bottom Right Of The Quad (Front)
	    plx_vert_inpm3(PLX_VERT_EOS, 1, 1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f));  // Top Right Of The Quad (Front)
		
		// Back Face of Box (YELLOW)
		plx_vert_inpm3(PLX_VERT, -1, 1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f));    // Bottom Left Of The Quad (Back)
	    plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f));   // Top Left Of The Quad (Back)
	    plx_vert_inpm3(PLX_VERT, 1, 1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f));     // Bottom Right Of The Quad (Back)
		plx_vert_inpm3(PLX_VERT_EOS, 1, -1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f));// Top Right Of The Quad (Back)
		
		// Left Face of Box (BLUE)
		plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));   // Bottom Left Of The Quad (Left)
	    plx_vert_inpm3(PLX_VERT, -1, 1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));    // Top Left Of The Quad (Left)
	    plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));    // Bottom Right Of The Quad (Left)
	    plx_vert_inpm3(PLX_VERT_EOS, -1, 1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Top Right Of The Quad (Left)
	    
		// Right Face of Box (VIOLET)
		plx_vert_inpm3(PLX_VERT, 1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f));     // Bottom Left Of The Quad (Right)
	    plx_vert_inpm3(PLX_VERT, 1, 1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f));      // Top Left Of The Quad (Right)
	    plx_vert_inpm3(PLX_VERT, 1, -1, -1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f));    // Bottom Right Of The Quad (Right)
	    plx_vert_inpm3(PLX_VERT_EOS, 1, 1, -1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f)); // Top Right Of The Quad (Right)

		pvr_scene_finish();
		
		rquad -= 2.0f;  // Increases the box's rotation angle
		rtri += 2.0f;   // Increases the pyramid's rotation angle
    }

	return 0;
}
Ejemplo n.º 4
0
int
main (int argc, char *argv[])
{
  int cable_type;
  int quit = 0;
  float rot1 = 0.0, rot2 = 0.0, rot3 = 0.0;
  kos_img_t cubetxr;
  GLuint texture[2];
  pvr_ptr_t texaddr;
  pvr_ptr_t bumpmap;
  /* Consider this as the vector from the object to the light, for now.  */
  GLfloat light_position[3] = { 0.7, 0.7, 2.0 };
  
  vec_normalize (&light_position[0], &light_position[0]);
  
  cable_type = vid_check_cable ();
  
  printf ("KOS says M_PI is: %f\n", M_PI);
  
  if (cable_type == CT_VGA)
    vid_init (DM_640x480_VGA, PM_RGB565);
  else
    vid_init (DM_640x480_PAL_IL, PM_RGB565);
  
  init_pvr ();
  
  auto_orient ();
  
  png_to_img ("/rd/cube.png", PNG_NO_ALPHA, &cubetxr);
  
  texaddr = pvr_mem_malloc (cubetxr.w * cubetxr.h * 2);
  pvr_txr_load_kimg (&cubetxr, texaddr, PVR_TXRLOAD_INVERT_Y);
  kos_img_free (&cubetxr, 0);
  
  bumpmap = load_bumpmap ("/rd/bump.raw");
  
  vid_border_color (0, 0, 0);
  pvr_set_bg_color (0.0, 0.0, 0.0);
    
  glKosInit ();
  
  glEnable (GL_DEPTH_TEST);
  glEnable (GL_CULL_FACE);
  glEnable (GL_TEXTURE_2D);
  glShadeModel (GL_SMOOTH);
  glClearDepth (1.0f);
  glDepthFunc (GL_LEQUAL);

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();
  gluPerspective (45.0,			/* Field of view in degrees.  */
		  640.0 / 480.0,	/* Aspect ratio.  */
		  1.0,			/* Z near.  */
		  50.0);		/* Z far.  */

  glMatrixMode (GL_MODELVIEW);
  glLoadIdentity ();
  gluLookAt (0.0,   0.0,  -4.5,		/* Eye position.  */
	     0.0,   0.0,   0.0,		/* Centre.  */
	     0.0,   1.0,   0.0);	/* Up.  */

  glGenTextures (2, &texture[0]);

  /* Ordinary texture.  */
  glBindTexture (GL_TEXTURE_2D, texture[0]);
  glKosTex2D (GL_RGB565_TWID, cubetxr.w, cubetxr.h, texaddr);

  /* Bump texture.  */
  glBindTexture (GL_TEXTURE_2D, texture[1]);

  /*pvr_poly_cxt_txr (cxt, PVR_LIST_OP_POLY,
                    PVR_TXRFMT_BUMP | PVR_TXRFMT_TWIDDLED,
                    128, 128, bumpmap, PVR_FILTER_BILINEAR);*/
  glKosTex2D (GL_BUMP_TWID, 128, 128, bumpmap);

  glTexEnvi (GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  /* Break the nice abstraction.  Tweak for bump mapping.  */
  /*cxt = (pvr_poly_cxt_t *) texture[1];
  cxt->gen.specular = PVR_SPECULAR_ENABLE;*/
  /*pvr_poly_compile (&bumphdr, cxt);*/
  
  printf ("objmatrix at %p\n", objmatrix);
  
  while (!quit)
    {
      int faces;
      GLfloat transformed_normals
        [sizeof (face_normals) / (3 * sizeof (GLfloat))][3];
      GLfloat transformed_orient
        [sizeof (face_orient) / (3 * sizeof (GLfloat))][3];
      
      MAPLE_FOREACH_BEGIN (MAPLE_FUNC_CONTROLLER, cont_state_t, st)
        if (st->buttons & CONT_START)
	  quit = 1;
      MAPLE_FOREACH_END ()
      
      glKosBeginFrame ();
      
      glPushMatrix ();
      
      glRotatef (rot1, 1.0, 0.0, 0.0);
      glRotatef (rot2, 0.0, 1.0, 0.0);
      glRotatef (rot3, 0.0, 0.0, 1.0);
      
      rot1 += 0.1;
      rot2 += 0.2;
      rot3 += 0.3;

      /* Get the object's transformation matrix.  */
      glGetFloatv (GL_MODELVIEW_MATRIX, &objmatrix[0][0]);
      /* We care only about rotation for now.  */
      objmatrix[0][3] = objmatrix[1][3] = objmatrix[2][3] = 0.0;
      objmatrix[3][0] = objmatrix[3][1] = objmatrix[3][2] = 0.0;
      objmatrix[3][3] = 1.0;

      /*printf ("Got matrix:\n");
      printf ("[ %f %f %f %f ]\n", objmatrix[0][0], objmatrix[0][1],
				   objmatrix[0][2], objmatrix[0][3]);
      printf ("[ %f %f %f %f ]\n", objmatrix[1][0], objmatrix[1][1],
				   objmatrix[1][2], objmatrix[1][3]);
      printf ("[ %f %f %f %f ]\n", objmatrix[2][0], objmatrix[2][1],
				   objmatrix[2][2], objmatrix[2][3]);
      printf ("[ %f %f %f %f ]\n", objmatrix[3][0], objmatrix[3][1],
				   objmatrix[3][2], objmatrix[3][3]);*/

      /* Do these all in one go.  */
      mat_load ((matrix_t *) &objmatrix[0][0]);

      /* Note: mat_transform is only for 3D->2D (perspective)
         transformations!  This won't be quite as quick, most likely.  */
      for (faces = 0; faces < 6; faces++)
        {
	  GLfloat x = face_normals[faces][0];
	  GLfloat y = face_normals[faces][1];
	  GLfloat z = face_normals[faces][2];
	  GLfloat w = 1.0;
	  mat_trans_nodiv (x, y, z, w);
	  transformed_normals[faces][0] = x;
	  transformed_normals[faces][1] = y;
	  transformed_normals[faces][2] = z;

	  x = face_orient[faces][0];
	  y = face_orient[faces][1];
	  z = face_orient[faces][2];
	  w = 1.0;
	  mat_trans_nodiv (x, y, z, w);
	  transformed_orient[faces][0] = x;
	  transformed_orient[faces][1] = y;
	  transformed_orient[faces][2] = z;
	}
      glKosMatrixDirty ();

      glDisable (GL_KOS_OFFSET_COLOR);
      glBindTexture (GL_TEXTURE_2D, texture[0]);
      glDisable (GL_TEXTURE_2D);
      //glBlendFunc (GL_DST_COLOR, GL_ZERO);
      glBlendFunc (GL_ONE, GL_ZERO);

      for (faces = 0; faces < 6; faces++)
        {
	  int strip;
	  	  
	  glBegin (GL_TRIANGLE_STRIP);

	  glColor4ub (colour[faces][0], colour[faces][1], colour[faces][2],
		      colour[faces][3]);

	  for (strip = 0; strip < 4; strip++)
	    {
	      glTexCoord2fv (texcoords[strip]);
	      glVertex3fv (points[tristrips[faces][strip]]);
	    }
	  
	  glEnd ();
	}

      /* Finish opaque list, start transparent list.  */
      glKosFinishList ();

      glBindTexture (GL_TEXTURE_2D, texture[1]);
      glEnable (GL_TEXTURE_2D);
      glEnable (GL_KOS_OFFSET_COLOR);
      glBlendFunc (GL_ZERO, GL_SRC_ALPHA);
      
      for (faces = 0; faces < 6; faces++)
        {
	  int strip, over_pi, over_2pi;
	  GLfloat s_dot_n, f[3], d[3], t, q;
	  GLfloat d_cross_r[3], dxr_len, d_len;

	  s_dot_n = vec_dot (&transformed_normals[faces][0],
			     &light_position[0]);
	  /* Elevation (T) angle:
	     s.n = |s| |n| cos T
	     T = acos (s.n / (|s| * |n|))
	     |s| and |n| are both 1.  */
	  t = M_PI / 2 - acosf (s_dot_n);
	  
	  if (t < 0)
	    t = 0;
	  
	  /* Rotation (Q) angle:
	     d x r = (|d| |r| sin Q) n
	     |d x r| / (|d| |r|) = sin Q.  */
	  vec_scale (&f[0], &transformed_normals[faces][0], s_dot_n);
	  vec_sub (&d[0], &light_position[0], &f[0]);
	  vec_cross (&d_cross_r[0], &d[0], &transformed_orient[faces][0]);
	  dxr_len = vec_length (&d_cross_r[0]);
	  d_len = vec_length (&d[0]);
	  q = asinf (dxr_len / d_len);
	  
	  over_pi = vec_dot (&d[0], &transformed_orient[faces][0]) < 0;
	  if (over_pi)
	    q = M_PI - q;

	  over_2pi
	    = vec_dot (&d_cross_r[0], &transformed_normals[faces][0]) < 0;
	  if (over_2pi)
	    q = 2 * M_PI - q;

	  /*printf ("length of n: %f\n",
		 length (&transformed_normals[faces][0]));
	  printf ("%d: [ %f %f %f ]\n", faces, transformed_normals[faces][0],
	    transformed_normals[faces][1], transformed_normals[faces][2]);

	  printf ("length of r: %f\n", length (&transformed_orient[faces][0]));
	  printf ("%d: [ %f %f %f ]\n", faces, transformed_orient[faces][0],
	    transformed_orient[faces][1], transformed_orient[faces][2]);*/

	  glBegin (GL_TRIANGLE_STRIP);

	  set_bump_direction (t, 2 * M_PI - q, 1.0);
	  glColor4ub (255, 255, 255, 255);

	  for (strip = 0; strip < 4; strip++)
	    {
	      glTexCoord2fv (texcoords[strip]);
	      glVertex3fv (points[tristrips[faces][strip]]);
	    }

	  glEnd ();
	}

      /* Finish opaque polygon list, start translucent polygon list.  */
     /* glKosFinishList ();*/

      glPopMatrix ();
                  
      glKosFinishFrame ();
    }

  glKosShutdown ();
  
  pvr_shutdown ();
  
  vid_shutdown ();
  
  return 0;
}
Ejemplo n.º 5
0
int main(int argc, char **argv) {

    /* Controller Stuff */
    maple_device_t * dev;
    cont_state_t * state;

    Model *pModel = NULL;	// Holds The Model Data
    float  yrot = 0.0f;		// Y Rotation

    /* vector_t defined in C:\cygwin\usr\local\dc\kos\kos\addons\include\kos\vector.h */
    /* Holds 3 floats */
    vector_t eye = {75.0f, 75.0f, 75.0f};
    vector_t center = {0.0f, 0.0f, 0.0f};
    vector_t up = {0.0f, 1.0f, 0.0f};

    /* Init PVR API */
    if (pvr_init(&params) < 0)
        return -1;

    printControls();

    /* Sets the background color to black */
    pvr_set_bg_color(0.0f, 0.0f, 0.0f);

    /* Load the model */
    pModel = new MilkshapeModel();
    if ( pModel->loadModelData( "/rd/model.ms3d" ) == false )		// Loads The Model And Checks For Errors
    {
        printf("Couldn't load the model data /rd/model.ms3d \n");
        return 0;													// If Model Didn't Load Quit
    }

    // GET SOME 3D GOING!!
    plx_mat3d_init();                    /* Clear internal to an identity matrix */
    plx_mat3d_mode(PLX_MAT_PROJECTION);  /** Projection (frustum, screenview) matrix */
    plx_mat3d_identity();                /** Load an identity matrix */
    plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 1000.0f);  // (float angle, float aspect, float znear, float zfar);
    plx_mat3d_mode(PLX_MAT_MODELVIEW);   /** Modelview (rotate, scale) matrix */

    pModel->reloadTextures();	// Loads Model Textures

    while(1) {

        /* Check key status */
        dev = maple_enum_dev(0, 0);
        if(dev == NULL) {
            printf("Error: Could not find controller in first port.\n");
            break;
        }
        state = (cont_state_t *)maple_dev_status(dev);
        if (state->buttons & CONT_START) {
            break;           // exit the program
        }

        pvr_wait_ready();
        pvr_scene_begin();
        pvr_list_begin(PVR_LIST_OP_POLY);

        plx_mat3d_identity();
        plx_mat3d_lookat(&eye,&center,&up);  /* Do a camera "look at" */
        plx_mat3d_rotate(yrot, 0.0f, 1.0f, 0.0f);  /* Rotate the model by 'yrot' degrees on the Y-Axis */

        /* Clear internal to an identity matrix */
        plx_mat_identity();

        /* "Apply" all matrices */
        plx_mat3d_apply_all();

        /* Draw the Model */
        pModel->draw();

        pvr_scene_finish();

        yrot += 1.0f;	// Increase the 'yrot' angle
    }
    // Clean Up!!!
    pModel->destroyModel();

    return 0;
}
Ejemplo n.º 6
0
int main(int argc, char **argv) {
    
    /* Controller Stuff */
    maple_device_t * dev;
    cont_state_t * state;
    
    int x, y;
    float xrot = 0;	/* X Rotation */
    float yrot = 0;	/* Y Rotation */
    float zrot = 0;	/* Z Rotation */
    float points[45][45][3];    // The Array For The Points On The Grid Of Our "Wave"
    int wiggle_count = 0;		// Counter Used To Control How Fast Flag Waves
    float hold;					// Temporarily Holds A Floating Point Value
    
    uint32 color = plx_pack_color(1.0f, 1.0f, 1.0f, 1.0f);  // Pure white color.  Used for images to keep original color
    plx_texture_t *a_texture;  // Storage for 1 texture
    
    float float_x, float_y, float_xb, float_yb;       // loop counters.
    
	/* Init PVR API */
	if (pvr_init(&params) < 0)
		return -1;

    printControls();

    /* Sets the background color to blue */
	pvr_set_bg_color(0.0f, 0.0f, 1.0f);
	
	/* Load the texture */
	a_texture = plx_txr_load("/rd/tim.png", 0, PVR_TXRLOAD_16BPP);
	
	plx_cxt_init();                  // Initialize the plx context system
	plx_cxt_texture(a_texture);      // Texture 'a_texture' will be used with the context system 
    plx_cxt_culling(PLX_CULL_NONE);  // No culling
	
	// GET SOME 3D GOING!!
	plx_mat3d_init();                    /* Clear internal to an identity matrix */
	plx_mat3d_mode(PLX_MAT_PROJECTION);  /** Projection (frustum, screenview) matrix */
	plx_mat3d_identity();                /** Load an identity matrix */
	plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);  // (float angle, float aspect, float znear, float zfar);
	plx_mat3d_mode(PLX_MAT_MODELVIEW);   /** Modelview (rotate, scale) matrix */
	
	for(float_x = 0.0f; float_x < 9.0f; float_x +=  0.2f )	{
	    for(float_y = 0.0f; float_y < 9.0f; float_y += 0.2f)		{
	        points[ (int) (float_x*5) ][ (int) (float_y*5) ][0] = float_x - 4.4f;
	        points[ (int) (float_x*5) ][ (int) (float_y*5) ][1] = float_y - 4.4f;
	        points[ (int) (float_x*5) ][ (int) (float_y*5) ][2] = (float) (fsin( ( (float_x*5*8)/360 ) * 3.14159 * 2));
	    }
    }
	
	while(1) {
        
        // Check for the user pressing START
		dev = maple_enum_dev(0, 0);
		if(dev == NULL) {
            printf("Error: Could not find controller in first port.\n");
            break;
        }
	    state = (cont_state_t *)maple_dev_status(dev);
	    if (state->buttons & CONT_START) {
		    break;           // exit the program
        }          
		
		pvr_wait_ready();
		pvr_scene_begin();
		pvr_list_begin(PVR_LIST_OP_POLY);
     	
		// Submit the context
		plx_cxt_send(PVR_LIST_OP_POLY);     // Submit the Header for PVR_LIST_OP_POLY 
		
        // DRAW THE BOX	
        plx_mat3d_identity();
	    plx_mat3d_translate(0.0f, 0.0f, -12.0f);  // Move 12 units into the screen
	    plx_mat3d_rotate(xrot, 1.0f, 0.0f, 0.0f); // Rotate the Wavy texture angle 'xrot' on the X axis  
	    plx_mat3d_rotate(yrot, 0.0f, 1.0f, 0.0f); // Rotate the Wavy texture angle 'yrot' on the Y axis  
	    plx_mat3d_rotate(zrot, 0.0f, 0.0f, 1.0f); // Rotate the Wavy texture angle 'zrot' on the Z axis  
	    
	    /* Clear internal to an identity matrix */
	    plx_mat_identity();
	    
    	/* "Applying" all matrixs: multiply a matrix onto the "internal" one */
        plx_mat3d_apply_all();
	    
        // Draw each section of the image
    	for (x = 0; x < 44; x++) {
	        for (y = 0; y < 44; y++) {
	            float_x  = (float) (x)/44;
	            float_y  = (float) (y)/44;
	            float_xb = (float) (x+1)/44;
	            float_yb = (float) (y+1)/44;
             
                plx_vert_ifpm3(PLX_VERT, points[x][y+1][0], points[x][y+1][1], points[x][y+1][2], color, float_x, float_yb);         
                plx_vert_ifpm3(PLX_VERT, points[x][y][0], points[x][y][1], points[x][y][2], color, float_x, float_y);                
                plx_vert_ifpm3(PLX_VERT, points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2], color, float_xb, float_yb);  
                plx_vert_ifpm3(PLX_VERT_EOS, points[x+1][y][0], points[x+1][y][1], points[x+1][y][2], color, float_xb, float_y);     
	        }
        }

		pvr_scene_finish();
        
        
        if (wiggle_count == 2) {            // Used To Slow Down The Wave (Every 2nd Frame Only)
	        for( y = 0; y < 45; y++ )		// Loop Through The Y Plane
		    {
			    hold = points[0][y][2];		// Store Current Value One Left Side Of Wave
			    for( x = 0; x < 44; x++)	// Loop Through The X Plane
			    {
				    // Current Wave Value Equals Value To The Right
				    points[x][y][2] = points[x+1][y][2];
			    }
			    points[44][y][2] = hold;	// Last Value Becomes The Far Left Stored Value
		    }
		    wiggle_count = 0;				// Set Counter Back To Zero
    	}
	    wiggle_count++;						// Increase The Counter

        xrot += 0.3f;  // Increase the Wavy Texture's angle(x-axis) rotation
        yrot += 0.2f;  // Increase the Wavy Texture's angle(y-axis) rotation
        zrot += 0.4f;  // Increase the Wavy Texture's angle(z-axis) rotation
    }
    // Clean up!!!
    plx_txr_destroy(a_texture);
    
	return 0;
}
Ejemplo n.º 7
0
int main(int argc, char **argv) {
    
    /* Controller Stuff */
    maple_device_t * dev;
    cont_state_t * state;
    int xp = 0;    // False (True or False: Pressed X button last) Toggles Filtering
    int yp = 0;    // False (True or False: Pressed Y button last) Toggles Transparency
    int blend = 0; // blending on/off
    
    float x_m, y_m, z_m, u_m, v_m;
    float xtrans, ztrans, ytrans;
    float sceneroty;
    int numtriangles;
    
    int filter = 0;   // texture filtering method to use (NONE or BILINEAR)
    uint32 color = plx_pack_color(0.5f, 1.0f, 1.0f, 1.0f);

	/* Init PVR API */
	if (pvr_init(&params) < 0)
		return -1;
		
	printControls();	
    
    /* Sets the background color to black */
	pvr_set_bg_color(0.0f, 0.0f, 0.0f);

	/* load our world from romdisk */
    SetupWorld();
	
	/* Load the textures */
	textures[0] = plx_txr_load("/rd/mud.png", 0, PVR_TXRLOAD_16BPP | PVR_TXRLOAD_INVERT_Y);  
	textures[1] = plx_txr_load("/rd/mud.png", 0, PVR_TXRLOAD_16BPP | PVR_TXRLOAD_INVERT_Y);  

	plx_cxt_init();                 // Initialize the plx context system
    plx_cxt_culling(PLX_CULL_NONE); // No culling
	
	// GET SOME 3D GOING!!
	plx_mat3d_init();                    /* Clear internal to an identity matrix */
	plx_mat3d_mode(PLX_MAT_PROJECTION);  /** Projection (frustum, screenview) matrix */
	plx_mat3d_identity();                /** Load an identity matrix */
	plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);  // (float angle, float aspect, float znear, float zfar);
	plx_mat3d_mode(PLX_MAT_MODELVIEW);   /** Modelview (rotate, scale) matrix */
	
	/* Set the filters for each texture */
	plx_txr_setfilter(textures[0], PLX_FILTER_NONE);
	plx_txr_setfilter(textures[1], PLX_FILTER_BILINEAR);
	
	while(1) {
             
        /* Check key status */
		dev = maple_enum_dev(0, 0);
	    if(dev == NULL) {
            printf("Error: Could not find controller in first port.\n");
            break;
        }
        state = (cont_state_t *)maple_dev_status(dev);
	    if (state->buttons & CONT_START) {
            break;           // exit the program
        }   
        if (state->buttons & CONT_X && !xp) {
            xp = 1;           
            filter += 1;     // Toggle Filter 
            if (filter > 1)
                filter = 0;
        } 
        if (!(state->buttons & CONT_X)) {
            xp = 0;
        }
        if (state->buttons & CONT_Y && !yp) {
            yp = 1;
            blend = !blend;  // Toggle Blending
        } 
        if (!(state->buttons & CONT_Y)) {
            yp = 0;
        }
        if (state->buttons & CONT_A) {
            lookupdown -= 1.0f;  // look up
        } 
        if (state->buttons & CONT_B) {
            lookupdown += 1.0f;  // look down
        } 
        if (state->buttons & CONT_DPAD_UP) {
            xpos -= fsin(yrot*piover180) * 0.05f;  // moves you forward(bobbing head)
            zpos -= fcos(yrot*piover180) * 0.05f;	
            if (walkbiasangle >= 359.0f) {
                walkbiasangle = 0.0f;	
            } else {
                walkbiasangle += 10.0f;
            }
            walkbias = fsin(walkbiasangle * piover180)/20.0f;
        } 
        if (state->buttons & CONT_DPAD_DOWN) {
            xpos += fsin(yrot*piover180) * 0.05f;  // moves you backward(bobbing head)
            zpos += fcos(yrot*piover180) * 0.05f;	
            if (walkbiasangle <= 1.0f) {
                walkbiasangle = 359.0f;	
            } else {
                walkbiasangle -= 10.0f;
            }
            walkbias = fsin(walkbiasangle * piover180)/20.0f;
        }   
        if (state->buttons & CONT_DPAD_LEFT) {
            yrot += 1.5f;    // Turn Left
        } 
        if (state->buttons & CONT_DPAD_RIGHT) {
            yrot -= 1.5f;	  // Turn Right   
        }         
                 
		pvr_wait_ready();
		pvr_scene_begin();
		
	    if(blend) {
		    pvr_list_begin(PVR_LIST_TR_POLY);
		    plx_cxt_send(PVR_LIST_TR_POLY);     // Submit the Header for PVR_LIST_TR_POLY
        } else {
            pvr_list_begin(PVR_LIST_OP_POLY);
		    plx_cxt_send(PVR_LIST_OP_POLY);     // Submit the Header for PVR_LIST_OP_POLY 
        }
		
		/* Select texture according to filter */
		plx_cxt_texture(textures[filter]);
		
	    xtrans = -xpos;   // Used For Player Translation On The X Axis    
        ztrans = -zpos;   // Used For Player Translation On The Z Axis
        ytrans = -walkbias - 0.25f;  // Used For Bouncing Motion Up And Down
        sceneroty = 360.0f - yrot;   // 360 Degree Angle For Player Direction
        
        plx_mat3d_identity();                                           
        plx_mat3d_rotate(lookupdown, 1.0f, 0.0f, 0.0f); // Rotate Up And Down To Look Up And Down             
        plx_mat3d_rotate(sceneroty, 0.0f, 1.0f, 0.0f);  // Rotate Depending On Direction Player Is Facing 
        plx_mat3d_translate(xtrans, ytrans, ztrans);    // Translate The Scene Based On Player Position          
	    
        /* Clear internal to an identity matrix */
        plx_mat_identity();
	    
	    /* "Applying" all matrixs: multiply a matrix onto the "internal" one */
        plx_mat3d_apply_all();
		    
		numtriangles = sector1.numtriangles;    
	
        for (loop = 0; loop < numtriangles; loop++) {        // loop through all the triangles
 
	        // Vertex 1
	        x_m = sector1.triangle[loop].vertex[0].x;
	        y_m = sector1.triangle[loop].vertex[0].y;
	        z_m = sector1.triangle[loop].vertex[0].z;
	        u_m = sector1.triangle[loop].vertex[0].u;
	        v_m = sector1.triangle[loop].vertex[0].v;
	        plx_vert_ifpm3(PLX_VERT, x_m, y_m, z_m, color, u_m, v_m);
	        
	        // Vertex 2
	        x_m = sector1.triangle[loop].vertex[1].x;
	        y_m = sector1.triangle[loop].vertex[1].y;
	        z_m = sector1.triangle[loop].vertex[1].z;
	        u_m = sector1.triangle[loop].vertex[1].u;
	        v_m = sector1.triangle[loop].vertex[1].v;
	        plx_vert_ifpm3(PLX_VERT, x_m, y_m, z_m, color, u_m, v_m);
	        
	         // Vertex 3
	        x_m = sector1.triangle[loop].vertex[2].x;
	        y_m = sector1.triangle[loop].vertex[2].y;
	        z_m = sector1.triangle[loop].vertex[2].z;
	        u_m = sector1.triangle[loop].vertex[2].u;
	        v_m = sector1.triangle[loop].vertex[2].v;
	        plx_vert_ifpm3(PLX_VERT_EOS, x_m, y_m, z_m, color, u_m, v_m);
	        
        }
        pvr_scene_finish();      
    }
    // Clean up!!!
    free(sector1.triangle);
    plx_txr_destroy(textures[0]);
    plx_txr_destroy(textures[1]);
    
	return 0;
}