Example #1
0
static void renderScene(void)
{

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    gluLookAt(C.eye[0],C.eye[1],C.eye[2],
              C.center[0],C.center[1],C.center[2],
              C.up[0],C.up[1],C.up[2]);

    glRotatef32i(angle,inttov16(0),inttov16(1),inttov16(0));

    switch(selectedModel)
    {
        case DRAGON:
            DRAW_MODEL(dragon);
        break;
        case GISELE:
            DRAW_MODEL(gisele);
        break;
        case BOX:
            DRAW_MODEL(box);
        break;
        case TEAPOT:
            DRAW_MODEL(teapot);
        break;
        case SPIDER:
            DRAW_MODEL(spider);
        break;
        case WU:
            DRAW_MODEL(wu);
        break;
    }

}
Example #2
0
int main()
{

	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 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);

	//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)
	{
		glPushMatrix();

		//move it away from the camera
		glTranslatef32(0, 0, floattof32(-1));

		glRotateX(rotateX);
		glRotateY(rotateY);


		glMatrixMode(GL_MODELVIEW);



		//not a real gl function and will likely change
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);

		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;

		//draw the obj
		glBegin(GL_QUAD);

			glColor3b(255,0,0);
			glVertex3v16(inttov16(-1),inttov16(-1),0);

			glColor3b(0,255,0);
			glVertex3v16(inttov16(1), inttov16(-1), 0);

			glColor3b(0,0,255);
			glVertex3v16(inttov16(1), inttov16(1), 0);

			glColor3b(255,0,255);
			glVertex3v16(inttov16(-1), inttov16(1), 0);

		glEnd();

		glPopMatrix(1);

		glFlush(0);

		swiWaitForVBlank();

		if(keys & KEY_START) break;
	}

	return 0;
}//end main
Example #3
0
int main()
{	
    struct touchPosition pos;
	float rotateX = 0.0;
	float rotateY = 0.0;

	powerON(POWER_ALL);
    consoleDemoInit();

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

	//irqs are nice
	irqInit();
	irqEnable(IRQ_VBLANK);
    
	// 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);
    
	//any floating point gl call is being converted to fixed prior to being implemented
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(35, 256.0 / 192.0, 0.1, 100);
	
	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)		
	{
        float px, py;
        
    	pos = touchReadXY();
        px = pos.px;
        py = pos.py;

        px = (px * 5) / 256;
        py = (py * 3) / 192;

        px -= 2.5;
        py -= 1.5;

		glPushMatrix();

		//move it away from the camera
		glTranslate3f32(0, 0, floattof32(-1));

		glRotateX(rotateX);
		glRotateY(rotateY);

		glMatrixMode(GL_MODELVIEW);

		//not a real gl function and will likely change
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
        
		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;
        
		//draw the obj
		glBegin(GL_TRIANGLE);
			
			glColor3b(255,0,0);
			glVertex3v16(inttov16(-1),inttov16(-1),0);

			glColor3b(0,255,0);
			glVertex3v16(inttov16(1), inttov16(-1), 0);

			glColor3b(0,0,255);
			glVertex3v16(inttov16(0), inttov16(1), 0);
			
		glEnd();

        glLoadIdentity();
        glTranslatef(px,-py,-3.0);
        glBegin(GL_TRIANGLE);
            glVertex3f( 0.0, 1.0, 0.0);
            glVertex3f(-1.0,-1.0, 0.0);
            glVertex3f( 1.0,-1.0, 0.0);
        glEnd();

		glPopMatrix(1);

		glFlush(0);
		swiWaitForVBlank();
	}

	return 0;
}//end main