static int NDS_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode)
{
	display->driverdata = mode->driverdata;

#ifdef USE_HW_RENDERER

	videoSetMode(MODE_5_3D);
	videoSetModeSub(MODE_5_2D);

	/* initialize gl2d */
	glScreen2D();
	
    vramSetBankA(VRAM_A_TEXTURE);
	vramSetBankB(VRAM_B_TEXTURE );
    vramSetBankC(VRAM_C_SUB_BG_0x06200000);
	vramSetBankE(VRAM_E_TEX_PALETTE);

    powerOn(POWER_ALL_2D);

    irqInit();
    irqEnable(IRQ_VBLANK);

    // sub sprites hold the bottom image when 3D directed to top
    initSubSprites();
 
    // sub background holds the top image when 3D directed to bottom
    bgInitSub(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
#else

	/* Select mode 5 for both screens. Can do Extended Rotation
	 * Background on both (BG 2 and 3). */
	videoSetMode(MODE_5_2D);
	videoSetModeSub(MODE_5_2D);

    vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
	vramSetBankB(VRAM_B_TEXTURE );
    vramSetBankC(VRAM_C_SUB_BG_0x06200000);
	vramSetBankE(VRAM_E_TEX_PALETTE);

    powerOn(POWER_ALL_2D);

    irqInit();
    irqEnable(IRQ_VBLANK);

#endif

    return 0;
}
Example #2
0
Graphics::Graphics(void) {
	//irqInit(); 
	//irqSet(IRQ_VBLANK, 0); 
	setColor(RGB15(20,31,10) | (1<<15));
			 
	videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE);
	//videoSetModeSub(MODE_2_2D | DISPLAY_BG3_ACTIVE);
			
	vramSetBankA(VRAM_A_MAIN_BG);
	vramSetBankB(VRAM_B_MAIN_BG);
	//vramSetBankC(VRAM_C_SUB_BG);
			
			
	REG_BG3CNT = BG_BMP16_256x256 | BG_BMP_BASE(0);
	REG_BG3PA  = 1 << 8;
	REG_BG3PB  = 0;
	REG_BG3PC  = 0;
	REG_BG3PD  = 1 << 8;
	videoRam   = BG_BMP_RAM(0);
			
			
	//REG_BG3CNT_SUB = BG_BMP16_256x256 | BG_BMP_BASE(0);
	//REG_BG3PA_SUB = 1<< 8;
	//REG_BG3PB_SUB = 0;
	//REG_BG3PC_SUB = 0;
	//REG_BG3PD_SUB = 1 << 8;
	//memClone   = BG_BMP_RAM_SUB(2);
}
Example #3
0
void init_displays()
{
	videoSetMode(MODE_5_2D);
	videoSetModeSub(MODE_0_2D);

	vramSetBankA(VRAM_A_MAIN_BG);
	vramSetBankB(VRAM_B_MAIN_BG);

	lcdMainOnBottom();
}
Example #4
0
	void Game::initVram()
	{
		videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE |
			DISPLAY_SPR_ACTIVE | DISPLAY_SPR_1D_LAYOUT);
		vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
		vramSetBankB(VRAM_B_MAIN_SPRITE_0x06400000);
		videoSetModeSub(MODE_5_2D | DISPLAY_BG3_ACTIVE|
			DISPLAY_SPR_ACTIVE | DISPLAY_SPR_1D_LAYOUT);
		vramSetBankC(VRAM_C_SUB_BG_0x06200000);
		vramSetBankD(VRAM_D_SUB_SPRITE);
	}
Example #5
0
/*
	Screen_Init

	Mode 5 gives us 2 text backgrounds 0-1 (tiled mode) and
	2 extended rotation backgrounds 2-3. (linear fb)

	Also we need to map 2 banks of vram so we have enough space for
	our 512x512 surface.
*/
LOCALFUNC blnr Screen_Init(void)
{
	videoSetMode(MODE_5_2D);
	vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
	vramSetBankB(VRAM_B_MAIN_BG_0x06020000);

	Display_bg2_Main = bgInit(2, BgType_Bmp8, BgSize_B8_512x512, 0, 0);

	BG_PALETTE[0] = RGB15(31, 31, 31);
	BG_PALETTE[1] = RGB15(0, 0, 0);

	return trueblnr;
}
Example #6
0
static void NDS_VideoQuit(_THIS)
{
    videoSetMode(DISPLAY_SCREEN_OFF);
    videoSetModeSub(DISPLAY_SCREEN_OFF);
    vramSetBankA(VRAM_A_LCD);
    vramSetBankB(VRAM_B_LCD);
    vramSetBankC(VRAM_C_LCD);
    vramSetBankD(VRAM_D_LCD);
    vramSetBankE(VRAM_E_LCD);
    vramSetBankF(VRAM_F_LCD);
    vramSetBankG(VRAM_G_LCD);
    vramSetBankH(VRAM_H_LCD);
    vramSetBankI(VRAM_I_LCD);
}
Example #7
0
	void initMemory() {
		// Setup video mode for Main: 3D | Text | Text | Text
		videoSetMode(MODE_5_3D);
		// Setup video mode for Sub: Text | Text | Rotation | Rotation
		videoSetModeSub(MODE_5_2D);
		//Setup Memory Banks
		vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
		vramSetBankB(VRAM_B_MAIN_SPRITE_0x06400000);
		vramSetBankC(VRAM_C_SUB_BG_0x06200000);
		vramSetBankD(VRAM_D_TEXTURE);

		// Set Main screen on bottom
		REG_POWERCNT &= ~POWER_SWAP_LCDS;
	}
Example #8
0
void Hardware::init() {

#ifndef USING_SDL

	powerOn(POWER_ALL_2D);

	videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE);
	videoSetModeSub(MODE_5_2D | DISPLAY_BG3_ACTIVE);

	vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
	vramSetBankB(VRAM_B_MAIN_BG_0x06020000);
	vramSetBankC(VRAM_C_SUB_BG);

	// Initialise backgrounds
	bgInit(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
	bgInitSub(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);

	_topBuffer = new FrameBuffer((u16*)BG_BMP_RAM(0), SCREEN_WIDTH, SCREEN_HEIGHT);
	_bottomBuffer = new FrameBuffer((u16*)BG_BMP_RAM_SUB(0), SCREEN_WIDTH, SCREEN_HEIGHT);

#else

	Uint32 initflags = SDL_INIT_VIDEO;

	// Initialize the SDL library
	if (SDL_Init(initflags) < 0) {
		fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
		exit(1);
	}

	// Set video mode
    _window = SDL_CreateWindow("EarthShaker", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT * 2, 0);
    _renderer = SDL_CreateRenderer(_window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
    SDL_SetRenderDrawColor(_renderer, 0, 0, 0, 255);
    SDL_RenderClear(_renderer);
    SDL_RenderPresent(_renderer);

    _texture = SDL_CreateTexture(_renderer, SDL_PIXELFORMAT_ABGR1555, SDL_TEXTUREACCESS_STREAMING, SCREEN_WIDTH, SCREEN_HEIGHT * 2);

    _topBitmap = new u16[SCREEN_WIDTH * SCREEN_HEIGHT];
    _bottomBitmap = new u16[SCREEN_WIDTH * SCREEN_HEIGHT];

	_topBuffer = new FrameBuffer(_topBitmap, SCREEN_WIDTH, SCREEN_HEIGHT);
	_bottomBuffer = new FrameBuffer(_bottomBitmap, SCREEN_WIDTH, SCREEN_HEIGHT);

#endif

	_topGfx = _topBuffer->newGraphics();
	_bottomGfx = _bottomBuffer->newGraphics();
}
Example #9
0
int main(void)  {
	int i;
	int memUsageTemp = 0xFFFFFFFF;

	videoSetMode(MODE_0_2D);
	videoSetModeSub(MODE_0_2D);
	vramSetBankA(VRAM_A_MAIN_SPRITE);
	vramSetBankB(VRAM_B_MAIN_SPRITE);
	vramSetBankD(VRAM_D_SUB_SPRITE);

	consoleDemoInit();
//	consoleDebugInit(DebugDevice_NOCASH); //send stderr to no$gba debug window

	//api: initialize OAM to 1D mapping with XX byte offsets and no external palette
	oamInit(oam, SpriteMapping_1D_128, false);

	//create some sprites
	for(i = 0; i < SPRITE_MAX; i++)
		randomSprite(&sprites[i]);

	//load a randomly colored palette
	for(i = 0; i < 256; i++) {
      SPRITE_PALETTE[i] = rand();
      SPRITE_PALETTE_SUB[i] = rand();
	}

	while(1) { 
		moveSprites();

		updateSprites();

		swiWaitForVBlank();
		
		//api: updates real oam memory 
		oamUpdate(oam);

		if(oom) {	
			memUsageTemp = memUsageTemp > spriteMemoryUsage ? spriteMemoryUsage : memUsageTemp;
    	}	

		consoleClear();
		
		printf("Memory usage: %i %i%% \n",  spriteMemoryUsage, 100 * spriteMemoryUsage / (spriteMemSize));
		printf("Percentage fail: %i%% \n", oomCount * 100 / allocationCount);
		printf("Lowest Usage at fail %i %i%% \n", memUsageTemp, 100 * memUsageTemp / (spriteMemSize));				
	}

	return 0;
}
Example #10
0
void initVideo() {
	// initialize VRAM banks
	vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
	vramSetBankB(VRAM_B_MAIN_SPRITE_0x06400000);
	vramSetBankC(VRAM_C_SUB_BG_0x06200000);
	vramSetBankD(VRAM_D_SUB_SPRITE);
	vramSetBankE(VRAM_E_LCD);
	vramSetBankF(VRAM_F_LCD);
	vramSetBankG(VRAM_G_LCD);
	vramSetBankH(VRAM_H_LCD);
	vramSetBankI(VRAM_I_LCD);
	
	// set video modes
	videoSetMode(MODE_5_2D);
	videoSetModeSub(MODE_5_2D);
}
Example #11
0
File: fb.c Project: epicsdeb/rtems
rtems_device_driver
frame_buffer_open (rtems_device_major_number major,
           rtems_device_minor_number minor, void *arg)
{
   printk ("[#] entering graphic mode on fb%d\n", minor);
   if (!minor) {
      videoSetMode (MODE_FB0);
      vramSetBankA (VRAM_A_LCD);
      memset ((void *)fb_fix_info.smem_start, 0, fb_fix_info.smem_len);
   } else {
      videoSetModeSub (MODE_FB0);
      vramSetBankB (VRAM_B_LCD);
      memset ((void *)fb_fix_info2.smem_start, 0, fb_fix_info2.smem_len);
    }
  return RTEMS_SUCCESSFUL;
}
Example #12
0
bool videoStart(const char* file)
{
	vramSetBankB(VRAM_B_LCD);
	vramSetBankC(VRAM_C_LCD);
//	videoSetMode(MODE_FB1);

	if(videoPlaying) return false;
	
	videoFile = fopen(file, "rb");
	if (videoFile == NULL) return false;

	timerStart(3, ClockDivider_256, TIMER_FREQ_256(20), videoTick);
	videoFrames = 0;
	videoPlaying = true;
	vramBank = false;
	return true;
}
Example #13
0
void TunnelPartInit(void)
{
	T_Mesh* mesh;
	int i;
	
	/* 
	 * Initialisation vidéo
	 */ 
	/* Modes video */
	videoSetMode(MODE_5_3D);
	videoSetModeSub(MODE_5_2D);
	lcdMainOnBottom();
	
	vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
	vramSetBankB(VRAM_B_MAIN_BG_0x06020000);
	vramSetBankC(VRAM_C_SUB_BG_0x06200000);
	vramSetBankD(VRAM_D_TEXTURE_SLOT3);
	
	videoBgEnable(DISPLAY_BG0_ACTIVE | DISPLAY_BG2_ACTIVE);
	videoBgEnableSub(DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE);
	
	/* Le BG qui servira pour le tunnel */
	TunnelBgId = bgInitSub(2, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
	TunnelBgPixels = (u16*)bgGetGfxPtr(TunnelBgId);
	bgSetPriority(TunnelBgId, 2); /* Le tunnel en fond */

	/* L'avant plan de l'éléphant */	
	FrontLayerId = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 8, 0);
	FrontLayerPixels = (u8*)bgGetGfxPtr(FrontLayerId);
	bgSetPriority(FrontLayerId, 0); /* En avant plan */
	decompress(bouleBitmap, FrontLayerPixels, LZ77Vram);
	decompress(boulePal, BG_PALETTE, LZ77Vram); 
	
	bgSetPriority(0, 1); /* La 3D entre les deux */
	
	
	/* Initialisation de la 3D */
    Init3DEngine();
    
	TunnelFxInit(TunnelBgPixels);
	        
    mesh = CreateMesh();
    mesh->display_list = DiscoElephant_mesh;
    mesh->alpha = 31;
    mesh->texturing = TRUE;
    mesh->lighting = TRUE;
    DiscoElephant = CreateObj3D(mesh);
    Scene = CreateScene();
    AddObject(Scene, DiscoElephant);
    
    Scene->lights[0] = CreateLight(floattov10(0), floattov10(0), floattov10(-1), RGB15(16, 0, 01), TRUE);
    Scene->lights[1] = CreateLight(floattov10(0), floattov10(0), floattov10(-1), RGB15(0, 16, 0), TRUE);
    Scene->lights[2] = CreateLight(floattov10(0), floattov10(0), floattov10(-1), RGB15(0, 0, 16), TRUE);
    Scene->lights[3] = CreateLight(floattov10(0), floattov10(0), floattov10(-1), RGB15(16, 16, 0), TRUE);
    
    glClearColor(0, 0, 0, 0);
    
    flare_tex = CreateTextureFromMemory((u8*)flareBitmap, GL_RGBA, 0, 16, 64, TRUE, LZ77Vram);
    
    for(i=0; i<4; i++) {
    	flares[i] = malloc(sizeof(*flares[i]));
    }
    
    flares[0]->position[0] = 0;
    flares[0]->position[1] = 0;
    flares[0]->position[2] = floattof32(-1);
    flares[0]->poly_alpha = 16;
    flares[0]->color = RGB15(31, 0, 0);
    flares[0]->size = floattov16(0.15f);
    flares[0]->texture_id = flare_tex->id;
    flares[0]->poly_id = 5;
    
    flares[1]->position[0] = 0;
    flares[1]->position[1] = 0;
    flares[1]->position[2] = floattof32(-1);
    flares[1]->poly_alpha = 16;
    flares[1]->color = RGB15(0, 31, 0);
    flares[1]->size = floattov16(0.15f);
    flares[1]->texture_id = flare_tex->id;
    flares[1]->poly_id = 6;
    
    flares[2]->position[0] = 0;
    flares[2]->position[1] = 0;
    flares[2]->position[2] = floattof32(-1);
    flares[2]->poly_alpha = 16;
    flares[2]->color = RGB15(0, 0, 31);
    flares[2]->size = floattov16(0.15f);
    flares[2]->texture_id = flare_tex->id;
    flares[2]->poly_id = 6;
    
    flares[3]->position[0] = 0;
    flares[3]->position[1] = 0;
    flares[3]->position[2] = floattof32(-1);
    flares[3]->poly_alpha = 16;
    flares[3]->color = RGB15(31, 31, 0);
    flares[3]->size = floattov16(0.15f);
    flares[3]->texture_id = flare_tex->id;
    flares[3]->poly_id = 7;
    
    tex = CreateTextureFromMemory((u8*)DiscoElephantBitmap, GL_RGB, 0, 16, 64, TRUE, LZ77Vram);
    DiscoElephant->mesh->texture_id = tex->id;
    DiscoElephant->mesh->texturing = TRUE;
    
	/* Initialisation du fade in depuis le blanc */
	REG_MASTER_BRIGHT = (1<<14);
	REG_MASTER_BRIGHT_SUB = REG_MASTER_BRIGHT;
	
	StartFlash(-1000); // pour éviter un flash à la première seconde
	
	glMaterialf(GL_AMBIENT, RGB15(16,16,16));
    glMaterialf(GL_SPECULAR, BIT(15) | RGB15(31,31,31));
	glMaterialShinyness();
}
Example #14
0
int main(void) {

  consoleDemoInit();

  //videoSetMode(MODE_FB0);
  videoSetMode( MODE_5_2D );
  vramSetBankA(VRAM_A_MAIN_BG);
  vramSetBankB(VRAM_B_MAIN_BG);
  // vramSetBankC(VRAM_C_MAIN_BG);
  // vramSetBankD(VRAM_D_MAIN_BG_0x06040000);
  int bg = bgInit(3, BgType_Bmp8, BgSize_B8_512x512, 0,0);  //vramSetBankA(VRAM_A_LCD);

  lcdMainOnBottom();
  // lcdMainOnTop();

  printf("Video modes configured\n");
  printf("BG ID %d\n", bg);

  if (fatInitDefault())
    printf("FAT initialized\n");
  else
    printf("FAT initialization failed\n");

  AppState state;
  uiOpenNotebook(state);

  // Keyboard *kbd =  keyboardDemoInit();

  Segment * currentSegment = NULL;


  touchPosition touch;

  while (1) {
    scanKeys();
    
    if(keysHeld() & KEY_TOUCH)
      {
	// write the touchscreen coordinates in the touch variable
	touchRead(&touch);
	
	Point screenPoint = Point(touch.px, touch.py);
	Point imagePoint = state.convertScreenToImage(screenPoint);

	if (currentSegment == NULL) {
	  state.currentPage->segments.push_back(Segment());
	  currentSegment = &(state.currentPage->segments[state.currentPage->segments.size()-1]);
	  currentSegment->points.push_back(imagePoint);
	  continue;
	}

	Point lastImagePoint = currentSegment->points[currentSegment->points.size()-1];
	currentSegment->points.push_back(imagePoint);

	Point bufferPoint = state.convertScreenToBuffer(screenPoint);
	Point lastBufferPoint = state.convertImageToBuffer(lastImagePoint);
	drawLine(lastBufferPoint.x, lastBufferPoint.y,  bufferPoint.x, bufferPoint.y, RGB15(31,0,0) | BIT(15));
      }    
    else {
      currentSegment = NULL;
    }
    if (keysDown() & KEY_X) {
      int page = state.lastPage+1;
      while (state.notebook.pages.size() < page+1) {
	state.notebook.pages.push_back(Page());
	printf("New Page created\n");
      }
      state.currentPage = &(state.notebook.pages[page]);
      currentSegment = NULL;

      printf("Display page %d\n", page);

      fillDisplay(RGB15(0,0,0) | BIT(15), page, state);
      drawPage(state.currentPage, RGB15(31,0,0) | BIT(15), state);
    }
    if (keysDown() & KEY_Y) {
      int page = 0;
      if (state.lastPage > 0) {
	page = state.lastPage-1;
      }
      state.currentPage = &(state.notebook.pages[page]);
      currentSegment = NULL;

      printf("Display page %d\n", page);

      fillDisplay(RGB15(0,0,0) | BIT(15), page, state);
      drawPage(state.currentPage, RGB15(31,0,0) | BIT(15), state);
    }
    if (keysDown() & KEY_A) {
      int page = 0;
      std::string fileName = state.notebookName + "/notes.txt";
      state.notebook = loadFile(fileName.c_str());

      state.currentPage = &(state.notebook.pages[page]);
      currentSegment = NULL;

      printf("Display page %d\n", page);

      fillDisplay(RGB15(0,0,0) | BIT(15), page, state);
      drawPage(state.currentPage, RGB15(31,0,0) | BIT(15), state);
    }
    if (keysDown() & KEY_B) {
      std::string fileName = state.notebookName + "/notes.txt";
      saveFile(fileName.c_str(), state.notebook);
    }
    if (keysDown() & KEY_LEFT) {
      state.scroll_x-=50;
      updateCenter(state);
    }
    if (keysDown() & KEY_RIGHT) {
      state.scroll_x+=50;
      updateCenter(state);
    }
    if (keysDown() & KEY_UP) {
      state.scroll_y-=50;
      updateCenter(state);
    }
    if (keysDown() & KEY_DOWN) {
      state.scroll_y+=50;
      updateCenter(state);
    }
    if (keysDown() & KEY_START) {
      uiOpenNotebook(state);
    }

    swiWaitForVBlank();
  }
}
Example #15
0
int main()
{	
	struct timeval tv;
	
	powerON(POWER_ALL);

	//set mode 0, enable BG0 and set it to 3D
	videoSetMode(MODE_0_3D);
	
	//Use console
	videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE);	//sub bg 0 will be used to print text
	vramSetBankC(VRAM_C_SUB_BG); 
	SUB_BG0_CR = BG_MAP_BASE(31);
	BG_PALETTE_SUB[255] = RGB15(31,31,31);	//by default font will be rendered with color 255
	consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16);
	
	//iprintf("Starting up...\n");
	
	// install the default exception handler
	defaultExceptionHandler();


	//irqs are nice
	irqInit();
	irqEnable(IRQ_VBLANK);
	
	// set the generic sound parameters
	setGenericSound(	11025,	/* sample rate */
						127,	/* volume */
						64,		/* panning */
						1 );	/* sound format*/
						

	glInit();
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
		
	//this should work the same as the normal gl call
	glViewPort(0,0,255,191);
	
	glClearColor(0,0,0,0);
	glClearDepth(0x7FFF);
	
	vramSetBankA(VRAM_A_TEXTURE);
	vramSetBankB(VRAM_B_TEXTURE);
	
	logo();

	glGenTextures(1, &textureID);
	glBindTexture(0, textureID);
	glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_256 , TEXTURE_SIZE_256, 0, TEXGEN_TEXCOORD , (u8*)die_bmp_bin);
	
	
	glGenTextures(1, &textureID2);
	glBindTexture(0, textureID2);
	glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)mario_bmp_bin);
	
	gettimeofday(&tv, NULL);
	//iprintf("Seeding with %d\n", tv.tv_usec);
    srand(tv.tv_usec);

	while(1){
		gameLoop();
	}

	return 0;
}//end main 
Example #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);

	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 
Example #17
0
int main(void) 
{
	mmInitDefaultMem((mm_addr)soundbank_bin);

	//set video mode and map vram to the background
	videoSetMode(MODE_0_2D | DISPLAY_BG0_ACTIVE | 
                 DISPLAY_SPR_1D_LAYOUT | 
                 DISPLAY_SPR_ACTIVE);
    
	vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
    vramSetBankB(VRAM_B_MAIN_SPRITE);

	//set video mode and map vram to the background
	videoSetModeSub(MODE_1_2D | DISPLAY_BG1_ACTIVE | 
                 DISPLAY_SPR_1D_LAYOUT | 
                 DISPLAY_SPR_ACTIVE);

	vramSetBankD(VRAM_D_MAIN_BG_0x06000000);
    vramSetBankE(VRAM_E_MAIN_SPRITE);

    lcdMainOnBottom();

#ifdef BBDEBUG
    consoleDemoInit();
#endif

    sound s;
    s.load_bank(0);

    sprites spr;
	machine m(&s);
    machine_view mv(&spr);
#ifndef BBDEBUG
    thread_view tv;
#endif
    cursor c(&m,&spr);
    pointer p(&spr);
    iprintf("%d\n",list::unit_test());

    int frame=0;
    int x=0;
    int y=0;
    int tx=0;
    int ty=0;
    int dx=0;
    int dy=0;
    int touchedlast=0;

    int tempo=2;
    int bank=0;
    u8 flip=0;
    u8 flip_count=1;
	irqEnable( IRQ_VCOUNT );

	while(1)
	{
		// wait until line 0
		swiIntrWait( 0, IRQ_VCOUNT);

        u32 t=tempo;
        //t=t/(flip+1);
        //iprintf("%d\n",t);
        
        if (tempo==0 || frame%t==0) 
        {
            m.run();
            /*    flip_count--;
            if (flip_count==0)
            {
                flip_count=4;
                if (flip) flip=0;
                else flip=1;
                }*/
        }
		scanKeys();
        frame++;
        touchPosition touch;
        touchRead(&touch);

        if (keysDown() & KEY_UP) m.slow_down_closest(c.get_cursor_addr());
        if (keysDown() & KEY_DOWN) m.speed_up_closest(c.get_cursor_addr());
        if (tempo<0) tempo=0;

        if (keysDown() & KEY_L) sound_check(m);

        if (keysDown() & KEY_LEFT) { bank--; s.load_bank(bank); }
        if (keysDown() & KEY_RIGHT) { bank++; s.load_bank(bank); }
 
        if(keysDown() & KEY_TOUCH)
        {
            tx=touch.px;
            ty=touch.py;
            if (!c.touch(tx,ty,&p))
            {
                touchedlast=1;
            }
        }
        else if(keysHeld() & KEY_TOUCH)
		{				
            if (!c.menu_shown() &&
                !c.drag(touch.px+x,touch.py+y,(touch.px+x)/16,(touch.py+y)/16))
            {
                if (touchedlast>0) touchedlast++;
                x+=tx-touch.px;
                y+=ty-touch.py;
                tx=touch.px;
                ty=touch.py;
            }
        }

        if (keysUp() & KEY_TOUCH)
        {
            if (touchedlast>0 && touchedlast<5)
            {
                int lx=(tx+x)/16;
                int ly=(ty+y)/16;
                c.set_pos(lx,ly,lx*16,ly*16);
            }
            touchedlast=0;
        }       

        if (keysUp() & KEY_A)
        {
            for (u32 i=0; i<HEAP_SIZE; i++)
            {
                m.poke(i,rand());
            }
        }
        
        c.update(x,y);
        if (c.menu_shown()) 
        {
            dx=c.get_x()-128;
            dy=c.get_y()-82;
            if (dx!=x) x+=(dx-x)*0.1;
            if (dy!=y) y+=(dy-y)*0.1; 
        }

        p.update(x,y,&m);
        REG_BG0HOFS = x;
        REG_BG0VOFS = y;
        spr.update();
        mv.update(x,y,&m);
        s.update();
#ifndef BBDEBUG
        tv.update(&m);
#endif
        BG_PALETTE_SUB[0]=13<<10;
		swiWaitForVBlank();
        BG_PALETTE_SUB[0]=31;

	}
		
	return 0;
}