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); }
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(); }
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(¶ms) < 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; }
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; }
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(¶ms) < 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,¢er,&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; }
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(¶ms) < 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; }
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(¶ms) < 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; }