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(); }
void dataDump(FILE *file){ unsigned int nfaces = 0; fprintf(file,"v16 __%s_vertex[][3]={ {0,0,0},\n",modelname); while(vertex!=NULL){ max[0] = vertex->x > max[0] ? vertex->x : max[0]; max[1] = vertex->y > max[1] ? vertex->y : max[1]; max[2] = vertex->z > max[2] ? vertex->z : max[2]; min[0] = vertex->x < min[0] ? vertex->x : min[0]; min[1] = vertex->y < min[1] ? vertex->y : min[1]; min[2] = vertex->z < min[2] ? vertex->z : min[2]; fprintf(file," {%d,%d,%d}", floattov16(vertex->x*adjust ), floattov16(vertex->y*adjust ), floattov16(vertex->z*adjust ) ); vertex=vertex->next; if(vertex!=NULL) fprintf(file,",\n"); } fprintf(file,"};\n\n"); fprintf(file,"float __%s_max[3] = { %f, %f, %f };\n",modelname,max[0]*adjust,max[1]*adjust,max[2]*adjust); fprintf(file,"float __%s_min[3] = { %f, %f, %f };\n\n",modelname,min[0]*adjust,min[1]*adjust,min[2]*adjust); fprintf(file,"v16 __%s_texture[][2]={ {0,0},\n",modelname); while(texture!=NULL){ fprintf(file," {%d,%d}",floattov16(texture->x), floattov16(texture->y) ); texture=texture->next; if(texture!=NULL) fprintf(file,",\n"); } fprintf(file,"};\n\n"); fprintf(file,"int __%s_normal[]={ 0,\n",modelname); while(normal!=NULL){ fprintf(file," %d", NORMAL_PACK(floattov10(normal->x), floattov10(normal->y), floattov10(normal->z)) ); normal=normal->next; if(normal!=NULL) fprintf(file,",\n"); } fprintf(file,"};\n\n"); fprintf(file,"int __%s_face[][3][3]={\n",modelname); while(figure!=NULL){ fprintf(file," {{%d,%d,%d},",figure->points[0][0], figure->points[0][1], figure->points[0][2]); fprintf(file," {%d,%d,%d},",figure->points[1][0], figure->points[1][1], figure->points[1][2]); fprintf(file," {%d,%d,%d}}",figure->points[2][0], figure->points[2][1], figure->points[2][2]); figure=figure->next; nfaces++; if(figure!=NULL) fprintf(file,",\n"); } fprintf(file,"};\n\n"); fprintf(file,"unsigned int __%s_nfaces = %u;",modelname,nfaces); fflush(file); }
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); }
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(); }
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(); }
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; }
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; }
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; }
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"); }
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); }
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
5,6,7,4 }; //texture coordinates u32 uv[] = { TEXTURE_PACK(inttot16(128), 0), TEXTURE_PACK(inttot16(128),inttot16(128)), TEXTURE_PACK(0, inttot16(128)), TEXTURE_PACK(0,0) }; u32 normals[] = { NORMAL_PACK(0,floattov10(-.97),0), NORMAL_PACK(0,0,floattov10(.97)), NORMAL_PACK(floattov10(.97),0,0), NORMAL_PACK(0,0,floattov10(-.97)), NORMAL_PACK(floattov10(-.97),0,0), NORMAL_PACK(0,floattov10(.97),0) }; //draw a cube face at the specified color void drawQuad(int poly) { u32 f1 = CubeFaces[poly * 4] ; u32 f2 = CubeFaces[poly * 4 + 1] ; u32 f3 = CubeFaces[poly * 4 + 2] ;
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
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
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(); }