void init3D(void) { videoSetMode(MODE_0_3D); glInit(); glEnable( GL_TEXTURE_2D | GL_ANTIALIAS ); 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( GL_MAX_DEPTH ); glViewport(0,0,255,191); // set the viewport to screensize glColor( 0x7FFF ); // max color glPolyFmt( POLY_ALPHA(31) | POLY_CULL_NONE ); // geen dingen laten verdwijnen glMatrixMode( GL_PROJECTION ); glLoadIdentity(); // reset view glOrthof32( 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1 << 12, 1 << 12 ); gluLookAt( 0.0, 0.0, 1.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up }
void drawLogo(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof32(inttof32(0), inttof32(255), inttof32(191), inttof32(0), -inttof32(1), inttof32(1)); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); applyMTL(logoMain); glScalef32(inttof32(256),inttof32(128),inttof32(1)); glBegin(GL_QUADS); GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0)); glVertex3v16(inttof32(0), inttof32(0), inttof32(0)); GFX_TEX_COORD = TEXTURE_PACK(inttot16(256), inttot16(0)); glVertex3v16(inttof32(1), inttof32(0), inttof32(0)); GFX_TEX_COORD = TEXTURE_PACK(inttot16(256), inttot16(128)); glVertex3v16(inttof32(1), inttof32(1), inttof32(0)); GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(128)); glVertex3v16(inttof32(0), inttof32(1), inttof32(0)); glPopMatrix(1); glPushMatrix(); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); applyMTL(logoRotate); glTranslate3f32(inttof32(90+32),inttof32(28+32),-inttof32(1)/16); glRotateZi(logoAngle+=32); glTranslate3f32(-inttof32(32),-inttof32(32),0); glScalef32(inttof32(64),inttof32(64),inttof32(1)); glBegin(GL_QUADS); GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0)); glVertex3v16(inttof32(0), inttof32(0), inttof32(0)); GFX_TEX_COORD = TEXTURE_PACK(inttot16(64), inttot16(0)); glVertex3v16(inttof32(1), inttof32(0), inttof32(0)); GFX_TEX_COORD = TEXTURE_PACK(inttot16(64), inttot16(64)); glVertex3v16(inttof32(1), inttof32(1), inttof32(0)); GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(64)); glVertex3v16(inttof32(0), inttof32(1), inttof32(0)); glPopMatrix(1); }
void Starfield_Draw(Starfield *starfield) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof32(0, inttof32(4), 0, inttof32(3), 0, inttof32(40)); glMatrixMode(GL_MODELVIEW); glPushMatrix(); gluLookAtf32(0, 0, inttof32(1), 0, 0, 0, 0, inttof32(1), 0); glPolyFmt(POLY_ALPHA(0x1f) | POLY_CULL_NONE); for (int i = 0; i < num_stars; i++) { StarfieldStar *star = &starfield->stars[i]; Starfield_DrawStar(star); } glPopMatrix(1); }
int main(void) { touchPosition touch; 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 //consoleInit() is a lot more fluxible but this gets you up and running quick consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); ///////////// powerON(POWER_ALL); // set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); // irqs are nice irqInit(); irqEnable(IRQ_VBLANK); // initialize gl glInit(); // setup the rear plane glClearColor(2, 4, 3, 16); glClearDepth(GL_MAX_DEPTH); // this should work the same as the normal gl call glViewPort(0,0, 255,191); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //~ glOrtho(0, 1, 192.0/256.0, 0, -10, 10); glOrthof32(0, 1<<12, (192<<12)/256, 0, -10<<12, 10<<12); REG_POWERCNT^= POWER_SWAP_LCDS; ///////////// flux_init(); create_frame_groups(); create_button_groups(); create_titleframe(); dmaCopy(fluxcolors, syscol_table, sizeof(fluxcolors)); dword rc1= create_rect(NOPARENT, 20,20, 128,96, 0x808080); dword rc= create_rect(NOPARENT, 10,10, 128,96, 0x404040|TRANSL_3); dword frm= clone_frame("titleframe", rc); clone_frame("titleframe", rc1); //~ clone_group("button", rc, 10,30, 30,14, ALIGN_LEFT|ALIGN_TOP); create_rect(rc, 10,10, 10,10, 0xFFFFFF|TRANSL_1); create_rect(rc, 20,10, 10,10, 0xFFFFFF|TRANSL_2); create_rect(rc, 30,10, 10,10, 0xFFFFFF|TRANSL_3); create_rect(rc, 10,15, 30,10, 0xFFFFFF|TRANSL_1); create_text(rc, 10,30, 40,40, "Text! Space!\nNewline!", 0xFFFFFF, FONT_DEFAULT); bool redraw_all= true; bool touch_wasdown= false; int lasttouch_x, lasttouch_y; while(1) { scanKeys(); u32 keysheld= keysHeld(); u32 keysdown= keysDown(); touch= touchReadXY(); if(keysdown&KEY_A) { redraw_all^= 1; iprintf("redraw each frame: %s\n", redraw_all? "on": "off"); } if(keysdown&KEY_B) { do_texalpha^= 1; iprintf("texture alpha: %s\n", do_texalpha? "on": "off"); } if(touch.x || touch.y) { flux_mouse_event(touch.px, touch.py, 1); lasttouch_x= touch.px, lasttouch_y= touch.py; touch_wasdown= true; } else { if(touch_wasdown) flux_mouse_event(lasttouch_x, lasttouch_y, 0); touch_wasdown= false; } flux_tick(); if(redraw_all) { redraw_rect(&viewport); update_rect(&viewport); } swiWaitForVBlank(); } return 0; }
static inline void render1(void) { scanKeys(); // cpuEndSlice(); playerControls(NULL); updateControls(); // iprintf("controls : %d \n",cpuEndSlice()); updatePlayer(NULL); // iprintf("player : %d \n",cpuEndSlice()); updatePortals(); updateTurrets(); updateBigButtons(); updateTimedButtons(); updateEnergyDevices(); updateEnergyBalls(); updatePlatforms(); updateCubeDispensers(); updateEmancipators(); updateEmancipationGrids(); updateDoors(); updateWallDoors(); // iprintf("updates : %d \n",cpuEndSlice()); // if(currentPortal)GFX_CLEAR_COLOR=currentPortal->color|(31<<16); // else GFX_CLEAR_COLOR=0; u16 color=getCurrentPortalColor(getPlayer()->object->position); // NOGBA("col %d",color); // GFX_CLEAR_COLOR=color|(31<<16); GFX_CLEAR_COLOR=RGB15(0,0,0)|(31<<16); #ifdef DEBUG_GAME if(fifoCheckValue32(FIFO_USER_08))iprintf("\x1b[0J"); while(fifoCheckValue32(FIFO_USER_08)){int32 cnt=fifoGetValue32(FIFO_USER_08);iprintf("ALERT %d \n",cnt);NOGBA("ALERT %d \n",cnt);} #else while(fifoCheckValue32(FIFO_USER_08)){int32 cnt=fifoGetValue32(FIFO_USER_08);NOGBA("ALERT %d \n",cnt);} #endif projectCamera(NULL); glPushMatrix(); glScalef32(SCALEFACT,SCALEFACT,SCALEFACT); renderGun(NULL); transformCamera(NULL); cpuEndSlice(); // drawRoomsGame(128, color); drawRoomsGame(0, color); // drawCell(getCurrentCell(getPlayer()->currentRoom,getPlayerCamera()->position)); // iprintf("room : %d \n",cpuEndSlice()); updateParticles(); drawParticles(); // iprintf("particles : %d \n",cpuEndSlice()); drawOBBs(); // iprintf("OBBs : %d \n",cpuEndSlice()); drawBigButtons(); drawTimedButtons(); drawEnergyDevices(); drawEnergyBalls(); drawPlatforms(); drawCubeDispensers(); drawTurretsStuff(); drawEmancipators(); drawEmancipationGrids(); drawDoors(); drawWallDoors(NULL); drawSludge(&gameRoom); // iprintf("stuff : %d \n",cpuEndSlice()); drawPortal(&portal1); drawPortal(&portal2); glPopMatrix(1); //HUD TEST if(levelInfoCounter>0 && (levelTitle || levelAuthor)) { levelInfoCounter--; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrthof32(inttof32(0), inttof32(255), inttof32(191), inttof32(0), -inttof32(1), inttof32(1)); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); if(levelTitle)drawCenteredString(levelTitle, inttof32(17)/10, (82)); if(levelAuthor)drawCenteredString(levelAuthor, inttof32(1), (100)); glPopMatrix(1); glMatrixMode(GL_PROJECTION); glPopMatrix(1); } glFlush(0); }