void ExampleInit() { IW_PROFILE_INIT(); // Initialise IwGxInit(); // Set screen clear colour IwGxSetColClear(0x40, 0x40, 0x40, 0x00); // Turn all lighting off IwGxLightingOff(); // Set field of view IwGxSetPerspMul(0xa0); // Set near and far planes IwGxSetFarZNearZ(0x1000, 0x10); // Set the view matrix along the -ve z axis CIwMat view = CIwMat::g_Identity; view.t.z = -0x200; IwGxSetViewMatrix(&view); //IwGxSetScreenOrient(IW_GX_ORIENT_NONE); s_Accelerometer = (S3E_RESULT_SUCCESS == s3eAccelerometerStart()); m_pAnimator = new CSplineAnimator(); m_pAnimator->Init(); m_pSplinePoly2Tri = new CSplinePoly2Tri(m_pAnimator->GetCurrentSpline()); // ball m_pBall = new CBall(); }
//----------------------------------------------------------------------------- void HexMapTest::Init() { zoom = 1.0f; rotation = 0.0f; screenTranslationX = 0; screenTranslationY = 0; // Initialise the input system g_Input.Init(); // Initialise vectors s_left = CIwVec3::g_AxisX; s_up = -CIwVec3::g_AxisY; s_Angles = CIwSVec3::g_Zero; s_cameraPos = CIwVec3(0, 0, -0x80); // Initialise view matrix s_viewMatrix = CIwMat::g_Identity; s_viewMatrix.SetTrans(s_cameraPos); s_viewMatrix.LookAt( s_viewMatrix.GetTrans(), CIwVec3::g_Zero, -CIwVec3::g_AxisY); // Initialise IwGxInit(); IwResManagerInit(); // Set screen clear colour IwGxSetColClear(0x40, 0x40, 0x40, 0x00); // Turn all lighting off IwGxLightingOff(); // Set field of view IwGxSetPerspMul(0xa0); // Set near and far planes IwGxSetFarZNearZ(0x1000, 0x10); // Create empty texture object s_BitMapTexture = new CIwTexture; // Load image data from disk into texture s_BitMapTexture->LoadFromFile("./textures/testTexture_8bit.bmp"); // "Upload" texture to VRAM s_BitMapTexture->Upload(); // Set the view matrix along the -ve z axis CIwMat view = CIwMat::g_Identity; view.t.z = -0x100; IwGxSetViewMatrix(&view); IwGetResManager()->LoadGroup("TileRes.group"); pGroup = IwGetResManager()->GetGroupNamed("TileRes"); hexGrid = new HexGrid(hexGridMaxX, hexGridMaxY, textureMaxX, textureMaxY); hexGrid->setTexture(IW_TEXTURE(pGroup,"grid"),textureMaxX,textureMaxY); s_ModelMatrix.SetIdentity(); }
FrameworkApplication::FrameworkApplication (void) { IwTrace(FUNCTIONS, ("new FrameworkApplication()")); IwGxInit(); IwGraphicsInit(); IwGxSetLightType(1, IW_GX_LIGHT_DIFFUSE); CIwFVec3 dd(0x88, 0x88, 0x88); IwGxSetLightDirn(1, &dd); IwGxSetPerspMul(0xBB); }
void CameraViewInit() { // Camera field of view IwGxSetPerspMul((float) IwGxGetScreenWidth() / 1.3); IwGxSetFarZNearZ(0x2000,0x10); ghost_Model = NULL; ghostCollision = NULL; ghost_Skin = NULL; ghost_Skel = NULL; for (int i = 0; i < 5; i++) { ghost_Anims[i] = NULL; } ghostMatrix = NULL; ghost_Player = NULL; // Initiate collision builder before loading models IW_CLASS_REGISTER(GhostCollision); #ifdef IW_BUILD_RESOURCES IwGetModelBuilder()->SetPostBuildFn(&BuildCollision); #endif LoadSkelman(); LoadViking(); // Set up camera capture if (s3eCameraAvailable()) { // Register callback to receive camera frames s3eCameraRegister(S3E_CAMERA_UPDATE_STREAMING, frameReceived, NULL); // Request medium sized image (for decent frame rate) with a platform independent format s3eCameraStart(S3E_CAMERA_STREAMING_SIZE_HINT_MEDIUM, S3E_CAMERA_PIXEL_TYPE_RGB565_CONVERTED, S3E_CAMERA_STREAMING_QUALITY_HINT_MED); } else { s3eDebugTraceLine("Camera Extension not available!"); } tutorialView->setTutorial(getFightTutorial()); }
//----------------------------------------------------------------------------- // CIwRenderSlotBegin //----------------------------------------------------------------------------- void CIwRenderSlotBegin::Render() { IW_CALLSTACK("CIwRenderSlotBegin::Render") // Set view matrix from current world camera CIwCamera* pCam = IwGetRenderManager()->GetCamera(); if ( (pCam) && (pCam->GetFrame()) ) IwGxSetViewMatrix(IwGetRenderManager()->GetCamera()->GetMatLocal()); // Perspective if (pCam) { IwGxSetPerspMul(pCam->m_PerspMul); IwGxSetFarNear(pCam->m_FarZ, pCam->m_NearZ); } #ifdef IW_DEBUG // IwGetRenderManager()->m_DebugTextNext = IwGetRenderManager()->m_DebugText; #endif }