예제 #1
0
bool Base::Init()
{
    if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
        return false;

    glDisable(GL_DEPTH_TEST); /* Only drawing in 2d */

    sdlWindow = SDL_CreateWindow("OpenGL",
                                SDL_WINDOWPOS_UNDEFINED,
                                SDL_WINDOWPOS_UNDEFINED,
                                640,480,
                                SDL_WINDOW_OPENGL);

    glContext = SDL_GL_CreateContext(sdlWindow);

    glViewPort(0,0, (GLsizei) 640,(GLsizei) 480);

    loadFile = new LoadFile();  
    return true;
}
예제 #2
0
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;
}
예제 #3
0
void reshape(int w, int h){
    glViewPort(0, 0, (GLsizei)w, 0.0, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0.0, (GLdouble)w, 0.0, (GLdouble)h);
}
예제 #4
0
파일: main.cpp 프로젝트: bkuker/DiceDS
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 
예제 #5
0
int main()
{	
    struct touchPosition pos;
	float rotateX = 0.0;
	float rotateY = 0.0;

	powerON(POWER_ALL);
    consoleDemoInit();

	//set mode 0, enable BG0 and set it to 3D
	videoSetMode(MODE_0_3D);

	//irqs are nice
	irqInit();
	irqEnable(IRQ_VBLANK);
    
	// 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);
    
	//any floating point gl call is being converted to fixed prior to being implemented
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(35, 256.0 / 192.0, 0.1, 100);
	
	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)		
	{
        float px, py;
        
    	pos = touchReadXY();
        px = pos.px;
        py = pos.py;

        px = (px * 5) / 256;
        py = (py * 3) / 192;

        px -= 2.5;
        py -= 1.5;

		glPushMatrix();

		//move it away from the camera
		glTranslate3f32(0, 0, floattof32(-1));

		glRotateX(rotateX);
		glRotateY(rotateY);

		glMatrixMode(GL_MODELVIEW);

		//not a real gl function and will likely change
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
        
		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;
        
		//draw the obj
		glBegin(GL_TRIANGLE);
			
			glColor3b(255,0,0);
			glVertex3v16(inttov16(-1),inttov16(-1),0);

			glColor3b(0,255,0);
			glVertex3v16(inttov16(1), inttov16(-1), 0);

			glColor3b(0,0,255);
			glVertex3v16(inttov16(0), inttov16(1), 0);
			
		glEnd();

        glLoadIdentity();
        glTranslatef(px,-py,-3.0);
        glBegin(GL_TRIANGLE);
            glVertex3f( 0.0, 1.0, 0.0);
            glVertex3f(-1.0,-1.0, 0.0);
            glVertex3f( 1.0,-1.0, 0.0);
        glEnd();

		glPopMatrix(1);

		glFlush(0);
		swiWaitForVBlank();
	}

	return 0;
}//end main 
예제 #6
0
파일: main.cpp 프로젝트: jkroll20/libflux
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;
}