void drawDoor(door_struct* d) { if(!d || !d->used)return; glPushMatrix(); u32 params=POLY_ALPHA(31)|POLY_CULL_FRONT|POLY_ID(30+d->id)|POLY_TOON_HIGHLIGHT|POLY_FOG; setupObjectLighting(NULL, d->position, ¶ms); glTranslate3f32(d->position.x,d->position.y,d->position.z); if(d->orientation)glRotateYi(8192); renderModelFrameInterp(d->modelInstance.currentFrame,d->modelInstance.nextFrame,d->modelInstance.interpCounter,d->modelInstance.model,params,false,d->modelInstance.palette,RGB15(31,31,31)); glPopMatrix(1); }
void renderPlayer(struct PLAYER * player) { glPushMatrix(); //glScalef(0.03f,0.03f,0.03f); glTranslatef32(-player->xPos, -player->yPos, -player->zPos); glRotateYi(player->yRot); // for Test purposes a box glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.1f, -0.1f, 0.1f); glTexCoord2f(0.1f, 0.0f); glVertex3f( 0.1f, -0.1f, 0.1f); glTexCoord2f(0.1f, 0.1f); glVertex3f( 0.1f, 0.1f, 0.1f); glTexCoord2f(0.0f, 0.1f); glVertex3f(-0.1f, 0.1f, 0.1f); // Back Face glTexCoord2f(0.1f, 0.0f); glVertex3f(-0.1f, -0.1f, -0.1f); glTexCoord2f(0.1f, 0.1f); glVertex3f(-0.1f, 0.1f, -0.1f); glTexCoord2f(0.0f, 0.1f); glVertex3f( 0.1f, 0.1f, -0.1f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.1f, -0.1f, -0.1f); // Top Face glTexCoord2f(0.0f, 0.1f); glVertex3f(-0.1f, 0.1f, -0.1f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.1f, 0.1f, 0.1f); glTexCoord2f(0.1f, 0.0f); glVertex3f( 0.1f, 0.1f, 0.1f); glTexCoord2f(0.1f, 0.1f); glVertex3f( 0.1f, 0.1f, -0.1f); // Bottom Face glTexCoord2f(0.1f, 0.1f); glVertex3f(-0.1f, -0.1f, -0.1f); glTexCoord2f(0.0f, 0.1f); glVertex3f( 0.1f, -0.1f, -0.1f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.1f, -0.1f, 0.1f); glTexCoord2f(0.1f, 0.0f); glVertex3f(-0.1f, -0.1f, 0.1f); // Right face glTexCoord2f(0.1f, 0.0f); glVertex3f( 0.1f, -0.1f, -0.1f); glTexCoord2f(0.1f, 0.1f); glVertex3f( 0.1f, 0.1f, -0.1f); glTexCoord2f(0.0f, 0.1f); glVertex3f( 0.1f, 0.1f, 0.1f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.1f, -0.1f, 0.1f); // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.1f, -0.1f, -0.1f); glTexCoord2f(0.1f, 0.0f); glVertex3f(-0.1f, -0.1f, 0.1f); glTexCoord2f(0.1f, 0.1f); glVertex3f(-0.1f, 0.1f, 0.1f); glTexCoord2f(0.0f, 0.1f); glVertex3f(-0.1f, 0.1f, -0.1f); glEnd(); glPopMatrix(1); }
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() { // 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 rotateX = 0; int rotateY = 0; //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // intialize 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); vramSetBankA(VRAM_A_TEXTURE); glEnable(GL_TEXTURE_2D); int cafe_texid; glGenTextures( 1, &cafe_texid ); glBindTexture( 0, cafe_texid ); glTexImage2D( 0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, GL_TEXTURE_WRAP_S|GL_TEXTURE_WRAP_T|TEXGEN_NORMAL, (u8*)cafe_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); while(1) { //TEXGEN_NORMAL helpfully pops our normals into this matrix and uses the result as texcoords glMatrixMode(GL_TEXTURE); glLoadIdentity(); GLvector tex_scale = { 64<<16, -64<<16, 1<<16 }; glScalev( &tex_scale ); //scale normals up from (-1,1) range into texcoords glRotateXi(rotateX); //rotate texture-matrix to match the camera glRotateYi(rotateY); glMatrixMode(GL_POSITION); glLoadIdentity(); glTranslatef32(0, 0, floattof32(-3)); glRotateXi(rotateX); glRotateYi(rotateY); glMaterialf(GL_EMISSION, RGB15(31,31,31)); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK ); scanKeys(); u32 keys = keysHeld(); if( keys & KEY_UP ) rotateX += 3<<3; if( keys & KEY_DOWN ) rotateX -= 3<<3; if( keys & KEY_LEFT ) rotateY += 3<<3; if( keys & KEY_RIGHT ) rotateY -= 3<<3; int pen_delta[2]; get_pen_delta( &pen_delta[0], &pen_delta[1] ); rotateY -= pen_delta[0]; rotateX -= pen_delta[1]; glBindTexture( 0, cafe_texid ); glCallList((u32*)teapot_bin); glFlush(0); } return 0; }//end main