void toggleConsole(bool show) { debug_on = show; if (show) { videoBgEnableSub(0); videoBgDisableSub(1); } else { videoBgEnableSub(1); videoBgDisableSub(0); } }
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(); }