int main(int argc, char **argv) { int done, i; float theta, dt; float colors[3*10] = { 0.0f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.73f, 0.8f, 0.25f, 0.25f, 0.8f, 0.73f, 1.0f, 1.0f, 0.0f }; // Init PVR pvr_init_defaults(); // Setup the context plx_cxt_init(); plx_cxt_texture(NULL); plx_cxt_culling(PLX_CULL_NONE); // Until the user hits start... dt = 2*M_PI/160.0f; for (done = 0, theta = 0.0f; !done; ) { // Check for start MAPLE_FOREACH_BEGIN(MAPLE_FUNC_CONTROLLER, cont_state_t, st) if (st->buttons & CONT_START) done = 1; MAPLE_FOREACH_END() // Setup the frame pvr_wait_ready(); pvr_scene_begin(); pvr_list_begin(PVR_LIST_OP_POLY); // Submit the context plx_cxt_send(PVR_LIST_OP_POLY); // Draw a sinus bar at our current position and several positions // back. Each bar will get its own Z value (descending). for (i=0; i<10; i++) { drawbar(240.0f + fsin(theta - dt*i*6) * 120.0f, 100.0f - i, colors[i*3+0], colors[i*3+1], colors[i*3+2]); } pvr_scene_finish(); // Move our counters theta += dt; while (theta >= 2*M_PI) theta -= 2*M_PI; } return 0; }
int main(int argc, char **argv) { plx_texture_t * txr; int done; float y, xoffs; // Init PVR pvr_init_defaults(); // Load a texture txr = plx_txr_load("/rd/dan.jpg", 0, 0); if(!txr) return 0; // Setup a texture context plx_cxt_init(); plx_cxt_texture(txr); plx_cxt_culling(PLX_CULL_NONE); // The image will be offset by this much from each side xoffs = (640 - 512) / 2; // Until the user hits start... for(done = 0, y = 0.0f; !done;) { // Check for start MAPLE_FOREACH_BEGIN(MAPLE_FUNC_CONTROLLER, cont_state_t, st) if(st->buttons & CONT_START) done = 1; MAPLE_FOREACH_END() // Setup the frame pvr_wait_ready(); pvr_scene_begin(); pvr_list_begin(PVR_LIST_OP_POLY); // Submit the context plx_cxt_send(PVR_LIST_OP_POLY); // Two polys -- one normal up to the scan point, and one // stretched to the bottom. plx_vert_ifp(PLX_VERT, xoffs, y, 1.0f, 0xffffffff, 0.0f, y / 480.0f); plx_vert_ifp(PLX_VERT, xoffs, 0.0f, 1.0f, 0xffffffff, 0.0f, 0.0f); plx_vert_ifp(PLX_VERT, 640.0f - xoffs, y, 1.0f, 0xffffffff, 1.0f, y / 480.0f); plx_vert_ifp(PLX_VERT_EOS, 640.0f - xoffs, 0.0f, 1.0f, 0xffffffff, 1.0f, 0.0f); plx_vert_ifp(PLX_VERT, xoffs, 480.0f, 1.0f, 0xffffffff, 0.0f, y / 480.0f); plx_vert_ifp(PLX_VERT, xoffs, y, 1.0f, 0xffffffff, 0.0f, y / 480.0f); plx_vert_ifp(PLX_VERT, 640.0f - xoffs, 480.0f, 1.0f, 0xffffffff, 1.0f, y / 480.0f); plx_vert_ifp(PLX_VERT_EOS, 640.0f - xoffs, y, 1.0f, 0xffffffff, 1.0f, y / 480.0f); pvr_scene_finish(); // Move our scanline if(y < 480.0f) y += 2.0f; } return 0; }
void ParticlePart(int crtl) { tex= plx_txr_load("/rd/gfx/particle.png",1,0); init_particle(); // float theta = 0; int done, loop, cnt=0; uint32 color; plx_dr_state_t dr; float x,y,z; // Setup the context //pvr_set_bg_color(0.0f,0.0f,0.0f); // Init 3D stuff. mat3d is like KGL. //plx_mat3d_init(); plx_mat3d_mode(PLX_MAT_PROJECTION); plx_mat3d_identity(); plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f); plx_mat3d_mode(PLX_MAT_MODELVIEW); for (done = 0; !done;) { // Check for start MAPLE_FOREACH_BEGIN(MAPLE_FUNC_CONTROLLER, cont_state_t, st) if (st->buttons & CONT_START) done = 1; if (st->buttons & CONT_X) { printf("\nTime: %d",cnt); /* vid_screen_shot("/pc/shots/demo_part_f");*/ } MAPLE_FOREACH_END() if(col<12) col++; else col=0; // Setup the frame plx_cxt_texture(tex); //pvr_wait_ready(); //pvr_scene_begin(); //pvr_list_begin(PLX_LIST_TR_POLY); // Submit the context plx_cxt_send(PLX_LIST_TR_POLY); // plx_fcxt_setcolor4f(cxt,particle[loop].life,particle[loop].r, particle[loop].g, particle[loop].r); //PrintString("Driver's High - L'Arc-en-Ciel",80.0f,22.0,30.0f); plx_mat3d_identity(); for (loop=0; loop<MAX_PARTICLES; loop++) { // Loop Through All The Particl if (particle[loop].active) { // If The Particle Is Active x=particle[loop].x; // Grab Our Particle X Position y=particle[loop].y; // Grab Our Particle Y Position z=particle[loop].z+zoom; // Particle Z Pos + Zoom //printf("\nR: %f - G: %f - B: %f",particle[loop].r,particle[loop].g,particle[loop].b); color = plx_pack_color(particle[loop].life,particle[loop].r,particle[loop].g,particle[loop].b); // printf("\nColor: %d",color); //0xff0a0a0a; plx_mat3d_identity(); plx_mat3d_translate(x, y, z); plx_mat_identity(); plx_mat3d_apply(PLX_MAT_SCREENVIEW); plx_mat3d_apply(PLX_MAT_PROJECTION); plx_mat3d_apply(PLX_MAT_MODELVIEW); plx_dr_init(&dr); plx_cxt_init(); plx_cxt_culling(PLX_CULL_NONE); plx_txr_send_hdr(tex,PLX_LIST_TR_POLY,1); plx_spr_fnp(32,32,320.0+particle[loop].x,240.0+particle[loop].y,particle[loop].z,particle[loop].life,particle[loop].r,particle[loop].g,particle[loop].b); /* plx_vert_indm3(&dr, PLX_VERT,-0.5,0.5,-0.5,color); plx_vert_indm3(&dr, PLX_VERT,-0.5,-0.5,-0.5, color); plx_vert_indm3(&dr, PLX_VERT,0.5,0.5,-0.5, color); plx_vert_indm3(&dr, PLX_VERT_EOS,0.5,-0.5,-0.5, color); */ particle[loop].x+=particle[loop].xi/(slowdown*250); // Move On The X Axis By X Speed particle[loop].y+=particle[loop].yi/(slowdown*250); // Move On The Y Axis By Y Speed particle[loop].z+=particle[loop].zi/(slowdown*250); // Move On The Z Axis By Z Speed particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade' if (particle[loop].life<0.0f) { // If Particle Is Burned Out particle[loop].life=1.0f; // Give It New Life particle[loop].fade=(float)(rand()%100)/1000.0f+0.003f; // Random Fade Value particle[loop].x=0.0f; // Center On X Axis particle[loop].y=0.0f; // Center On Y Axis particle[loop].z=0.0f; // Center On Z Axis particle[loop].xi=xspeed+(float)((rand()%60)-32.0f); // X Axis Speed And Direction particle[loop].yi=yspeed+(float)((rand()%60)-30.0f); // Y Axis Speed And Direction particle[loop].zi=(float)((rand()%60)-30.0f); // Z Axis Speed And Direction particle[loop].r=colors[col][0]; // Select Red From Color Table particle[loop].g=colors[col][1]; // Select Green From Color Table particle[loop].b=colors[col][2]; // Select Blue From Color Table } #ifdef PC50 if ((cnt>402+(MUSIC_TIMER_OFFSET) && cnt <405+(MUSIC_TIMER_OFFSET)) || (cnt>467+(MUSIC_TIMER_OFFSET) && cnt<469+(MUSIC_TIMER_OFFSET)) || (cnt>528+(MUSIC_TIMER_OFFSET) && cnt <530+(MUSIC_TIMER_OFFSET)) || (cnt>594+(MUSIC_TIMER_OFFSET) && cnt<596+(MUSIC_TIMER_OFFSET)) || (cnt>649+(MUSIC_TIMER_OFFSET) && cnt <651+(MUSIC_TIMER_OFFSET)) || (cnt>712+(MUSIC_TIMER_OFFSET) && cnt<714+(MUSIC_TIMER_OFFSET)) || (cnt>778+(MUSIC_TIMER_OFFSET) && cnt <780+(MUSIC_TIMER_OFFSET))) { particle[loop].x=0.0f; // Center On X Axis particle[loop].y=0.0f; // Center On Y Axis particle[loop].z=0.0f; // Center On Z Axis particle[loop].xi=(float)((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis particle[loop].yi=(float)((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis particle[loop].zi=(float)((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis } #endif #ifdef VGA if ((cnt>402+(MUSIC_TIMER_OFFSET) && cnt <405+(MUSIC_TIMER_OFFSET)) || (cnt>467+(MUSIC_TIMER_OFFSET) && cnt<469+(MUSIC_TIMER_OFFSET)) || (cnt>528+(MUSIC_TIMER_OFFSET) && cnt <530+(MUSIC_TIMER_OFFSET)) || (cnt>594+(MUSIC_TIMER_OFFSET) && cnt<596+(MUSIC_TIMER_OFFSET)) || (cnt>649+(MUSIC_TIMER_OFFSET) && cnt <651+(MUSIC_TIMER_OFFSET)) || (cnt>712+(MUSIC_TIMER_OFFSET) && cnt<714+(MUSIC_TIMER_OFFSET)) || (cnt>778+(MUSIC_TIMER_OFFSET) && cnt <780+(MUSIC_TIMER_OFFSET))) { particle[loop].x=0.0f; // Center On X Axis particle[loop].y=0.0f; // Center On Y Axis particle[loop].z=0.0f; // Center On Z Axis particle[loop].xi=(float)((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis particle[loop].yi=(float)((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis particle[loop].zi=(float)((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis } #endif } } // stars_one_frame(); //do_sign_frame(); //pvr_scene_finish(); cnt++; if(cnt>846+MUSIC_TIMER_OFFSET) return; } }
int main(int argc, char **argv) { /* Controller Stuff */ maple_device_t * dev; cont_state_t * state; int rquad = 0; int rtri = 0; /* Init PVR API */ if (pvr_init(¶ms) < 0) return -1; printControls(); /* Sets the background color to black */ pvr_set_bg_color(0.0f,0.0f,0.0f); plx_cxt_init(); // Initialize the plx context system plx_cxt_texture(NULL); // No texture will be used plx_cxt_culling(PLX_CULL_NONE); // No culling // GET SOME 3D GOING!! /* Init matrices */ plx_mat3d_init(); /* Clear internal to an identity matrix */ plx_mat3d_mode(PLX_MAT_PROJECTION); /** Projection (frustum, screenview) matrix */ plx_mat3d_identity(); /** Load an identity matrix */ plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f); // (float angle, float aspect, float znear, float zfar); plx_mat3d_mode(PLX_MAT_MODELVIEW); /** Modelview (rotate, scale) matrix */ while(1) { // Check for the user pressing START dev = maple_enum_dev(0, 0); if(dev == NULL) { printf("Error: Could not find controller in first port.\n"); break; } state = (cont_state_t *)maple_dev_status(dev); if (state->buttons & CONT_START) { break; // exit the program } pvr_wait_ready(); pvr_scene_begin(); pvr_list_begin(PVR_LIST_OP_POLY); // Submit the context plx_cxt_send(PVR_LIST_OP_POLY); // Submit the Header for PVR_LIST_OP_POLY // DRAW THE PYRAMID plx_mat3d_identity(); plx_mat3d_translate(-1.5f, 0.0f, -6.0f); // Move 1.5f units to the left and 6 units into the screen plx_mat3d_rotate(rtri, 0.0f, 1.0f, 0.0f); // Rotate the pyramid angle 'rtri' on the Y axis /* Clear internal to an identity matrix */ plx_mat_identity(); /* "Applying" all matrixs: multiply a matrix onto the "internal" one */ plx_mat3d_apply_all(); // Front Face of Pyramid plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Red: Top Of Triangle (Front) plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Green: Left Of Triangle (Front) plx_vert_inpm3(PLX_VERT_EOS, 1, -1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Blue: Right Of Triangle (Front) // Right Face of Pyramid plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Red: Top Of Triangle (Right) plx_vert_inpm3(PLX_VERT, 1, -1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Blue: Left Of Triangle (Right) plx_vert_inpm3(PLX_VERT_EOS, 1, -1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Green: Right Of Triangle (Right) // Back Face of Pyramid plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Red: Top Of Triangle (Back) plx_vert_inpm3(PLX_VERT, 1, -1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Green: Left Of Triangle (Back) plx_vert_inpm3(PLX_VERT_EOS, -1, -1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f));// Blue: Right Of Triangle (Back) // Left Face of Pyramid plx_vert_inpm3(PLX_VERT, 0, 1, 0, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Red: Top Of Triangle (Left) plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Blue: Left Of Triangle (Left) plx_vert_inpm3(PLX_VERT_EOS, -1, -1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Green: Right Of Triangle (Left) // DRAW THE BOX plx_mat3d_identity(); plx_mat3d_translate(1.5f, 0.0f, -6.0f); // Move 1.5f units to the right and 6 units into the screen plx_mat3d_rotate(rquad, 1.0f, 0.0f, 0.0f); // Rotate the box angle 'rquad' on the X axis /* Clear internal to an identity matrix */ plx_mat_identity(); /* "Applying" all matrixs: multiply a matrix onto the "internal" one */ plx_mat3d_apply_all(); // Top Face of Box (GREEN) plx_vert_inpm3(PLX_VERT, -1, 1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Bottom Left Of The Quad (Top) plx_vert_inpm3(PLX_VERT, -1, 1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Top Left Of The Quad (Top) plx_vert_inpm3(PLX_VERT, 1, 1, 1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Bottom Right Of The Quad (Top) plx_vert_inpm3(PLX_VERT_EOS, 1, 1, -1, plx_pack_color(1.0f, 0.0f, 1.0f, 0.0f)); // Top Right Of The Quad (Top) // Bottom Face of Box (ORANGE) plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f)); // Bottom Left Of The Quad (Bottom) plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f)); // Top Left Of The Quad (Bottom) plx_vert_inpm3(PLX_VERT, 1, -1, -1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f)); // Bottom Right Of The Quad (Bottom) plx_vert_inpm3(PLX_VERT_EOS, 1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.5f, 0.0f)); // Top Right Of The Quad (Bottom) // Front Face of Box (RED) plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Bottom Left Of The Quad (Front) plx_vert_inpm3(PLX_VERT, -1, 1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Top Left Of The Quad (Front) plx_vert_inpm3(PLX_VERT, 1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Bottom Right Of The Quad (Front) plx_vert_inpm3(PLX_VERT_EOS, 1, 1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 0.0f)); // Top Right Of The Quad (Front) // Back Face of Box (YELLOW) plx_vert_inpm3(PLX_VERT, -1, 1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f)); // Bottom Left Of The Quad (Back) plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f)); // Top Left Of The Quad (Back) plx_vert_inpm3(PLX_VERT, 1, 1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f)); // Bottom Right Of The Quad (Back) plx_vert_inpm3(PLX_VERT_EOS, 1, -1, -1, plx_pack_color(1.0f, 1.0f, 1.0f, 0.0f));// Top Right Of The Quad (Back) // Left Face of Box (BLUE) plx_vert_inpm3(PLX_VERT, -1, -1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Bottom Left Of The Quad (Left) plx_vert_inpm3(PLX_VERT, -1, 1, -1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Top Left Of The Quad (Left) plx_vert_inpm3(PLX_VERT, -1, -1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Bottom Right Of The Quad (Left) plx_vert_inpm3(PLX_VERT_EOS, -1, 1, 1, plx_pack_color(1.0f, 0.0f, 0.0f, 1.0f)); // Top Right Of The Quad (Left) // Right Face of Box (VIOLET) plx_vert_inpm3(PLX_VERT, 1, -1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f)); // Bottom Left Of The Quad (Right) plx_vert_inpm3(PLX_VERT, 1, 1, 1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f)); // Top Left Of The Quad (Right) plx_vert_inpm3(PLX_VERT, 1, -1, -1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f)); // Bottom Right Of The Quad (Right) plx_vert_inpm3(PLX_VERT_EOS, 1, 1, -1, plx_pack_color(1.0f, 1.0f, 0.0f, 1.0f)); // Top Right Of The Quad (Right) pvr_scene_finish(); rquad -= 2.0f; // Increases the box's rotation angle rtri += 2.0f; // Increases the pyramid's rotation angle } return 0; }
int main(int argc, char **argv) { /* Controller Stuff */ maple_device_t * dev; cont_state_t * state; int x, y; float xrot = 0; /* X Rotation */ float yrot = 0; /* Y Rotation */ float zrot = 0; /* Z Rotation */ float points[45][45][3]; // The Array For The Points On The Grid Of Our "Wave" int wiggle_count = 0; // Counter Used To Control How Fast Flag Waves float hold; // Temporarily Holds A Floating Point Value uint32 color = plx_pack_color(1.0f, 1.0f, 1.0f, 1.0f); // Pure white color. Used for images to keep original color plx_texture_t *a_texture; // Storage for 1 texture float float_x, float_y, float_xb, float_yb; // loop counters. /* Init PVR API */ if (pvr_init(¶ms) < 0) return -1; printControls(); /* Sets the background color to blue */ pvr_set_bg_color(0.0f, 0.0f, 1.0f); /* Load the texture */ a_texture = plx_txr_load("/rd/tim.png", 0, PVR_TXRLOAD_16BPP); plx_cxt_init(); // Initialize the plx context system plx_cxt_texture(a_texture); // Texture 'a_texture' will be used with the context system plx_cxt_culling(PLX_CULL_NONE); // No culling // GET SOME 3D GOING!! plx_mat3d_init(); /* Clear internal to an identity matrix */ plx_mat3d_mode(PLX_MAT_PROJECTION); /** Projection (frustum, screenview) matrix */ plx_mat3d_identity(); /** Load an identity matrix */ plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f); // (float angle, float aspect, float znear, float zfar); plx_mat3d_mode(PLX_MAT_MODELVIEW); /** Modelview (rotate, scale) matrix */ for(float_x = 0.0f; float_x < 9.0f; float_x += 0.2f ) { for(float_y = 0.0f; float_y < 9.0f; float_y += 0.2f) { points[ (int) (float_x*5) ][ (int) (float_y*5) ][0] = float_x - 4.4f; points[ (int) (float_x*5) ][ (int) (float_y*5) ][1] = float_y - 4.4f; points[ (int) (float_x*5) ][ (int) (float_y*5) ][2] = (float) (fsin( ( (float_x*5*8)/360 ) * 3.14159 * 2)); } } while(1) { // Check for the user pressing START dev = maple_enum_dev(0, 0); if(dev == NULL) { printf("Error: Could not find controller in first port.\n"); break; } state = (cont_state_t *)maple_dev_status(dev); if (state->buttons & CONT_START) { break; // exit the program } pvr_wait_ready(); pvr_scene_begin(); pvr_list_begin(PVR_LIST_OP_POLY); // Submit the context plx_cxt_send(PVR_LIST_OP_POLY); // Submit the Header for PVR_LIST_OP_POLY // DRAW THE BOX plx_mat3d_identity(); plx_mat3d_translate(0.0f, 0.0f, -12.0f); // Move 12 units into the screen plx_mat3d_rotate(xrot, 1.0f, 0.0f, 0.0f); // Rotate the Wavy texture angle 'xrot' on the X axis plx_mat3d_rotate(yrot, 0.0f, 1.0f, 0.0f); // Rotate the Wavy texture angle 'yrot' on the Y axis plx_mat3d_rotate(zrot, 0.0f, 0.0f, 1.0f); // Rotate the Wavy texture angle 'zrot' on the Z axis /* Clear internal to an identity matrix */ plx_mat_identity(); /* "Applying" all matrixs: multiply a matrix onto the "internal" one */ plx_mat3d_apply_all(); // Draw each section of the image for (x = 0; x < 44; x++) { for (y = 0; y < 44; y++) { float_x = (float) (x)/44; float_y = (float) (y)/44; float_xb = (float) (x+1)/44; float_yb = (float) (y+1)/44; plx_vert_ifpm3(PLX_VERT, points[x][y+1][0], points[x][y+1][1], points[x][y+1][2], color, float_x, float_yb); plx_vert_ifpm3(PLX_VERT, points[x][y][0], points[x][y][1], points[x][y][2], color, float_x, float_y); plx_vert_ifpm3(PLX_VERT, points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2], color, float_xb, float_yb); plx_vert_ifpm3(PLX_VERT_EOS, points[x+1][y][0], points[x+1][y][1], points[x+1][y][2], color, float_xb, float_y); } } pvr_scene_finish(); if (wiggle_count == 2) { // Used To Slow Down The Wave (Every 2nd Frame Only) for( y = 0; y < 45; y++ ) // Loop Through The Y Plane { hold = points[0][y][2]; // Store Current Value One Left Side Of Wave for( x = 0; x < 44; x++) // Loop Through The X Plane { // Current Wave Value Equals Value To The Right points[x][y][2] = points[x+1][y][2]; } points[44][y][2] = hold; // Last Value Becomes The Far Left Stored Value } wiggle_count = 0; // Set Counter Back To Zero } wiggle_count++; // Increase The Counter xrot += 0.3f; // Increase the Wavy Texture's angle(x-axis) rotation yrot += 0.2f; // Increase the Wavy Texture's angle(y-axis) rotation zrot += 0.4f; // Increase the Wavy Texture's angle(z-axis) rotation } // Clean up!!! plx_txr_destroy(a_texture); return 0; }
int main(int argc, char **argv) { /* Controller Stuff */ maple_device_t * dev; cont_state_t * state; int xp = 0; // False (True or False: Pressed X button last) Toggles Filtering int yp = 0; // False (True or False: Pressed Y button last) Toggles Transparency int blend = 0; // blending on/off float x_m, y_m, z_m, u_m, v_m; float xtrans, ztrans, ytrans; float sceneroty; int numtriangles; int filter = 0; // texture filtering method to use (NONE or BILINEAR) uint32 color = plx_pack_color(0.5f, 1.0f, 1.0f, 1.0f); /* Init PVR API */ if (pvr_init(¶ms) < 0) return -1; printControls(); /* Sets the background color to black */ pvr_set_bg_color(0.0f, 0.0f, 0.0f); /* load our world from romdisk */ SetupWorld(); /* Load the textures */ textures[0] = plx_txr_load("/rd/mud.png", 0, PVR_TXRLOAD_16BPP | PVR_TXRLOAD_INVERT_Y); textures[1] = plx_txr_load("/rd/mud.png", 0, PVR_TXRLOAD_16BPP | PVR_TXRLOAD_INVERT_Y); plx_cxt_init(); // Initialize the plx context system plx_cxt_culling(PLX_CULL_NONE); // No culling // GET SOME 3D GOING!! plx_mat3d_init(); /* Clear internal to an identity matrix */ plx_mat3d_mode(PLX_MAT_PROJECTION); /** Projection (frustum, screenview) matrix */ plx_mat3d_identity(); /** Load an identity matrix */ plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f); // (float angle, float aspect, float znear, float zfar); plx_mat3d_mode(PLX_MAT_MODELVIEW); /** Modelview (rotate, scale) matrix */ /* Set the filters for each texture */ plx_txr_setfilter(textures[0], PLX_FILTER_NONE); plx_txr_setfilter(textures[1], PLX_FILTER_BILINEAR); while(1) { /* Check key status */ dev = maple_enum_dev(0, 0); if(dev == NULL) { printf("Error: Could not find controller in first port.\n"); break; } state = (cont_state_t *)maple_dev_status(dev); if (state->buttons & CONT_START) { break; // exit the program } if (state->buttons & CONT_X && !xp) { xp = 1; filter += 1; // Toggle Filter if (filter > 1) filter = 0; } if (!(state->buttons & CONT_X)) { xp = 0; } if (state->buttons & CONT_Y && !yp) { yp = 1; blend = !blend; // Toggle Blending } if (!(state->buttons & CONT_Y)) { yp = 0; } if (state->buttons & CONT_A) { lookupdown -= 1.0f; // look up } if (state->buttons & CONT_B) { lookupdown += 1.0f; // look down } if (state->buttons & CONT_DPAD_UP) { xpos -= fsin(yrot*piover180) * 0.05f; // moves you forward(bobbing head) zpos -= fcos(yrot*piover180) * 0.05f; if (walkbiasangle >= 359.0f) { walkbiasangle = 0.0f; } else { walkbiasangle += 10.0f; } walkbias = fsin(walkbiasangle * piover180)/20.0f; } if (state->buttons & CONT_DPAD_DOWN) { xpos += fsin(yrot*piover180) * 0.05f; // moves you backward(bobbing head) zpos += fcos(yrot*piover180) * 0.05f; if (walkbiasangle <= 1.0f) { walkbiasangle = 359.0f; } else { walkbiasangle -= 10.0f; } walkbias = fsin(walkbiasangle * piover180)/20.0f; } if (state->buttons & CONT_DPAD_LEFT) { yrot += 1.5f; // Turn Left } if (state->buttons & CONT_DPAD_RIGHT) { yrot -= 1.5f; // Turn Right } pvr_wait_ready(); pvr_scene_begin(); if(blend) { pvr_list_begin(PVR_LIST_TR_POLY); plx_cxt_send(PVR_LIST_TR_POLY); // Submit the Header for PVR_LIST_TR_POLY } else { pvr_list_begin(PVR_LIST_OP_POLY); plx_cxt_send(PVR_LIST_OP_POLY); // Submit the Header for PVR_LIST_OP_POLY } /* Select texture according to filter */ plx_cxt_texture(textures[filter]); xtrans = -xpos; // Used For Player Translation On The X Axis ztrans = -zpos; // Used For Player Translation On The Z Axis ytrans = -walkbias - 0.25f; // Used For Bouncing Motion Up And Down sceneroty = 360.0f - yrot; // 360 Degree Angle For Player Direction plx_mat3d_identity(); plx_mat3d_rotate(lookupdown, 1.0f, 0.0f, 0.0f); // Rotate Up And Down To Look Up And Down plx_mat3d_rotate(sceneroty, 0.0f, 1.0f, 0.0f); // Rotate Depending On Direction Player Is Facing plx_mat3d_translate(xtrans, ytrans, ztrans); // Translate The Scene Based On Player Position /* Clear internal to an identity matrix */ plx_mat_identity(); /* "Applying" all matrixs: multiply a matrix onto the "internal" one */ plx_mat3d_apply_all(); numtriangles = sector1.numtriangles; for (loop = 0; loop < numtriangles; loop++) { // loop through all the triangles // Vertex 1 x_m = sector1.triangle[loop].vertex[0].x; y_m = sector1.triangle[loop].vertex[0].y; z_m = sector1.triangle[loop].vertex[0].z; u_m = sector1.triangle[loop].vertex[0].u; v_m = sector1.triangle[loop].vertex[0].v; plx_vert_ifpm3(PLX_VERT, x_m, y_m, z_m, color, u_m, v_m); // Vertex 2 x_m = sector1.triangle[loop].vertex[1].x; y_m = sector1.triangle[loop].vertex[1].y; z_m = sector1.triangle[loop].vertex[1].z; u_m = sector1.triangle[loop].vertex[1].u; v_m = sector1.triangle[loop].vertex[1].v; plx_vert_ifpm3(PLX_VERT, x_m, y_m, z_m, color, u_m, v_m); // Vertex 3 x_m = sector1.triangle[loop].vertex[2].x; y_m = sector1.triangle[loop].vertex[2].y; z_m = sector1.triangle[loop].vertex[2].z; u_m = sector1.triangle[loop].vertex[2].u; v_m = sector1.triangle[loop].vertex[2].v; plx_vert_ifpm3(PLX_VERT_EOS, x_m, y_m, z_m, color, u_m, v_m); } pvr_scene_finish(); } // Clean up!!! free(sector1.triangle); plx_txr_destroy(textures[0]); plx_txr_destroy(textures[1]); return 0; }