/*---------------------------------------------------------------------------* Project: Dolphin/Revolution gx demo File: tex-cube.c Copyright 1998-2006 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. *---------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------* tex-fmt-cube display various format textures ( non-tpl version ) *---------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------* Header files *---------------------------------------------------------------------------*/ #include #include "tex-fmt-cube.h" /*---------------------------------------------------------------------------* Macro definitions *---------------------------------------------------------------------------*/ #define MAX_SCOORD 0x4000 // for 16b, 2.14 fixed point format #define MAX_TCOORD 0x4000 // for 16b, 2.14 fixed point format #define STEP_SCOORD 8 #define STEP_TCOORD 24 #define NON_CI_TEXTURES 8 #define CI_TEXTURES 2 #define MAX_TEXTURES (NON_CI_TEXTURES + CI_TEXTURES) #define TEST_TLUT00_NUM_ENTRIES 16 #define TEST_TLUT01_NUM_ENTRIES 256 #define Clamp(val,min,max) \ ((val) = (((val) < (min)) ? (min) : ((val) > (max)) ? (max) : (val))) /*---------------------------------------------------------------------------* Structure definitions *---------------------------------------------------------------------------*/ // for camera typedef struct { Vec location; Vec up; Vec target; f32 left; f32 top; f32 znear; f32 zfar; } CameraConfig; typedef struct { CameraConfig cfg; Mtx view; Mtx44 proj; } MyCameraObj; // for entire scene control typedef struct { MyCameraObj cam; Mtx modelCtrl; f32 modelScale; u32 texNumber; GXTevMode tevMode; } MySceneCtrlObj; /*---------------------------------------------------------------------------* Forward references *---------------------------------------------------------------------------*/ void main ( void ); static void DrawInit ( MySceneCtrlObj* sc ); static void DrawTick ( MySceneCtrlObj* sc ); static void AnimTick ( MySceneCtrlObj* sc ); static void DrawBox ( void ); static void SetCamera ( MyCameraObj* cam ); static void Message ( u32 num ); static void PrintIntro ( void ); /*---------------------------------------------------------------------------* Model Data *---------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------* Data arrays for indexed primitives must be 32B aligned. Normally, memory for the arrays would be OSAlloc'd (which returns 32B aligned pointers) and the data would be loaded from ROM. The pragma variable_align provides a convenient way to align initialized arrays. *---------------------------------------------------------------------------*/ static s16 TopVerts[] ATTRIBUTE_ALIGN(32) = { -40, -40, 40, // 0 40, -40, 40, // 1 40, 40, 40, // 2 -40, 40, 40, // 3 -40, -40, -40, // 4 40, -40, -40, // 5 40, 40, -40, // 6 -40, 40, -40 // 7 }; static u8 Colors[] ATTRIBUTE_ALIGN(32) = { 0x80, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x80, 0x80, 0x80, 0x80, 0x00, 0x80, 0x80, 0x00, 0x80, 0x80, 0x00, 0x80, 0x80, 0x80 }; /*---------------------------------------------------------------------------* Texture settings *---------------------------------------------------------------------------*/ static void* TexDataPtr[MAX_TEXTURES] = { TestI4TexImageData, TestI8TexImageData, TestIA4TexImageData, TestIA8TexImageData, TestRGB565TexImageData, TestRGB5A3TexImageData, TestRGBA8TexImageData, TestCMPRTexImageData, TestC4TexImageData, TestC8TexImageData }; static u32 TexAttr[3*MAX_TEXTURES] = { TEST_I4_TEX_IMAGE_WIDTH, TEST_I4_TEX_IMAGE_HEIGHT, TEST_I4_TEX_IMAGE_FORMAT, TEST_I8_TEX_IMAGE_WIDTH, TEST_I8_TEX_IMAGE_HEIGHT, TEST_I8_TEX_IMAGE_FORMAT, TEST_IA4_TEX_IMAGE_WIDTH, TEST_IA4_TEX_IMAGE_HEIGHT, TEST_IA4_TEX_IMAGE_FORMAT, TEST_IA8_TEX_IMAGE_WIDTH, TEST_IA8_TEX_IMAGE_HEIGHT, TEST_IA8_TEX_IMAGE_FORMAT, TEST_RGB565_TEX_IMAGE_WIDTH, TEST_RGB565_TEX_IMAGE_HEIGHT, TEST_RGB565_TEX_IMAGE_FORMAT, TEST_RGB5A3_TEX_IMAGE_WIDTH, TEST_RGB5A3_TEX_IMAGE_HEIGHT, TEST_RGB5A3_TEX_IMAGE_FORMAT, TEST_RGBA8_TEX_IMAGE_WIDTH, TEST_RGBA8_TEX_IMAGE_HEIGHT, TEST_RGBA8_TEX_IMAGE_FORMAT, TEST_CMPR_TEX_IMAGE_WIDTH, TEST_CMPR_TEX_IMAGE_HEIGHT, TEST_CMPR_TEX_IMAGE_FORMAT, TEST_C4_TEX_IMAGE_WIDTH, TEST_C4_TEX_IMAGE_HEIGHT, TEST_C4_TEX_IMAGE_FORMAT, TEST_C8_TEX_IMAGE_WIDTH, TEST_C8_TEX_IMAGE_HEIGHT, TEST_C8_TEX_IMAGE_FORMAT }; static GXTlut TexTlutAttr[CI_TEXTURES] = { GX_TLUT0, GX_TLUT1 }; /*---------------------------------------------------------------------------* Camera configuration *---------------------------------------------------------------------------*/ static CameraConfig DefaultCamera = { { 0.0F, 0.0F, 300.0F }, // location { 0.0F, 1.0F, 0.0F }, // up { 0.0F, 0.0F, 0.0F }, // target -32.0F, // left 24.0F, // top 50.0F, // near 2000.0F // far }; /*---------------------------------------------------------------------------* Global variables *---------------------------------------------------------------------------*/ static MySceneCtrlObj SceneCtrl; // scene control parameters static GXTexObj MyTexObj[MAX_TEXTURES]; static GXTlutObj MyTlutObj0, MyTlutObj1; /*---------------------------------------------------------------------------* Application main loop *---------------------------------------------------------------------------*/ void main ( void ) { DEMOInit(NULL); // Init the OS, game pad, graphics and video. DrawInit(&SceneCtrl); // Initialize vertex formats, array pointers // and default scene settings. PrintIntro(); // Print demo directions Message(SceneCtrl.texNumber); while(!(DEMOPadGetButton(0) & PAD_BUTTON_MENU)) { DEMOBeforeRender(); DrawTick(&SceneCtrl); // Draw the model. DEMODoneRender(); DEMOPadRead(); // Read controller AnimTick(&SceneCtrl); // Do animation } OSHalt("End of demo"); } /*---------------------------------------------------------------------------* Functions *---------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------* Name: DrawInit Description: Initializes the vertex attribute format and sets up the array pointer for the indexed data. This function also initializes scene control parameters. Arguments: sc : pointer to the structure of scene control parameters Returns: none *---------------------------------------------------------------------------*/ static void DrawInit( MySceneCtrlObj* sc ) { u32 i; // Vertex Attribute GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0); GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_U16, 14); // Array Pointers and Strides GXInvalidateVtxCache(); GXSetArray(GX_VA_POS, TopVerts, 3 * sizeof(s16)); GXSetArray(GX_VA_CLR0, Colors, 4 * sizeof(u8)); GXSetNumChans(1); // Set texture coordinate generation. GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GXSetNumTexGens(1); // Init texture objects, existing in tex-data00.c GXInvalidateTexAll(); for ( i = 0 ; i < NON_CI_TEXTURES ; ++i ) { GXInitTexObj( &MyTexObj[i], TexDataPtr[i], (u16)TexAttr[i*3], (u16)TexAttr[i*3+1], (GXTexFmt)TexAttr[i*3+2], GX_REPEAT, // s GX_REPEAT, // t GX_FALSE ); } for ( i = NON_CI_TEXTURES ; i < MAX_TEXTURES ; ++i ) { GXInitTexObjCI( &MyTexObj[i], TexDataPtr[i], (u16)TexAttr[i*3], (u16)TexAttr[i*3+1], (GXCITexFmt)TexAttr[i*3+2], GX_REPEAT, // s GX_REPEAT, // t GX_FALSE, (u32)(TexTlutAttr[i - NON_CI_TEXTURES]) ); } // Init TLUTs GXInitTlutObj( &MyTlutObj0, TestTlutData00, (GXTlutFmt)TEST_TLUT00_FORMAT, TEST_TLUT00_NUM_ENTRIES ); GXLoadTlut(&MyTlutObj0, GX_TLUT0); GXInitTlutObj( &MyTlutObj1, TestTlutData01, (GXTlutFmt)TEST_TLUT01_FORMAT, TEST_TLUT01_NUM_ENTRIES ); GXLoadTlut(&MyTlutObj1, GX_TLUT1); // Default scene control parameter settings // camera sc->cam.cfg = DefaultCamera; SetCamera(&sc->cam); // never changes in this test // model control matrix MTXScale(sc->modelCtrl, 1.0F, 1.0F, 1.0F); sc->modelScale = 1.0F; // texture number sc->texNumber = 0; // tev mode sc->tevMode = GX_REPLACE; } /*---------------------------------------------------------------------------* Name: DrawTick Description: Draw the model by using given scene parameters Arguments: sc : pointer to the structure of scene control parameters Returns: none *---------------------------------------------------------------------------*/ static void DrawTick( MySceneCtrlObj* sc ) { Mtx ms; // Scaling matrix. Mtx mv; // Modelview matrix. // set tev operation (Decal/Replace) GXSetTevOp(GX_TEVSTAGE0, sc->tevMode); GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); // set texture GXLoadTexObj(&MyTexObj[sc->texNumber], GX_TEXMAP0); // set modelview matrix MTXScale(ms, sc->modelScale, sc->modelScale, sc->modelScale); MTXConcat(sc->cam.view, ms, mv); MTXConcat(mv, sc->modelCtrl, mv); GXLoadPosMtxImm(mv, GX_PNMTX0); DrawBox(); } /*---------------------------------------------------------------------------* Name: AnimTick Description: Changes scene parameters according to the pad status. Arguments: sc : pointer to the structure of scene control parameters Returns: none *---------------------------------------------------------------------------*/ static void AnimTick( MySceneCtrlObj* sc ) { u16 down; Mtx mrx, mry; // PAD down = DEMOPadGetButtonDown(0); // Model rotation calculation MTXRotDeg(mry, 'x', -(f32)(DEMOPadGetStickY(0))/32.0F); MTXRotDeg(mrx, 'y', (f32)(DEMOPadGetStickX(0))/32.0F); MTXConcat(mry, sc->modelCtrl, sc->modelCtrl); MTXConcat(mrx, sc->modelCtrl, sc->modelCtrl); // Model scale control sc->modelScale += ( DEMOPadGetSubStickY(0) / 32 ) * 0.005F; Clamp(sc->modelScale, 0.1F, 2.0F); // Texture select if ( down & PAD_BUTTON_A ) { sc->texNumber = ( sc->texNumber + 1 ) % MAX_TEXTURES; Message(sc->texNumber); } // Tev mode control if ( down & PAD_BUTTON_B ) { sc->tevMode = ( sc->tevMode == GX_REPLACE ) ? GX_DECAL : GX_REPLACE; } } /*---------------------------------------------------------------------------* Name: VertexT Description: Draw a vertex with texture, direct data Arguments: v 8-bit position index s, t 16-bit tex coord Returns: none *---------------------------------------------------------------------------*/ static inline void VertexT( u8 v, u32 s, u32 t, u8 c ) { GXPosition1x8(v); GXColor1x8(c); GXTexCoord2u16((u16)s, (u16)t); } /*---------------------------------------------------------------------------* Name: DrawTexQuad Description: Draw a textured quad. Map extends to corners of the quad. MAX_SCOORD is the value of 1.0 in the fixed point format. Arguments: v0 8-bit position v1 8-bit position v2 8-bit position v3 8-bit position s0 s tex coord at v0 t0 t tex coord at v0 Returns: none *---------------------------------------------------------------------------*/ static inline void DrawTexQuad( u8 v0, u8 v1, u8 v2, u8 v3, u32 s0, u32 t0, u8 c ) { VertexT(v0, s0+MAX_SCOORD, t0, c); VertexT(v1, s0+MAX_SCOORD, t0+MAX_TCOORD, c); VertexT(v2, s0, t0+MAX_TCOORD, c); VertexT(v3, s0, t0, c); } /*---------------------------------------------------------------------------* Name: DrawBox Description: Draw box model. Arguments: none Returns: none *---------------------------------------------------------------------------*/ static void DrawBox( void ) { static u32 s = 0; static u32 t = 0; // set vertex descriptor GXClearVtxDesc(); GXSetVtxDesc(GX_VA_POS, GX_INDEX8); GXSetVtxDesc(GX_VA_CLR0, GX_INDEX8); GXSetVtxDesc(GX_VA_TEX0, GX_DIRECT); // draw the box GXBegin(GX_QUADS, GX_VTXFMT0, 4*6); DrawTexQuad(3, 2, 1, 0, s, t, 0); DrawTexQuad(4, 5, 6, 7, s, s, 1); DrawTexQuad(4, 7, 3, 0, 0, 0, 2); DrawTexQuad(5, 4, 0, 1, t, t, 3); DrawTexQuad(6, 5, 1, 2, t, 0, 4); DrawTexQuad(7, 6, 2, 3, 0, s, 5); GXEnd(); // translate s, t coordinates s += STEP_SCOORD; t += STEP_TCOORD; if (s > MAX_SCOORD) s = 0; if (t > MAX_TCOORD) t = 0; } /*---------------------------------------------------------------------------* Name: SetCamera Description: set view matrix and load projection matrix into hardware Arguments: cam : pointer to the MyCameraObj structure Returns: none *---------------------------------------------------------------------------*/ static void SetCamera( MyCameraObj* cam ) { MTXLookAt( cam->view, &cam->cfg.location, &cam->cfg.up, &cam->cfg.target ); MTXFrustum( cam->proj, cam->cfg.top, - (cam->cfg.top), cam->cfg.left, - (cam->cfg.left), cam->cfg.znear, cam->cfg.zfar ); GXSetProjection(cam->proj, GX_PERSPECTIVE); } /*---------------------------------------------------------------------------* Name: Message Description: Output message for debugging Arguments: num : current texture number Returns: none *---------------------------------------------------------------------------*/ void Message( u32 num ) { switch(num) { case 0 : OSReport("I4 Format\n"); break; case 1 : OSReport("I8 Format\n"); break; case 2 : OSReport("IA4 Format\n"); break; case 3 : OSReport("IA8 Format\n"); break; case 4 : OSReport("RGB565 Format\n"); break; case 5 : OSReport("RGB5A3 Format\n"); break; case 6 : OSReport("RGBA8 Format\n"); break; case 7 : OSReport("Compressed Format\n"); break; case 8 : OSReport("C4 Format\n"); break; case 9 : OSReport("C8 Format\n"); break; case 10 : OSReport("C14X2 Format\n"); break; } } /*---------------------------------------------------------------------------* Name: PrintIntro Description: Prints the directions on how to use this demo. Arguments: none Returns: none *---------------------------------------------------------------------------*/ static void PrintIntro( void ) { OSReport("\n\n"); OSReport("******************************************************\n"); OSReport("tex-fmt-cube: various format test (non-tpl version)\n"); OSReport("******************************************************\n"); OSReport("to quit hit the start button\n"); OSReport("\n"); OSReport("Main Stick : rotate the box.\n"); OSReport("Sub Stick Y : change scale of the box.\n"); OSReport("A button : change the texture.\n"); OSReport("B button : change tev mode.\n"); OSReport("******************************************************\n"); OSReport("\n"); } /*============================================================================*/