/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/3D_PolAttr_FARClip File: main.c Copyright 2003-2008 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. $Date:: 2008-09-17#$ $Rev: 8556 $ $Author: okubata_ryoma $ *---------------------------------------------------------------------------*/ //--------------------------------------------------------------------------- // A sample that sets GX_POLYGON_ATTR_MISC_FAR_CLIPPING in G3_PolygonAttr // // This sample displays two cubes. // The left one has normal settings and the right one uses far clipping. // If a polygon crosses the far face, the right one is clipped. // // USAGE: // UP, DOWN : Move z position of the object // START : Reset position of the object // //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "data.h" //--------------------------------------------------------------------------- // Summary: // Cube model data //--------------------------------------------------------------------------- /* */ /* Vertex data */ static s16 s_Vertex[3 * 8] = { FX16_ONE, FX16_ONE, FX16_ONE, FX16_ONE, FX16_ONE, -FX16_ONE, FX16_ONE, -FX16_ONE, FX16_ONE, FX16_ONE, -FX16_ONE, -FX16_ONE, -FX16_ONE, FX16_ONE, FX16_ONE, -FX16_ONE, FX16_ONE, -FX16_ONE, -FX16_ONE, -FX16_ONE, FX16_ONE, -FX16_ONE, -FX16_ONE, -FX16_ONE }; /* Normal data */ static VecFx10 s_Normal[6] = { GX_VECFX10(0, 0, FX32_ONE - 1), GX_VECFX10(0, FX32_ONE - 1, 0), GX_VECFX10(FX32_ONE - 1, 0, 0), GX_VECFX10(0, 0, -FX32_ONE + 1), GX_VECFX10(0, -FX32_ONE + 1, 0), GX_VECFX10(-FX32_ONE + 1, 0, 0) }; /* Texture coordinates */ static GXSt s_TextureCoord[] = { GX_ST(0, 0), GX_ST(0, 64 * FX32_ONE), GX_ST(64 * FX32_ONE, 0), GX_ST(64 * FX32_ONE, 64 * FX32_ONE) }; //--------------------------------------------------------------------------- // Summary: // Set vertex coordinates // Description: // Use specified vertex data to set vertex coordinates // Input: // i_idx: Vertex data ID //--------------------------------------------------------------------------- inline void Vertex(int i_idx) { G3_Vtx(s_Vertex[i_idx * 3], // Set vertex coordinates s_Vertex[i_idx * 3 + 1], s_Vertex[i_idx * 3 + 2]); } //--------------------------------------------------------------------------- // Summary: // Set normals // Description: // // Input: // i_idx: Normal data ID //--------------------------------------------------------------------------- inline void Normal(int i_idx) { G3_Direct1(G3OP_NORMAL, s_Normal[i_idx]); } //--------------------------------------------------------------------------- // Summary: // Texture coordinate settings // Description: // // Input: // i_idx: Texture data ID //--------------------------------------------------------------------------- inline void TextureCoord(int i_idx) { G3_Direct1(G3OP_TEXCOORD, s_TextureCoord[i_idx]); } //--------------------------------------------------------------------------- // Summary: // Draw cube //--------------------------------------------------------------------------- static void DrawCube(void) { G3_Begin(GX_BEGIN_QUADS); // Begin vertex list (draw with quadrilateral polygons) { TextureCoord(1); Normal(0); Vertex(2); TextureCoord(0); Normal(0); Vertex(0); TextureCoord(2); Normal(0); Vertex(4); TextureCoord(3); Normal(0); Vertex(6); TextureCoord(1); Normal(3); Vertex(7); TextureCoord(0); Normal(3); Vertex(5); TextureCoord(2); Normal(3); Vertex(1); TextureCoord(3); Normal(3); Vertex(3); TextureCoord(1); Normal(5); Vertex(6); TextureCoord(0); Normal(5); Vertex(4); TextureCoord(2); Normal(5); Vertex(5); TextureCoord(3); Normal(5); Vertex(7); TextureCoord(1); Normal(2); Vertex(3); TextureCoord(0); Normal(2); Vertex(1); TextureCoord(2); Normal(2); Vertex(0); TextureCoord(3); Normal(2); Vertex(2); TextureCoord(1); Normal(1); Vertex(5); TextureCoord(0); Normal(1); Vertex(4); TextureCoord(2); Normal(1); Vertex(0); TextureCoord(3); Normal(1); Vertex(1); TextureCoord(1); Normal(4); Vertex(6); TextureCoord(0); Normal(4); Vertex(7); TextureCoord(2); Normal(4); Vertex(3); TextureCoord(3); Normal(4); Vertex(2); } G3_End(); // End vertex list } //--------------------------------------------------------------------------- // Summary: // V-Blank interrupt process // Description: // Enables a flag that confirms that a V-Blank interrupt has been performed // // The following steps will be performed during common initialization (DEMOInitCommon), causing this function to be called during V-Blanks // * Select IRQ interrupt (OS_SetIrqMask) // * Register this function, which performs IRQ interrupts (OS_SetIRQFunction) // * Enable IRQ interrupts (OS_EnableIrq) // //--------------------------------------------------------------------------- void VBlankIntr(void) { OS_SetIrqCheckFlag(OS_IE_V_BLANK); // Sets a V-Blank interrupt confirmation flag } //--------------------------------------------------------------------------- // Summary: // Clips polygons that intersect the far plane defined in G3_PolygonAttr // Description: // Far-plane clipping is not applied to the cube displayed on the left, but it is applied to the cube displayed on the right. // The far value of the view volume is significantly smaller than the value normally set for the view volume. // This is so that the programmer can watch the clipping process. // // Controls: // UP, DOWN: Manipulate the object's z coordinate position // START: Return to initial position //--------------------------------------------------------------------------- #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { int pos_z = -5; u16 rotate = 0; u32 texAddr = 0x01000; // Slot address of the texture image //--------------------- // Initialize (enable IRQ, initialize VRAM, use BG0 in 3D mode) //--------------------- DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); /* Load the texture image to the texture image slot */ GX_BeginLoadTex(); // Map the bank allocated to the slot to LCDC memory { GX_LoadTex((void *)&tex_32768_64x64[0], // Load source pointer texAddr, // Load destination slot address 8192); // Load size } GX_EndLoadTex(); // Restore the slot mapped to LCDC to its original state /* Perspective projection settings */ { fx32 right = FX32_ONE; fx32 top = FX32_ONE * 3 / 4; fx32 near = FX32_ONE; fx32 far = FX32_ONE * 6; // Perspective projection settings G3_Perspective(FX32_SIN30, // Sine FOVY FX32_COS30, // Cosine FOVY FX32_ONE * 4 / 3, // Aspect near, // Near far, // Far NULL); G3_StoreMtx(0); // Save the matrix in stack number 0 } DEMOStartDisplay(); //--------------------- // Main loop //--------------------- while (1) { G3X_Reset(); rotate += 256; /* Processes pad input */ DEMOReadKey(); if (DEMO_IS_TRIG(PAD_KEY_DOWN)) { if (++pos_z > -3) { pos_z = -3; } OS_Printf("Pos_Z=%d\n", pos_z); } else if (DEMO_IS_TRIG(PAD_KEY_UP)) { if (--pos_z < -7) { pos_z = -7; } OS_Printf("Pos_Z=%d\n", pos_z); } if (DEMO_IS_TRIG(PAD_BUTTON_START)) { pos_z = -5; OS_Printf("Pos_Z=%d\n", pos_z); } /* Camera configuration */ { VecFx32 Eye = { 0, 0, FX32_ONE }; // Eye point position VecFx32 at = { 0, 0, 0 }; // Viewpoint VecFx32 vUp = { 0, FX32_ONE, 0 }; // Up G3_LookAt(&Eye, &vUp, &at, NULL); // Eye point settings } /* Light configuration (configures light color and direction) */ { G3_LightVector(GX_LIGHTID_0, 0, 0, -FX32_ONE + 1); G3_LightColor(GX_LIGHTID_0, GX_RGB(31, 31, 31)); } G3_MtxMode(GX_MTXMODE_TEXTURE); // Set matrix to texture mode G3_Identity(); // Initialize current matrix to a unit matrix // The matrix is set to Position-Vector simultaneous set mode G3_MtxMode(GX_MTXMODE_POSITION_VECTOR); G3_PushMtx(); // Add matrix to the stack /* Calculate the rotation of the cube on the right and set its position */ { fx16 s = FX_SinIdx(rotate); fx16 c = FX_CosIdx(rotate); G3_Translate(FX32_ONE * 2, 0, pos_z * FX32_ONE); G3_RotX(s, c); G3_RotY(s, c); G3_RotZ(s, c); } /* Render configuration for right cube */ // Set material's diffuse reflection color and ambient reflection color G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31), // Diffuse reflection color GX_RGB(16, 16, 16), // Ambient reflection color TRUE); // Set vertex color // Configure the specular color and the emission color of the material G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16), // Specular reflection color GX_RGB(0, 0, 0), // The emission color FALSE); // Specular reflection not used // Specify texture parameters G3_TexImageParam(GX_TEXFMT_DIRECT, // Use direct texture GX_TEXGEN_TEXCOORD, // Set texture coordinate conversion mode GX_TEXSIZE_S64, // 64 texture s size GX_TEXSIZE_T64, // 64 texture t size GX_TEXREPEAT_NONE, // No repeat GX_TEXFLIP_NONE, // No flip GX_TEXPLTTCOLOR0_USE, // Enable palette color 0 set value texAddr); // Texture address // Polygon attribute settings G3_PolygonAttr(GX_LIGHTMASK_0, // Light 0 ON GX_POLYGONMODE_MODULATE, // Modulation mode GX_CULL_NONE, // No culling 0, // Polygon ID 0 31, // Alpha value GX_POLYGON_ATTR_MISC_FAR_CLIPPING); DrawCube(); // Draw cube G3_PopMtx(1); G3_PushMtx(); /* Calculate the rotation of the cube on the left and set its position */ { fx16 s = FX_SinIdx(rotate); fx16 c = FX_CosIdx(rotate); G3_Translate(-FX32_ONE * 2, 0, pos_z * FX32_ONE); G3_RotX(s, c); G3_RotY(s, c); G3_RotZ(s, c); } G3_MtxMode(GX_MTXMODE_TEXTURE); // Set matrix to texture mode G3_Identity(); // Initialize current matrix to a unit matrix // The matrix is set to Position-Vector simultaneous set mode G3_MtxMode(GX_MTXMODE_POSITION_VECTOR); /* Render configuration for left cube */ // Set material's diffuse reflection color and ambient reflection color G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31), // Diffuse reflection color GX_RGB(16, 16, 16), // Ambient reflection color TRUE); // Set vertex color // Configure the specular color and the emission color of the material G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16), // Specular reflection color GX_RGB(0, 0, 0), // The emission color FALSE); // Specular reflection not used // Specify texture parameters G3_TexImageParam(GX_TEXFMT_DIRECT, // Use direct texture GX_TEXGEN_TEXCOORD, // Set texture coordinate conversion mode GX_TEXSIZE_S64, // 64 texture s size GX_TEXSIZE_T64, // 64 texture t size GX_TEXREPEAT_NONE, // No repeat GX_TEXFLIP_NONE, // No flip GX_TEXPLTTCOLOR0_USE, // Enable palette color 0 set value texAddr); // Texture address G3_PolygonAttr(GX_LIGHTMASK_0, // Light 0 ON GX_POLYGONMODE_MODULATE, // Modulation mode GX_CULL_NONE, // Do not perform backface culling 0, // Polygon ID 0 31, // Alpha value GX_POLYGON_ATTR_MISC_NONE); DrawCube(); // Draw cube G3_PopMtx(1); // Swapping the polygon list RAM, the vertex RAM, etc. G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W); /* V-Blank wait */ OS_WaitVBlankIntr(); #ifdef SDK_AUTOTEST // Code for auto-test GX_SetBankForLCDC(GX_VRAM_LCDC_C); EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C); EXT_TestScreenShot(100, 0x954F11C7); EXT_TestTickCounter(); #endif //SDK_AUTOTEST } }