/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/3D_Pol_Toon 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 for toon shading // // Display two chairs. // The left one is in modulation mode, and the right one is in toon mode. // // HOWTO: // 1. Switch to toon shading mode by G3X_SetShading(GX_SHADING_TOON). // 2. Set up the toon(high-light) table by G3X_SetToonTable. // 3. Speciy GX_POLYGON_MODE_TOON by G3X_PolygonAttr. //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "data.h" GXRgb Toon_Table[32] = { GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(0, 0, 31), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(31, 0, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0), GX_RGB(0, 31, 0) }; #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { u16 Rotate = 0; // for rotating cubes(0-65535) u32 myTexAddr = 0x1000; // a texture image at 0x1000 of the texture image slots u32 myTexPlttAddr = 0x1000; // a texture palette at 0x1000 of the texture palette slots //--------------------------------------------------------------------------- // Initialize: // They enable IRQ interrupts, initialize VRAM, and set BG #0 for 3D mode. //--------------------------------------------------------------------------- DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); //--------------------------------------------------------------------------- // Shading mode is GX_SHADING_TOON //--------------------------------------------------------------------------- G3X_SetShading(GX_SHADING_TOON); //--------------------------------------------------------------------------- // Download the texture images: // // Transfer the texture data on the main memory to the texture image slots. //--------------------------------------------------------------------------- GX_BeginLoadTex(); { GX_LoadTex((void *)&tex_isu1[0], // a pointer to the texture data on the main memory(4 bytes aligned) myTexAddr, // an offset address in the texture image slots tex_isu1_size // the size of the texture(s)(in bytes) ); GX_LoadTex((void *)&tex_isu2[0], // a pointer to the texture data on the main memory(4 bytes aligned) myTexAddr + tex_isu1_size, // an offset address in the texture image slots tex_isu2_size // the size of the texture(s)(in bytes) ); } GX_EndLoadTex(); // restore the texture image slots //--------------------------------------------------------------------------- // Download the texture palettes: // // Transfer the texture palette data on the main memory to the texture palette slots. //--------------------------------------------------------------------------- GX_BeginLoadTexPltt(); // map the texture palette slots onto LCDC address space { GX_LoadTexPltt((void *)&pal_isu1[0], // a pointer to the texture data on the main memory(4 bytes aligned) myTexPlttAddr, // an offset address in the texture palette slots pal_isu1_size // the size of the texture palette(s)(in bytes) ); GX_LoadTexPltt((void *)&pal_isu2[0], // a pointer to the texture data on the main memory(4 bytes aligned) myTexPlttAddr + pal_isu1_size, // an offset address in the texture palette slots pal_isu2_size // the size of the texture palette(s)(in bytes) ); } GX_EndLoadTexPltt(); // Waiting the end of VBlank interrupt //--------------------------------------------------------------------------- // Set up the toon table //--------------------------------------------------------------------------- G3X_SetToonTable(Toon_Table); DEMOStartDisplay(); while (1) { G3X_Reset(); Rotate += 256; //--------------------------------------------------------------------------- // Set up a camera matrix //--------------------------------------------------------------------------- { VecFx32 Eye = { 0, 0, FX32_ONE }; // Eye position VecFx32 at = { 0, 0, 0 }; // Viewpoint VecFx32 vUp = { 0, FX32_ONE, 0 }; // Up G3_LookAt(&Eye, &vUp, &at, NULL); } //--------------------------------------------------------------------------- // Set up light colors and direction // Notice that light vector is transformed by the current vector matrix // immediately after LightVector command is issued. // // GX_LIGHTID_0: white, downward //--------------------------------------------------------------------------- G3_LightVector(GX_LIGHTID_0, FX32_SQRT1_2, -FX32_SQRT1_2, 0); G3_LightColor(GX_LIGHTID_0, GX_RGB(16, 16, 16)); G3_Translate(0, 0, -5 * FX32_ONE); G3_PushMtx(); //--------------------------------------------------------------------------- // Drawing modulation polygons //--------------------------------------------------------------------------- G3_PushMtx(); { fx16 s = FX_SinIdx(Rotate); fx16 c = FX_CosIdx(Rotate); G3_Translate(-2 * FX32_ONE, 0, 0); G3_RotZ(s, c); G3_RotY(s, c); G3_RotX(s, c); } G3_TexImageParam(GX_TEXFMT_PLTT16, // use 16 colors palette texture GX_TEXGEN_NONE, // no texgen GX_TEXSIZE_S256, // 256 pixels GX_TEXSIZE_T64, // 64 pixels GX_TEXREPEAT_NONE, // no repeat GX_TEXFLIP_NONE, // no flip GX_TEXPLTTCOLOR0_USE, // use color 0 of the palette myTexAddr // the offset of the texture image ); G3_TexPlttBase(myTexPlttAddr, // the offset of the texture palette GX_TEXFMT_PLTT16 // 16 colors palette texture ); // Set the material color( diffuse, ambient , specular ) as basic white DEMO_Set3DDefaultMaterial(TRUE, TRUE); DEMO_Set3DDefaultShininessTable(); G3_PolygonAttr(GX_LIGHTMASK_0, // Light #0 is on GX_POLYGONMODE_MODULATE, // modulation mode GX_CULL_BACK, // cull back 0, // polygon ID(0 - 63) 31, // alpha(0 - 31) 0 // OR of GXPolygonAttrMisc's value ); G3_Begin(GX_BEGIN_TRIANGLES); { MI_SendGXCommand(3, isu1, isu1_size); } G3_End(); G3_TexImageParam(GX_TEXFMT_PLTT16, // use 16 colors palette textures GX_TEXGEN_NONE, // no texgen GX_TEXSIZE_S128, // 128 pixels GX_TEXSIZE_T128, // 128 pixels GX_TEXREPEAT_NONE, // no repeat GX_TEXFLIP_NONE, // no flip GX_TEXPLTTCOLOR0_USE, // use color 0 of the palette myTexAddr + tex_isu1_size // the offset of the texture image ); G3_TexPlttBase(myTexPlttAddr + pal_isu1_size, // the offset of the texture palette GX_TEXFMT_PLTT16 // 16 colors palette texture ); G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31), // diffuse GX_RGB(16, 16, 16), // ambient TRUE // use diffuse as vtx color if TRUE ); G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16), // specular GX_RGB(0, 0, 0), // emission FALSE // use shininess table if TRUE ); G3_PolygonAttr(GX_LIGHTMASK_0, // Light #0 is on GX_POLYGONMODE_MODULATE, // modulation mode GX_CULL_BACK, // cull back 0, // polygon ID(0 - 63) 31, // alpha(0 - 31) 0 // OR of GXPolygonAttrMisc's value ); G3_Begin(GX_BEGIN_TRIANGLES); { MI_SendGXCommand(3, isu2, isu2_size); } G3_End(); G3_PopMtx(1); //--------------------------------------------------------------------------- // Drawing toon polygons //--------------------------------------------------------------------------- G3_PushMtx(); { fx16 s = FX_SinIdx(Rotate); fx16 c = FX_CosIdx(Rotate); G3_Translate(2 * FX32_ONE, 0, 0); G3_RotZ(s, c); G3_RotY(s, c); G3_RotX(s, c); } G3_TexImageParam(GX_TEXFMT_PLTT16, // use 16 colors palette texture GX_TEXGEN_NONE, // no texgen GX_TEXSIZE_S256, // 256 pixels GX_TEXSIZE_T64, // 64 pixels GX_TEXREPEAT_NONE, // no repeat GX_TEXFLIP_NONE, // no flip GX_TEXPLTTCOLOR0_USE, // use color 0 of the palette myTexAddr // the offset of the texture image ); G3_TexPlttBase(myTexPlttAddr, // the offset of the texture palette GX_TEXFMT_PLTT16 // 16 colors palette texture ); G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31), // diffuse GX_RGB(16, 16, 16), // ambient TRUE // use diffuse as vtx color if TRUE ); G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16), // specular GX_RGB(0, 0, 0), // emission FALSE // use shininess table if TRUE ); G3_PolygonAttr(GX_LIGHTMASK_0, // Light #0 is on GX_POLYGONMODE_TOON, // toon mode GX_CULL_BACK, // cull back 0, // polygon ID(0 - 63) 31, // alpha(0 - 31) 0 // OR of GXPolygonAttrMisc's value ); G3_Begin(GX_BEGIN_TRIANGLES); { MI_SendGXCommand(3, isu1, isu1_size); } G3_End(); G3_TexImageParam(GX_TEXFMT_PLTT16, // use 16 colors palette texture GX_TEXGEN_NONE, // no texgen GX_TEXSIZE_S128, // 128 pixels GX_TEXSIZE_T128, // 128 pixels GX_TEXREPEAT_NONE, // no repeat GX_TEXFLIP_NONE, // no flip GX_TEXPLTTCOLOR0_USE, // use color 0 of the palette myTexAddr + tex_isu1_size // the offset of the texture image ); G3_TexPlttBase(myTexPlttAddr + pal_isu1_size, // the offset of the texture palette GX_TEXFMT_PLTT16 // 16 colors palette texture ); G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31), // diffuse GX_RGB(16, 16, 16), // ambient TRUE // use diffuse as vtx color if TRUE ); G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16), // specular GX_RGB(0, 0, 0), // emission FALSE // use shininess table if TRUE ); G3_PolygonAttr(GX_LIGHTMASK_0, // Light #0 is on GX_POLYGONMODE_TOON, // toon mode GX_CULL_BACK, // cull back 0, // polygon ID(0 - 63) 31, // alpha(0 - 31) 0 // OR of GXPolygonAttrMisc's value ); G3_Begin(GX_BEGIN_TRIANGLES); { MI_SendGXCommand(3, isu2, isu2_size); } G3_End(); G3_PopMtx(1); G3_PopMtx(1); // swapping the polygon list RAM, the vertex RAM, etc. G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W); #ifdef SDK_AUTOTEST GX_SetBankForLCDC(GX_VRAM_LCDC_C); EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C); EXT_TestScreenShot(100, 0x695AD5AF); EXT_TestTickCounter(); #endif //SDK_AUTOTEST OS_WaitVBlankIntr(); // Waiting the end of VBlank interrupt } } //--------------------------------------------------------------------------- // VBlank interrupt function: // // Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction. // OS_EnableIrqMask selects IRQ interrupts to enable, and // OS_EnableIrq enables IRQ interrupts. // Notice that you have to call 'OS_SetIrqCheckFlag' to check a VBlank interrupt. //--------------------------------------------------------------------------- void VBlankIntr(void) { OS_SetIrqCheckFlag(OS_IE_V_BLANK); // checking VBlank interrupt }