/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/ClearDepthOnly 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 to set only clear depth without clear image. // // One Cube is displayed on 2D image. // // HOWTO: // 1. Call "GX_SetBankForClearImage" to secure VRAM bank for clear depth. // 2. Call "GX_BeginLoadClearImage" to start clear image setting. // 3. Call "GX_LoadClearImageColor" to set clear image color. // 4. Call "GX_LoadClearImageDepth" to set clear image depth. // 5. Call "GX_EndLoadClearImage" to finish clear image setting. // //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "tex_32768.h" #include "sea.h" //--------------------------------------------------------------------------- // 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 coordinate data 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) }; //--------------------------------------------------------------------------- // Set vertex coordinate. // input: // idx: ID of vertex data //--------------------------------------------------------------------------- inline void Vertex(int idx) { G3_Vtx(s_Vertex[idx * 3], s_Vertex[idx * 3 + 1], s_Vertex[idx * 3 + 2]); } //--------------------------------------------------------------------------- // Set normal setting. // input: // idx: ID of normal data //--------------------------------------------------------------------------- inline void Normal(int idx) { G3_Direct1(G3OP_NORMAL, s_Normal[idx]); } //--------------------------------------------------------------------------- // Set texture coordinate. // input: // idx: ID of texture data //--------------------------------------------------------------------------- inline void TextureCoord(int idx) { G3_Direct1(G3OP_TEXCOORD, s_TextureCoord[idx]); } //--------------------------------------------------------------------------- // Draw a cube and set texture. //--------------------------------------------------------------------------- static void DrawCube(void) { G3_Begin(GX_BEGIN_QUADS); // start to set vertex.(use square polygon) { 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 } //--------------------------------------------------------------------------- // 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) { // Set flag which checks VBlank interrupt. OS_SetIrqCheckFlag(OS_IE_V_BLANK); } //--------------------------------------------------------------------------- // main //--------------------------------------------------------------------------- #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { u32 myTexAddr = 0x0000; // Address of texture image slot u16 Rotate = 0; // Initialize DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); // Load texture image into texture image slot. GX_SetBankForTex(GX_VRAM_TEX_0_A); // Set VRAM-A to texture image buffer GX_BeginLoadTex(); { GX_LoadTex((void *)&tex_32768_64x64[0], // Src address myTexAddr, // Destination slot address 8192); // Size to load } GX_EndLoadTex(); //--------------------------------------------------------------------------- // Clear image setting // Assign VRAM-C to clear depth, and don't assign to clear image. GX_SetBankForClearImage(GX_VRAM_CLEARDEPTH_128_C); // Start clear depth setting GX_BeginLoadClearImage(); { // Load clear depth depth GX_LoadClearImageDepth((void *)DEPTH_VRAM256x192, // src sizeof(DEPTH_VRAM256x192)); // size } // Finish clear depth setting GX_EndLoadClearImage(); // Assin VRAM-D for BG GX_SetBankForBG(GX_VRAM_BG_128_D); // VRAM-D for BGs GX_SetVisiblePlane(GX_PLANEMASK_BG0 // BG #0 for 3D | GX_PLANEMASK_BG1); // BG #1 for text /* 2D setting */ G2_SetBG1Control(GX_BG_SCRSIZE_TEXT_256x256, // 256pix x 256pix text GX_BG_COLORMODE_256, // use 256 colors mode GX_BG_SCRBASE_0x0000, // screen base offset + 0x0000 is the address for BG #0 screen GX_BG_CHARBASE_0x04000, // character base offset + 0x04000 is the address for BG #0 characters GX_BG_EXTPLTT_01); // use BGExtPltt slot #0 if BGExtPltt is enabled G2_SetBG0Priority(0); G2_SetBG1Priority(1); G2_BG1Mosaic(FALSE); GX_LoadBG1Char(d_natsunoumi_schDT, 0, sizeof(d_natsunoumi_schDT)); GX_LoadBGPltt(d_natsunoumi_sclDT, 0, sizeof(d_natsunoumi_sclDT)); GX_LoadBG1Scr(d_natsunoumi_sscDT, 0, sizeof(d_natsunoumi_sscDT)); //--------------------------------------------------------------------------- DEMOStartDisplay(); // main loop while (1) { G3X_Reset(); Rotate += 256; // Camera setting { VecFx32 Eye = { 0, 0, FX32_ONE }; // Sight position VecFx32 at = { 0, 0, 0 }; // Viewpoint VecFx32 vUp = { 0, FX32_ONE, 0 }; // Up G3_LookAt(&Eye, &vUp, &at, NULL); // Sight setting } // Light setting G3_LightVector(GX_LIGHTID_0, 0, -FX32_ONE + 1, 0); G3_LightColor(GX_LIGHTID_0, GX_RGB(31, 31, 31)); // Matrix setting G3_MtxMode(GX_MTXMODE_TEXTURE); G3_Identity(); G3_MtxMode(GX_MTXMODE_POSITION_VECTOR); G3_PushMtx(); // Rotate and translate cube { fx16 s = FX_SinIdx(Rotate); fx16 c = FX_CosIdx(Rotate); G3_Translate(0, 0, -5 * FX32_ONE); G3_RotX(s, c); G3_RotY(s, c); G3_RotZ(s, c); } // Draw setting G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31), // Diffuse GX_RGB(16, 16, 16), // Ambient TRUE); // Color G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16), // Specular GX_RGB(0, 0, 0), // Emission FALSE); // Shininess G3_TexImageParam(GX_TEXFMT_DIRECT, // Texture format GX_TEXGEN_TEXCOORD, // Texture generation GX_TEXSIZE_S64, // Texture width GX_TEXSIZE_T64, // Texture height GX_TEXREPEAT_NONE, // Texture repeat GX_TEXFLIP_NONE, // Texture flip GX_TEXPLTTCOLOR0_USE, // Palette color myTexAddr); // Texture address G3_PolygonAttr(GX_LIGHTMASK_0, // Light GX_POLYGONMODE_MODULATE, // Polygon mode GX_CULL_NONE, // Culling 0, // Polygon ID 31, // Alpha GX_POLYGON_ATTR_MISC_NONE); // Misc // Draw cube DrawCube(); G3_PopMtx(1); // swapping the polygon list RAM, the vertex RAM, etc. G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W); // Wait VBlank OS_WaitVBlankIntr(); #ifdef SDK_AUTOTEST // code for auto test GX_SetBankForLCDC(GX_VRAM_LCDC_B); EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_B); EXT_TestScreenShot(100, 0xE0E8A3B2); EXT_TestTickCounter(); #endif //SDK_AUTOTEST } }