/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/3D_Pol_Tex32768 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. $Date:: 2008-09-18#$ $Rev: 8573 $ $Author: okubata_ryoma $ *---------------------------------------------------------------------------*/ //--------------------------------------------------------------------------- // A sample that use a direct texture: // // Note that direct textures do not require texture palettes. // // HOWTO: // 1. Load texture images to the texture image slots by // GX_BeginLoadTex(), GX_LoadTex(), and GX_EndLoadTex(). // 2. Specify the texture to use and etc. by G3_TexImageParam(GX_TEXFMT_DIRECT, ...). // 3. The texcoords are specified by G3_TexCoord(). //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "tex_32768.h" s16 gCubeGeometry[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 }; VecFx10 gCubeNormal[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) }; GXSt gCubeTexCoord[] = { GX_ST(0, 0), GX_ST(0, 64 * FX32_ONE), GX_ST(64 * FX32_ONE, 0), GX_ST(64 * FX32_ONE, 64 * FX32_ONE) }; inline void vtx(int idx) { G3_Vtx(gCubeGeometry[idx * 3], gCubeGeometry[idx * 3 + 1], gCubeGeometry[idx * 3 + 2]); } inline void normal(int idx) { G3_Direct1(G3OP_NORMAL, gCubeNormal[idx]); // use G3_Normal(x, y, z) if not packed } inline void tex_coord(int idx) { G3_Direct1(G3OP_TEXCOORD, gCubeTexCoord[idx]); // use G3_TexCoord if not packed yet } #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { u16 Rotate = 0; // for rotating cubes(0-65535) u32 myTexAddr = 0x01000; // a texture image at 0x1000 of the texture image slots //--------------------------------------------------------------------------- // Initialize: // They enable IRQ interrupts, initialize VRAM, and set BG #0 for 3D mode. //--------------------------------------------------------------------------- DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); //--------------------------------------------------------------------------- // Download texture images: // // Transfer the texture data on the main memory to the texture image slots. //--------------------------------------------------------------------------- GX_BeginLoadTex(); // map the texture image slots onto LCDC address space { GX_LoadTex((void *)&tex_32768_64x64[0], // a pointer to the texture data on the main memory(4 bytes aligned) myTexAddr, // an offset address in the texture image slots 8192 // the size of the texture(s)(in bytes) ); } GX_EndLoadTex(); // restore the texture image slots // No texture palettes needed 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, FX16_SQRT1_3, -FX16_SQRT1_3, -FX16_SQRT1_3); G3_LightColor(GX_LIGHTID_0, GX_RGB(31, 31, 31)); G3_PushMtx(); { 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); } { G3_MtxMode(GX_MTXMODE_TEXTURE); G3_Identity(); // Use an identity matrix for the texture matrix for simplicity G3_MtxMode(GX_MTXMODE_POSITION_VECTOR); } // Set the material color( diffuse, ambient , specular ) as basic white DEMO_Set3DDefaultMaterial(TRUE, TRUE); DEMO_Set3DDefaultShininessTable(); G3_TexImageParam(GX_TEXFMT_DIRECT, // use direct texture GX_TEXGEN_TEXCOORD, // use texcoord GX_TEXSIZE_S64, // 64 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_PolygonAttr(GX_LIGHTMASK_0, // Light #0 is on GX_POLYGONMODE_MODULATE, // modulation mode GX_CULL_NONE, // cull none 0, // polygon ID(0 - 63) 31, // alpha(0 - 31) 0 // OR of GXPolygonAttrMisc's value ); G3_Begin(GX_BEGIN_QUADS); { tex_coord(1); normal(0); vtx(2); tex_coord(0); normal(0); vtx(0); tex_coord(2); normal(0); vtx(4); tex_coord(3); normal(0); vtx(6); tex_coord(1); normal(3); vtx(7); tex_coord(0); normal(3); vtx(5); tex_coord(2); normal(3); vtx(1); tex_coord(3); normal(3); vtx(3); tex_coord(1); normal(5); vtx(6); tex_coord(0); normal(5); vtx(4); tex_coord(2); normal(5); vtx(5); tex_coord(3); normal(5); vtx(7); tex_coord(1); normal(2); vtx(3); tex_coord(0); normal(2); vtx(1); tex_coord(2); normal(2); vtx(0); tex_coord(3); normal(2); vtx(2); tex_coord(1); normal(1); vtx(5); tex_coord(0); normal(1); vtx(4); tex_coord(2); normal(1); vtx(0); tex_coord(3); normal(1); vtx(1); tex_coord(1); normal(4); vtx(6); tex_coord(0); normal(4); vtx(7); tex_coord(2); normal(4); vtx(3); tex_coord(3); normal(4); vtx(2); } G3_End(); 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, 0xE26F8D9A); 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 }