/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/AntiAlias 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 anti-alias testing. // // One square is displayed along the setting of anti-alias. // // HOWTO: // 1. Call "G3X_AntiAlias(TRUE)", which switches anti-alias setting to ON. // 2. Call "G3X_AntiAlias(FALSE)", which switches anti-alias setting to OFF. // // OPERATION: // 1. Push start button to change anti-alias setting. // //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "tex_32768.h" //--------------------------------------------------------------------------- // Square 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, }; // Normal data static VecFx10 s_Normal = GX_VECFX10(0, 0, FX32_ONE - 1); // 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: // i_idx: ID of vertex data //--------------------------------------------------------------------------- inline void Vertex(int i_idx) { G3_Vtx(s_Vertex[i_idx * 3], s_Vertex[i_idx * 3 + 1], s_Vertex[i_idx * 3 + 2]); } //--------------------------------------------------------------------------- // Set normal setting. //--------------------------------------------------------------------------- inline void Normal(void) { G3_Direct1(G3OP_NORMAL, s_Normal); } //--------------------------------------------------------------------------- // Set texture coordinate. // input: // i_idx: ID of texture data //--------------------------------------------------------------------------- inline void TextureCoord(int i_idx) { G3_Direct1(G3OP_TEXCOORD, s_TextureCoord[i_idx]); } //--------------------------------------------------------------------------- // Draw a rectangle and set texture. //--------------------------------------------------------------------------- static void DrawRectangle(void) { G3_Begin(GX_BEGIN_QUADS); // start to set vertexes.(use square polygon) { TextureCoord(1); Normal(); Vertex(1); TextureCoord(3); Normal(); Vertex(3); TextureCoord(2); Normal(); Vertex(2); TextureCoord(0); Normal(); Vertex(0); } 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 { unsigned int count = 0; BOOL trg = TRUE; u16 Rotate = 0; u32 myTexAddr = 0x00000; // Address of texture image slot // Initialize DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); // Set ClearColor to get effect of AntiAlias G3X_SetClearColor(GX_RGB(0, 0, 0), // Color 0x1, // Alpha 0x7fff, // Depth 0x3f, // Polygon ID FALSE); // Fog setting toward 2D face // Load texture image into texture image slot. GX_BeginLoadTex(); { GX_LoadTex((void *)&tex_32768_64x64[0], // Src address myTexAddr, // Destination slot address 8192); // Size to load } GX_EndLoadTex(); DEMOStartDisplay(); OS_Printf("mssg%d:AntiAlias ON\n", count++); // main loop while (1) { G3X_Reset(); Rotate += 32; // Read input DEMOReadKey(); #ifdef SDK_AUTOTEST // code for auto test { const EXTKeys keys[8] = { {0, 10}, {PAD_BUTTON_START, 10}, {0, 0} }; EXT_AutoKeys(keys, &gKeyWork.press, &gKeyWork.trigger); } #endif if (gKeyWork.trigger & PAD_BUTTON_START) { trg = (trg + 1) & 0x01; //--------------------------------------------------------------------------- // Anti-alias setting G3X_AntiAlias(trg); //--------------------------------------------------------------------------- OS_Printf("mssg%d:AntiAlias %s\n", count++, (trg ? "ON" : "OFF")); } // 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, 0, -FX32_ONE + 1); 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 square { fx16 s = FX_SinIdx(Rotate); fx16 c = FX_CosIdx(Rotate); G3_Translate(0, 0, -3 * FX32_ONE); 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 hight 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 0); // Misc // Draw square DrawRectangle(); 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_C); EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C); EXT_TestScreenShot(100, 0x7497BC53); EXT_TestTickCounter(); #endif //SDK_AUTOTEST } }