/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/3D_Shininess 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 uses the shininess table: // // There are nine spheres displayed. Each of them displayed with different shininess adjustment // by the shininess table. // // HOWTO: // 1. Set up the shininess table by G3_Shininess(). // 2. Prepare to use the shininess table by G3_MaterialColorSpecEmi(..., TRUE). //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "commandList.h" #define NUM_SHININESS_TYPES 9 static u32 shininess_table[NUM_SHININESS_TYPES][32]; static void drawSphere(BOOL shininess) { //--------------------------------------------------------------------------- // GX_RGB(0, 0, 0) set except specular color for comparison //--------------------------------------------------------------------------- G3_MaterialColorDiffAmb(GX_RGB(23, 0, 0), // diffuse GX_RGB(8, 0, 0), // ambient FALSE // use diffuse as vtx color if TRUE ); G3_MaterialColorSpecEmi(GX_RGB(31, 31, 31), // specular GX_RGB(0, 0, 0), // emission shininess // use shininess table if TRUE ); G3_PolygonAttr(GX_LIGHTMASK_0, // lighting 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 ); // Transfer by DMA G3_Begin(GX_BEGIN_TRIANGLES); MI_SendGXCommand(3, sphere1, sphere_size); G3_End(); } // Power fixed point format( 0.8 ) number static inline u8 powFixedPoint8_(u8 base, u8 exponent) { u16 result = (u16)base; const u16 LIGHTING_L_DOT_H_SHIFT = 8; if (exponent == 0) return base; while (exponent - 1 > 0) { result *= (u16)base; result = (u16)(result >> LIGHTING_L_DOT_H_SHIFT); exponent--; } return (u8)result; } #include // avoid byte access problems // Initialize the shininess table. static void InitShininessTables_() { u8 i, j; u8 *pShininess = NULL; const u8 tableLength = 32 * sizeof(u32); for (i = 0; i < NUM_SHININESS_TYPES; i++) { pShininess = (u8 *)&shininess_table[i][0]; for (j = 0; j < tableLength - 1; j++) { pShininess[j] = powFixedPoint8_((u8)(j * 2 + 1), i); } // set the max value specially pShininess[tableLength - 1] = 0xFF; } } #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { u8 count = 0; u16 Rotate = 0; // for rotating cubes(0-65535) //--------------------------------------------------------------------------- // Initialize: // They enable IRQ interrupts, initialize VRAM, and set BG #0 for 3D mode. //--------------------------------------------------------------------------- DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); // Initialize shininess tables InitShininessTables_(); DEMOStartDisplay(); while (1) { G3X_Reset(); count++; Rotate += 256; //--------------------------------------------------------------------------- // Set up the 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. //--------------------------------------------------------------------------- { const fx32 XY_R = FX_Mul(FX32_SQRT1_3, FX32_SQRT2); G3_LightVector(GX_LIGHTID_0, (fx16)FX_Mul(XY_R, FX_SinIdx(Rotate)), (fx16)FX_Mul(XY_R, FX_CosIdx(Rotate)), (fx16)(FX32_SQRT1_3 * -1)); G3_LightColor(GX_LIGHTID_0, GX_RGB(31, 31, 31)); } G3_PushMtx(); //--------------------------------------------------------------------------- // Draw spheres , changing its shininess table. //--------------------------------------------------------------------------- G3_Translate(0, 0, -15 * FX32_ONE); { u8 i = 0; const fx32 step = FX32_ONE * 5; const u8 num_row = 3; const u8 num_cor = NUM_SHININESS_TYPES / num_row; for (i = 0; i < NUM_SHININESS_TYPES; i++) { int ix = i % num_row; int iy = i / num_row; //--------------------------------------------------------------------------- // Set up the shininess table //--------------------------------------------------------------------------- G3_Shininess(&shininess_table[i][0]); G3_PushMtx(); G3_Translate(step * ix - step * (num_row / 2), -step * iy + step * (num_cor / 2), 0); drawSphere(TRUE); 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, 0x445FBD00); EXT_TestTickCounter(); #endif //SDK_AUTOTEST OS_WaitVBlankIntr(); // Waiting the end of VBlank interrupt } } #include //--------------------------------------------------------------------------- // 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 }