/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/ViewPort 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 to change viewport size. // // One cube is displayed on viewport which is specified in screen. // // HOWTO: // 1. Call "G3_ViewPort" to set viewport size. // // OPERATION: // 1. Push A button and UP or DOWN button to change up side position of viewport. // 2. Push A button and LEFT or RIGHT button to change left side position of viewport. // 3. Push B button and UP or DOWN button to chnage down side position of viewport. // 4. Push B button and LEFT or RIGHT button to change right side position of viewport. // 5. Push start button to change position of viewport default. // //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "tex_32768.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 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_CW_WA_CONSTPOOLS #pragma optimization_level 1 #endif #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { unsigned int count = 0; int vp_x1 = 0, vp_y1 = 0; int vp_x2 = 255, vp_y2 = 191; u32 myTexAddr = 0x00000; // Address of texture image slot u16 Rotate = 0; // Initialize DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplay3D(); // Load texture image into texture image slot. GX_BeginLoadTex(); { GX_LoadTex((void *)&tex_32768_64x64[0], // Src address myTexAddr, // Destination address 8192); // Size to load } GX_EndLoadTex(); DEMOStartDisplay(); // Print information OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); // main loop while (1) { G3X_Reset(); Rotate += 256; // Read input DEMOReadKey(); #ifdef SDK_AUTOTEST // code for auto test { const EXTKeys keys[8] = { {PAD_BUTTON_A | PAD_KEY_DOWN | PAD_KEY_RIGHT, 30}, {PAD_BUTTON_B | PAD_KEY_UP | PAD_KEY_LEFT, 30}, {PAD_BUTTON_A | PAD_BUTTON_B | PAD_KEY_LEFT, 30}, {0, 0} }; EXT_AutoKeys(keys, &gKeyWork.press, &gKeyWork.trigger); } #endif // Change viewport size if (DEMO_IS_PRESS(PAD_BUTTON_A)) { // Change up side position if (DEMO_IS_PRESS(PAD_KEY_UP)) { if (vp_y1 > 0) { vp_y1--; } OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } else if (DEMO_IS_PRESS(PAD_KEY_DOWN)) { if (vp_y1 < 191 && vp_y1 < vp_y2 - 1) { vp_y1++; } OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } // Change left side position if (DEMO_IS_PRESS(PAD_KEY_RIGHT)) { if (vp_x1 < 255 && vp_x1 < vp_x2 - 1) { vp_x1++; } OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } else if (DEMO_IS_PRESS(PAD_KEY_LEFT)) { if (vp_x1 > 0) { vp_x1--; } OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } } if (DEMO_IS_PRESS(PAD_BUTTON_B)) { // Change down side position if (DEMO_IS_PRESS(PAD_KEY_UP)) { if (vp_y2 > 0 && vp_y1 < vp_y2 - 1) vp_y2--; OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } else if (DEMO_IS_PRESS(PAD_KEY_DOWN)) { if (vp_y2 < 191) vp_y2++; OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } // Change right side position if (DEMO_IS_PRESS(PAD_KEY_RIGHT)) { if (vp_x2 < 255) vp_x2++; OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } else if (DEMO_IS_PRESS(PAD_KEY_LEFT)) { if (vp_x2 > 0 && vp_x1 < vp_x2 - 1) vp_x2--; OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } } // Change to default position if (DEMO_IS_TRIG(PAD_BUTTON_START)) { vp_x1 = 0; vp_y1 = 0; vp_x2 = 255; vp_y2 = 191; OS_Printf("mssg%d:ViewPort=(%d, %d, %d, %d)\n", count++, vp_x1, vp_y1, vp_x2, vp_y2); } //--------------------------------------------------------------------------- // Set viewport size G3_ViewPort(vp_x1, vp_y1, vp_x2, vp_y2); //--------------------------------------------------------------------------- // Camera setting { 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); } // 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_C); EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C); EXT_TestScreenShot(100, 0x66E2DF30); EXT_TestTickCounter(); #endif //SDK_AUTOTEST } }