1 /*---------------------------------------------------------------------------*
2   Project:  TwlSDK - GX - demos - UnitTours/3D_Pol_Simple3
3   File:     main.c
4 
5   Copyright 2003-2008 Nintendo.  All rights reserved.
6 
7   These coded instructions, statements, and computer programs contain
8   proprietary information of Nintendo of America Inc. and/or Nintendo
9   Company Ltd., and are protected by Federal copyright law.  They may
10   not be disclosed to third parties or copied or duplicated in any form,
11   in whole or in part, without the prior written consent of Nintendo.
12 
13   $Date:: 2008-09-17#$
14   $Rev: 8556 $
15   $Author: okubata_ryoma $
16  *---------------------------------------------------------------------------*/
17 
18 //---------------------------------------------------------------------------
19 // A sample that use GX_VECVTX10(G3_Vtx10):
20 //
21 // You can reduce the amount of the data transferred to the FIFO by G3_Vtx10.
22 // Since it uses a 3D vector in s3.6 format, precision becomes lower than G3_Vtx.
23 //---------------------------------------------------------------------------
24 
25 #ifdef SDK_TWL
26 #include <twl.h>
27 #else
28 #include <nitro.h>
29 #endif
30 #include "DEMO.h"
31 
32 //---------------------------------------------------------------------------
33 // GX_VECVTX10 takes (x, y, z) in fx32/fx16 format,
34 // and packs them into a 3D vector in s3.6 format.
35 //---------------------------------------------------------------------------
36 VecVtx10 gCubeGeometry[8] = {
37     GX_VECVTX10(FX16_ONE, FX16_ONE, FX16_ONE),
38     GX_VECVTX10(FX16_ONE, FX16_ONE, -FX16_ONE),
39     GX_VECVTX10(FX16_ONE, -FX16_ONE, FX16_ONE),
40     GX_VECVTX10(FX16_ONE, -FX16_ONE, -FX16_ONE),
41     GX_VECVTX10(-FX16_ONE, FX16_ONE, FX16_ONE),
42     GX_VECVTX10(-FX16_ONE, FX16_ONE, -FX16_ONE),
43     GX_VECVTX10(-FX16_ONE, -FX16_ONE, FX16_ONE),
44     GX_VECVTX10(-FX16_ONE, -FX16_ONE, -FX16_ONE)
45 };
46 
vtx(int idx)47 static void vtx(int idx)
48 {
49     //  use G3_Vtx10(x, y, z) if not packed yet
50     G3_Direct1(G3OP_VTX_10, gCubeGeometry[idx]);
51 }
52 
quad(int idx0,int idx1,int idx2,int idx3)53 static void quad(int idx0, int idx1, int idx2, int idx3)
54 {
55     vtx(idx0);
56     vtx(idx1);
57     vtx(idx2);
58     vtx(idx3);
59 }
60 
61 #ifdef SDK_TWL
TwlMain(void)62 void TwlMain(void)
63 #else
64 void NitroMain(void)
65 #endif
66 {
67     u16     Rotate = 0;                // for rotating cubes(0-65535)
68     int     idx = 0;
69 
70     //---------------------------------------------------------------------------
71     // Initialize:
72     // They enable IRQ interrupts, initialize VRAM, and set BG #0 for 3D mode.
73     //---------------------------------------------------------------------------
74     DEMOInitCommon();
75     DEMOInitVRAM();
76     DEMOInitDisplay3D();
77 
78     DEMOStartDisplay();
79     while (1)
80     {
81         G3X_Reset();
82         Rotate += 256;
83 
84         {
85             VecFx32 Eye = { 0, 0, FX32_ONE };   // Eye position
86             VecFx32 at = { 0, 0, 0 };  // Viewpoint
87             VecFx32 vUp = { 0, FX32_ONE, 0 };   // Up
88 
89             // Matrix mode is changed to GX_MTXMODE_POSITION_VECTOR internally,
90             // and the camera matrix is loaded to the current matrix.
91             G3_LookAt(&Eye, &vUp, &at, NULL);
92         }
93 
94         G3_PushMtx();
95 
96         {
97             fx16    s = FX_SinIdx(Rotate);
98             fx16    c = FX_CosIdx(Rotate);
99 
100             G3_Translate(0, 0, -5 * FX32_ONE);
101 
102             G3_RotX(s, c);
103             G3_RotY(s, c);
104             G3_RotZ(s, c);
105 
106             // The current matrix is Rz * Ry * Rx * Trns * Cam.
107         }
108 
109         G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31),     // diffuse
110                                 GX_RGB(16, 16, 16),     // ambient
111                                 TRUE   // use diffuse as vtx color if TRUE
112             );
113 
114         G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16),     // specular
115                                 GX_RGB(0, 0, 0),        // emission
116                                 FALSE  // use shininess table if TRUE
117             );
118 
119         G3_PolygonAttr(GX_LIGHTMASK_NONE,       // no lights
120                        GX_POLYGONMODE_MODULATE, // modulation mode
121                        GX_CULL_BACK,   // cull back
122                        0,              // polygon ID(0 - 63)
123                        31,             // alpha(0 - 31)
124                        0               // OR of GXPolygonAttrMisc's value
125             );
126 
127         G3_Begin(GX_BEGIN_QUADS);
128 
129         {
130             quad(2, 0, 4, 6);
131             quad(7, 5, 1, 3);
132             quad(6, 4, 5, 7);
133             quad(3, 1, 0, 2);
134             quad(5, 4, 0, 1);
135             quad(6, 7, 3, 2);
136         }
137 
138         G3_End();
139 
140         G3_PopMtx(1);
141 
142         // swapping the polygon list RAM, the vertex RAM, etc.
143         G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W);
144 
145 #ifdef SDK_AUTOTEST
146         GX_SetBankForLCDC(GX_VRAM_LCDC_C);
147         EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C);
148         EXT_TestScreenShot(100, 0xF34A239D);
149         EXT_TestTickCounter();
150 #endif //SDK_AUTOTEST
151 
152         OS_WaitVBlankIntr();           // Waiting the end of VBlank interrupt
153     }
154 }
155 
156 
157 //---------------------------------------------------------------------------
158 // VBlank interrupt function:
159 //
160 // Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction.
161 // OS_EnableIrqMask selects IRQ interrupts to enable, and
162 // OS_EnableIrq enables IRQ interrupts.
163 // Notice that you have to call 'OS_SetIrqCheckFlag' to check a VBlank interrupt.
164 //---------------------------------------------------------------------------
VBlankIntr(void)165 void VBlankIntr(void)
166 {
167     OS_SetIrqCheckFlag(OS_IE_V_BLANK); // checking VBlank interrupt
168 }
169