1 /*---------------------------------------------------------------------------*
2   Project:  TwlSDK - GX - demos - UnitTours/3D_Pol_TexSRT
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   $Date:: 2008-09-18#$
14   $Rev: 8573 $
15   $Author: okubata_ryoma $
16  *---------------------------------------------------------------------------*/
17 
18 //---------------------------------------------------------------------------
19 // A sample for texture SRT animation:
20 //
21 // USAGE:
22 //   Up, Down, Left, Right: move the texture
23 //   A, B: change the scale of the texture
24 //   L, R: rotate the texture
25 //
26 // HOWTO:
27 // 1. Set up the texture matrix.
28 // 2. Specify GX_TEXGEN_TEXCOORD as a parameter of G3_TexImageParam.
29 //
30 // Notice that the translation must be multiplied by 16 in advance,
31 // or use G3_LoadTexMtxTexCoord() instead.
32 //---------------------------------------------------------------------------
33 
34 #ifdef SDK_TWL
35 #include <twl.h>
36 #else
37 #include <nitro.h>
38 #endif
39 #include "DEMO.h"
40 #include "tex_4plett.h"
41 
42 #ifdef SDK_TWL
TwlMain(void)43 void TwlMain(void)
44 #else
45 void NitroMain(void)
46 #endif
47 {
48     u32     myTexAddr = 0x1000;        // texture image address in texture image slots
49     u32     myTexPlttAddr = 0x1000;    // texture palette address in texture palette slots
50 
51     fx32    texScale = FX32_ONE >> 1;
52     fx32    texX = 0;
53     fx32    texY = 0;
54     u16     texRotate = 0;
55 
56     //---------------------------------------------------------------------------
57     // Initialize:
58     // They enable IRQ interrupts, initialize VRAM, and set BG #0 for 3D mode.
59     //---------------------------------------------------------------------------
60     DEMOInitCommon();
61     DEMOInitVRAM();
62     DEMOInitDisplay3D();
63 
64 
65     //---------------------------------------------------------------------------
66     // Download the texture images:
67     //
68     // Transfer the texture data on the main memory to the texture image slots.
69     //---------------------------------------------------------------------------
70     GX_BeginLoadTex();                 // map the texture image slots onto LCDC address space
71     {
72         GX_LoadTex((void *)&tex_4plett64x64[0], // a pointer to the texture data on the main memory(4 bytes aligned)
73                    myTexAddr,          // an offset address in the texture image slots
74                    1024                // the size of the texture(s)(in bytes)
75             );
76     }
77     GX_EndLoadTex();                   // restore the texture image slots
78 
79     //---------------------------------------------------------------------------
80     // Download the texture palettes:
81     //
82     // Transfer the texture palette data on the main memory to the texture palette slots.
83     //---------------------------------------------------------------------------
84     GX_BeginLoadTexPltt();             // map the texture palette slots onto LCDC address space
85     {
86         GX_LoadTexPltt((void *)&pal_4plett[0],  // a pointer to the texture data on the main memory(4 bytes aligned)
87                        myTexPlttAddr,  // an offset address in the texture palette slots
88                        8               // the size of the texture palette(s)(in bytes)
89             );
90     }
91     GX_EndLoadTexPltt();               // restore the texture palette slots
92 
93     DEMOStartDisplay();
94     while (1)
95     {
96         MtxFx43 camera;
97 
98         DEMOReadKey();
99         if (DEMO_IS_PRESS(PAD_KEY_UP))
100             texY += FX32_ONE >> 2;
101         if (DEMO_IS_PRESS(PAD_KEY_DOWN))
102             texY -= FX32_ONE >> 2;
103         if (DEMO_IS_PRESS(PAD_KEY_RIGHT))
104             texX -= FX32_ONE >> 2;
105         if (DEMO_IS_PRESS(PAD_KEY_LEFT))
106             texX += FX32_ONE >> 2;
107         if (DEMO_IS_PRESS(PAD_BUTTON_L))
108             texRotate += 256;
109         if (DEMO_IS_PRESS(PAD_BUTTON_R))
110             texRotate -= 256;
111         if (DEMO_IS_PRESS(PAD_BUTTON_A))
112             texScale += FX32_ONE >> 4;
113         if (DEMO_IS_PRESS(PAD_BUTTON_B))
114             texScale -= FX32_ONE >> 4;
115         if (texScale <= 0)
116             texScale = FX32_ONE >> 4;
117 
118         G3X_Reset();
119 
120         //---------------------------------------------------------------------------
121         // Set up a camera matrix
122         //---------------------------------------------------------------------------
123         {
124             VecFx32 Eye = { 0, 0, 3 * FX32_ONE };       // Eye position
125             VecFx32 at = { 0, 0, 0 };  // Viewpoint
126             VecFx32 vUp = { 0, FX32_ONE, 0 };   // Up
127             G3_LookAt(&Eye, &vUp, &at, &camera);
128         }
129 
130         //---------------------------------------------------------------------------n
131         // Set up light colors and direction.
132         // Notice that light vector is transformed by the current vector matrix
133         // immediately after LightVector command is issued.
134         //
135         // GX_LIGHTID_0: white, downward
136         //---------------------------------------------------------------------------
137         G3_LightVector(GX_LIGHTID_0, FX16_SQRT1_3, -FX16_SQRT1_3, -FX16_SQRT1_3);
138         G3_LightColor(GX_LIGHTID_0, GX_RGB(31, 31, 31));
139 
140         G3_PushMtx();
141 
142         //---------------------------------------------------------------------------
143         // Set up the texture matrix for SRT animation
144         //---------------------------------------------------------------------------
145         {
146             fx16    s = FX_SinIdx(texRotate);
147             fx16    c = FX_CosIdx(texRotate);
148             fx32    rScale = FX_Inv(texScale);
149 
150             //---------------------------------------------------------------------------
151             // Initialize a texture matrix
152             //---------------------------------------------------------------------------
153             G3_MtxMode(GX_MTXMODE_TEXTURE);
154             G3_Identity();
155 #if 1
156             //---------------------------------------------------------------------------
157             // Scale, Rotation, and Translation on the texture matrix:
158             //
159             // Notice that 3rd row and 4th row must be multiplied by 16.
160             //---------------------------------------------------------------------------
161             G3_Translate(32 * FX32_ONE, 32 * FX32_ONE, 0);      // 5. move the origin to the center of the texture
162             G3_Translate(texX, texY, 0);        // 4. translate
163             G3_RotZ(s, c);             // 3. rotate counterclockwise
164             G3_Scale(rScale, rScale, FX32_ONE); // 2. scale
165             G3_Translate(-32 * FX32_ONE, -32 * FX32_ONE, 0);    // 1. move the center of the texture to the origin
166             {
167                 MtxFx44 mtx;
168                 MTX_Identity44(&mtx);
169                 mtx._22 = 16 * FX32_ONE;
170                 mtx._33 = 16 * FX32_ONE;
171                 G3_MultMtx44(&mtx);
172             }
173 #else
174             //---------------------------------------------------------------------------
175             // CPU version
176             //---------------------------------------------------------------------------
177             {
178 
179                 MtxFx44 mtx, tmp;
180                 MTX_Identity44(&mtx);
181 
182                 mtx._30 = 32 * FX32_ONE + texX;
183                 mtx._31 = 32 * FX32_ONE + texY;
184 
185                 MTX_RotZ44(&tmp, s, c);
186                 MTX_Concat44(&tmp, &mtx, &mtx);
187                 MTX_ScaleApply44(&mtx, &mtx, rScale, rScale, FX32_ONE);
188 
189                 MTX_TransApply44(&mtx, &mtx, -32 * FX32_ONE, -32 * FX32_ONE, 0);
190 
191                 //---------------------------------------------------------------------------
192                 // Load a texture matrix(in the case of GX_TEXGEN_TEXCOORD):
193                 //
194                 // Internaly, 3rd and 4th row are multiplied by 16 before
195                 // the argument matrix is set to the current texture matrix.
196                 //---------------------------------------------------------------------------
197                 G3_LoadTexMtxTexCoord(&mtx);    // Translation is internally multiplied by 16.
198             }
199 #endif
200             G3_MtxMode(GX_MTXMODE_POSITION_VECTOR);
201 
202         }
203 
204         G3_TexImageParam(GX_TEXFMT_PLTT4,       // use 4 colors palette texture
205                          GX_TEXGEN_TEXCOORD,    // use normal source
206                          GX_TEXSIZE_S64,        // 64 pixels
207                          GX_TEXSIZE_T64,        // 64 pixels
208                          GX_TEXREPEAT_ST,       // repeat st
209                          GX_TEXFLIP_NONE,       // no flip
210                          GX_TEXPLTTCOLOR0_USE,  // use color 0 of the palette
211                          myTexAddr     // the offset of the texture image
212             );
213 
214         G3_TexPlttBase(myTexPlttAddr,  // the offset of the texture palette
215                        GX_TEXFMT_PLTT4 // 4 colors palette texture
216             );
217 
218         // Set the material color( diffuse, ambient , specular ) as basic white
219         DEMO_Set3DDefaultMaterial(TRUE, TRUE);
220         DEMO_Set3DDefaultShininessTable();
221 
222         G3_PolygonAttr(GX_LIGHTMASK_0, // Light #0 is on
223                        GX_POLYGONMODE_MODULATE, // modulation mode
224                        GX_CULL_BACK,   // cull back
225                        0,              // polygon ID(0 - 63)
226                        31,             // alpha(0 - 31)
227                        0               // OR of GXPolygonAttrMisc's value
228             );
229 
230         G3_Begin(GX_BEGIN_QUADS);
231 
232         {
233             G3_TexCoord(0, 0);
234             G3_Vtx(-FX16_ONE, FX16_ONE, 0);
235             G3_TexCoord(0, 64 * FX32_ONE);
236             G3_Vtx(-FX16_ONE, -FX16_ONE, 0);
237             G3_TexCoord(64 * FX32_ONE, 64 * FX32_ONE);
238             G3_Vtx(FX16_ONE, -FX16_ONE, 0);
239             G3_TexCoord(64 * FX32_ONE, 0);
240             G3_Vtx(FX16_ONE, FX16_ONE, 0);
241         }
242         G3_End();
243 
244         G3_PopMtx(1);
245 
246         // swapping the polygon list RAM, the vertex RAM, etc.
247         G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W);
248 
249 #ifdef SDK_AUTOTEST
250         // default value for testing.
251         texX = FX32_ONE >> 2 * 15;
252         texY = FX32_ONE >> 2 * 25;
253         texRotate = 256 * 8;
254         texScale = FX32_ONE - (FX32_ONE >> 4) * 3;
255 
256         GX_SetBankForLCDC(GX_VRAM_LCDC_C);
257         EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C);
258         EXT_TestScreenShot(100, 0xB17E279F);
259         EXT_TestTickCounter();
260 #endif //SDK_AUTOTEST
261 
262         OS_WaitVBlankIntr();           // Waiting the end of VBlank interrupt
263     }
264 }
265 
266 //---------------------------------------------------------------------------
267 // VBlank interrupt function:
268 //
269 // Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction.
270 // OS_EnableIrqMask selects IRQ interrupts to enable, and
271 // OS_EnableIrq enables IRQ interrupts.
272 // Notice that you have to call 'OS_SetIrqCheckFlag' to check a VBlank interrupt.
273 //---------------------------------------------------------------------------
VBlankIntr(void)274 void VBlankIntr(void)
275 {
276     OS_SetIrqCheckFlag(OS_IE_V_BLANK); // checking VBlank interrupt
277 }
278