GRRLIB/examples/3D_sample3/source/main.c

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/*===========================================
NoNameNo
Simple Textured 3D cube and Compositing
to make a nice sin wave on it ;)
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <math.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "gfx/font.h"
#include "gfx/girl.h"
int main() {
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float a=0;
int cubeZ=5;
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int i;
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float sinx=0;
GRRLIB_Init();
WPAD_Init();
GRRLIB_texImg *tex_screen = GRRLIB_CreateEmptyTexture(rmode->fbWidth,rmode->efbHeight);
GRRLIB_InitTileSet(tex_screen, rmode->fbWidth, 1, 0);
GRRLIB_texImg *tex_girl= GRRLIB_LoadTexture(girl);
GRRLIB_texImg *tex_font = GRRLIB_LoadTexture(font);
GRRLIB_InitTileSet(tex_font, 16, 16, 32);
GRRLIB_Settings.antialias = true;
GRRLIB_SetBackgroundColour(0x00, 0x00, 0x00, 0xFF);
GRRLIB_Camera3dSettings(0.0f,0.0f,13.0f, 0,1,0, 0,0,0);
while(1) {
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GRRLIB_2dMode();
WPAD_ScanPads();
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_A) cubeZ++;
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_B) cubeZ--;
GRRLIB_3dMode(0.1,1000,45,1,0);
GRRLIB_SetTexture(tex_girl,0);
GRRLIB_ObjectView(0,0,cubeZ, a,a*2,a*3,1,1,1);
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GX_Begin(GX_QUADS, GX_VTXFMT0, 24);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
GX_End();
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GRRLIB_Screen2Texture(0,0,tex_screen,1);
a+=0.5f;
// Switch To 2D Mode to display text
GRRLIB_2dMode();
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const float oldsinx=sinx;
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for(i=0; i<rmode->efbHeight; i++) {
GRRLIB_DrawTile(0+sin(sinx)*60,i,tex_screen,0,1,1,0xFFFFFFFF,i);
sinx+=0.02f;
}
sinx=oldsinx+0.02f;
GRRLIB_Printf((640-(16*29))/2, 20, tex_font, 0xFFFFFFFF, 1, "PRESS A OR B TO ZOOM THE CUBE");
GRRLIB_Render();
}
GRRLIB_FreeTexture(tex_girl);
GRRLIB_FreeTexture(tex_font);
GRRLIB_FreeTexture(tex_screen);
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
exit(0);
}