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/*===========================================
NoNameNo
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Since I cant code all these new function alone ,
I really need help to find the best way to provide
GRRLIB functions to all these new effects in this demo .
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With the help of the doc you can try also to find how it works ,
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for example I didn ' t success fully coded a specular position and direction . . .
So I repeat I need HELP ! ! ! ; )
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
# include <grrlib.h>
# include <stdlib.h>
# include <math.h>
# include <malloc.h>
# include <wiiuse/wpad.h>
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# include "font9x12_png.h"
# include "room_jpg.h"
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extern Mtx _GRR_view ;
int main ( ) {
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f32 a = 0.0f ;
GXLightObj MyLight0 ;
GXLightObj MyLight1 ;
int demo = 0 ;
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Mtx mr , mv , rx , ry , rz , m ;
GXTexObj texObj ;
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GRRLIB_Init ( ) ;
WPAD_Init ( ) ;
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GRRLIB_texImg * tex_room = GRRLIB_LoadTexture ( room_jpg ) ;
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GRRLIB_texImg * tex_font = GRRLIB_LoadTexture ( font9x12_png ) ;
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GRRLIB_InitTileSet ( tex_font , 9 , 12 , 32 ) ;
GRRLIB_Settings . antialias = false ;
GRRLIB_SetBackgroundColour ( 0x40 , 0x40 , 0x40 , 0xFF ) ;
while ( 1 ) {
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GRRLIB_Camera3dSettings ( 0.0f , 0.0f , 10.0f , 0 , 1 , 0 , 0 , 0 , 0 ) ;
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GRRLIB_2dMode ( ) ;
WPAD_ScanPads ( ) ;
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if ( WPAD_ButtonsDown ( 0 ) & WPAD_BUTTON_HOME ) break ;
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if ( WPAD_ButtonsDown ( 0 ) & WPAD_BUTTON_PLUS & & demo < 5 ) demo + + ;
if ( WPAD_ButtonsDown ( 0 ) & WPAD_BUTTON_MINUS & & demo > 0 ) demo - - ;
GRRLIB_3dMode ( 0.1 , 1000 , 45 , false , true ) ;
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if ( demo = = 0 ) {
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/////////////////// DEFINE A DIFFUSE LIGHT /////////////////////////////////////////////
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guVector l0pos = { 0.0f , 20.0f , 0.0f } ;
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guVecMultiply ( _GRR_view , & l0pos , & l0pos ) ;
GX_InitLightPos ( & MyLight0 , l0pos . x , l0pos . y , l0pos . z ) ;
GX_InitLightColor ( & MyLight0 , ( GXColor ) { 0xFF , 0x00 , 0x00 , 0xFF } ) ;
GX_InitLightSpot ( & MyLight0 , 0.0f , GX_SP_OFF ) ;
GX_InitLightDistAttn ( & MyLight0 , 20.0f , 1.0f , GX_DA_MEDIUM ) ; // DistAttn = 20.0 & Brightness=1.0f (full)
GX_LoadLightObj ( & MyLight0 , GX_LIGHT0 ) ;
/////////////////////// Turn light ON ////////////////////////////////////////////////
GX_SetNumChans ( 1 ) ;
GX_SetChanCtrl ( GX_COLOR0A0 , GX_ENABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHT0 , GX_DF_CLAMP , GX_AF_SPOT ) ; //4th param is where come from the material color (REG(with setChanMatColor or VTX (vertex)) same for ambiant (3th param)
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView ( 0 , 0 , 0 , a , a * 2 , a * 3 , 1.0f , 1.0f , 1.0f ) ;
GX_SetChanAmbColor ( GX_COLOR0A0 , ( GXColor ) { 0x33 , 0x33 , 0x33 , 0xFF } ) ;
GX_SetChanMatColor ( GX_COLOR0A0 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
GRRLIB_DrawTorus ( 0.6f , 2.0f , 60 , 60 , true , 0xFFFFFFFF ) ;
a + = 0.8f ;
//////////////////////////// Turn light off and Write demo name
GX_SetNumChans ( 1 ) ;
GX_SetChanCtrl ( GX_COLOR0A0 , GX_DISABLE , GX_SRC_VTX , GX_SRC_VTX , 0 , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GRRLIB_2dMode ( ) ;
GRRLIB_Printf ( 20 , 30 , tex_font , 0xFFFFFFFF , 1 , " Simple Demo 1 Diffuse Light Source " ) ;
}
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else if ( demo = = 1 ) {
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/////////////////// DEFINE 2 DIFFUSE LIGHTS /////////////////////////////////////////////
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guVector l0pos = { 0.0f , 20.0f , 0.0f } ;
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guVecMultiply ( _GRR_view , & l0pos , & l0pos ) ;
GX_InitLightPos ( & MyLight0 , l0pos . x , l0pos . y , l0pos . z ) ;
GX_InitLightColor ( & MyLight0 , ( GXColor ) { 0x00 , 0xFF , 0x00 , 0xFF } ) ;
GX_InitLightSpot ( & MyLight0 , 0.0f , GX_SP_OFF ) ;
GX_InitLightDistAttn ( & MyLight0 , 20.0f , 1.0f , GX_DA_MEDIUM ) ; // DistAttn = 20.0 & Brightness=1.0f (full)
GX_LoadLightObj ( & MyLight0 , GX_LIGHT0 ) ;
guVector l1pos = { 0.0f , - 20.0f , 0.0f } ;
guVecMultiply ( _GRR_view , & l1pos , & l1pos ) ;
GX_InitLightPos ( & MyLight1 , l1pos . x , l1pos . y , l1pos . z ) ;
GX_InitLightColor ( & MyLight1 , ( GXColor ) { 0x00 , 0x00 , 0xFF , 0xFF } ) ;
GX_InitLightSpot ( & MyLight1 , 0.0f , GX_SP_OFF ) ;
GX_InitLightDistAttn ( & MyLight1 , 20.0f , 1.0f , GX_DA_MEDIUM ) ; // DistAttn = 20.0 & Brightness=1.0f (full)
GX_LoadLightObj ( & MyLight1 , GX_LIGHT1 ) ;
/////////////////////// Turn lights ON ////////////////////////////////////////////////
GX_SetNumChans ( 1 ) ;
GX_SetChanCtrl ( GX_COLOR0A0 , GX_ENABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHT0 | GX_LIGHT1 , GX_DF_CLAMP , GX_AF_SPOT ) ; //4th param is where come from the material color (REG(with setChanMatColor or VTX (vertex)) same for ambiant (3th param)
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView ( 0 , 0 , 0 , a , a * 2 , a * 3 , 1.0f , 1.0f , 1.0f ) ;
GX_SetChanAmbColor ( GX_COLOR0A0 , ( GXColor ) { 0x33 , 0x33 , 0x33 , 0xFF } ) ;
GX_SetChanMatColor ( GX_COLOR0A0 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
GRRLIB_DrawTorus ( 0.6f , 2.0f , 60 , 60 , true , 0xFFFFFFFF ) ;
a + = 0.8f ;
//////////////////////////// Turn light off and Write demo name
GX_SetNumChans ( 1 ) ;
GX_SetChanCtrl ( GX_COLOR0A0 , GX_DISABLE , GX_SRC_VTX , GX_SRC_VTX , 0 , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GRRLIB_2dMode ( ) ;
GRRLIB_Printf ( 20 , 30 , tex_font , 0xFFFFFFFF , 1 , " Simple Demo 2 Diffuse Light Sources " ) ;
}
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else if ( demo = = 2 ) {
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/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
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guVector l0dir = { 0.0f , 0.0f , 0.0f } ;
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GX_InitSpecularDir ( & MyLight0 , l0dir . x , l0dir . y , l0dir . z ) ;
GX_InitLightShininess ( & MyLight0 , 20 ) ; // between 4 and 255 !!!
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GX_InitLightColor ( & MyLight0 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
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GX_LoadLightObj ( & MyLight0 , GX_LIGHT0 ) ;
/////////////////////// Turn light ON ////////////////////////////////////////////////
GX_SetNumChans ( 2 ) ; // use two color channels
GX_SetChanCtrl ( GX_COLOR0 , GX_ENABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHT0 , GX_DF_CLAMP , GX_AF_NONE ) ;
GX_SetChanCtrl ( GX_COLOR1 , GX_ENABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHT0 , GX_DF_NONE , GX_AF_SPEC ) ;
GX_SetChanCtrl ( GX_ALPHA0 , GX_DISABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHTNULL , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetChanCtrl ( GX_ALPHA1 , GX_DISABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHTNULL , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetNumTevStages ( 2 ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORDNULL , GX_TEXMAP_NULL , GX_COLOR0A0 ) ;
GX_SetTevOrder ( GX_TEVSTAGE1 , GX_TEXCOORDNULL , GX_TEXMAP_NULL , GX_COLOR1A1 ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_PASSCLR ) ;
GX_SetTevColorOp ( GX_TEVSTAGE1 , GX_TEV_ADD , GX_TB_ZERO , GX_CS_SCALE_1 , GX_ENABLE , GX_TEVPREV ) ;
GX_SetTevColorIn ( GX_TEVSTAGE1 , GX_CC_CPREV , GX_CC_ONE , GX_CC_RASC , GX_CC_ZERO ) ;
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView ( 0 , 0 , 0 , a , a * 2 , a * 3 , 1.0f , 1.0f , 1.0f ) ;
GX_SetChanAmbColor ( GX_COLOR0 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
GX_SetChanMatColor ( GX_COLOR0 , ( GXColor ) { 0x00 , 0x00 , 0x00 , 0xFF } ) ;
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GX_SetChanAmbColor ( GX_COLOR1 , ( GXColor ) { 0x00 , 0x00 , 0x00 , 0x00 } ) ;
GX_SetChanMatColor ( GX_COLOR1 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
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GRRLIB_DrawTorus ( 0.6f , 2.0f , 60 , 60 , true , 0xFFFFFFFF ) ;
a + = 0.8f ;
//////////////////////////// Turn light off and Write demo name
GX_SetNumChans ( 1 ) ;
GX_SetChanCtrl ( GX_COLOR0A0 , GX_DISABLE , GX_SRC_VTX , GX_SRC_VTX , 0 , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GRRLIB_2dMode ( ) ;
GRRLIB_Printf ( 20 , 30 , tex_font , 0xFFFFFFFF , 1 , " Simple Demo 1 Specular Source with shininess = 20 " ) ;
}
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else if ( demo = = 3 ) {
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/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
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guVector l0dir = { 0.0f , 0.0f , 0.0f } ;
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GX_InitSpecularDir ( & MyLight0 , l0dir . x , l0dir . y , l0dir . z ) ;
GX_InitLightShininess ( & MyLight0 , 200 ) ; // between 4 and 255 !!!
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GX_InitLightColor ( & MyLight0 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
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GX_LoadLightObj ( & MyLight0 , GX_LIGHT0 ) ;
/////////////////////// Turn light ON ////////////////////////////////////////////////
GX_SetNumChans ( 2 ) ; // use two color channels
GX_SetChanCtrl ( GX_COLOR0 , GX_ENABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHT0 , GX_DF_CLAMP , GX_AF_NONE ) ;
GX_SetChanCtrl ( GX_COLOR1 , GX_ENABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHT0 , GX_DF_NONE , GX_AF_SPEC ) ;
GX_SetChanCtrl ( GX_ALPHA0 , GX_DISABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHTNULL , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetChanCtrl ( GX_ALPHA1 , GX_DISABLE , GX_SRC_REG , GX_SRC_REG , GX_LIGHTNULL , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetNumTevStages ( 2 ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORDNULL , GX_TEXMAP_NULL , GX_COLOR0A0 ) ;
GX_SetTevOrder ( GX_TEVSTAGE1 , GX_TEXCOORDNULL , GX_TEXMAP_NULL , GX_COLOR1A1 ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_PASSCLR ) ;
GX_SetTevColorOp ( GX_TEVSTAGE1 , GX_TEV_ADD , GX_TB_ZERO , GX_CS_SCALE_1 , GX_ENABLE , GX_TEVPREV ) ;
GX_SetTevColorIn ( GX_TEVSTAGE1 , GX_CC_CPREV , GX_CC_ONE , GX_CC_RASC , GX_CC_ZERO ) ;
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView ( 0 , 0 , 0 , a , a * 2 , a * 3 , 1.0f , 1.0f , 1.0f ) ;
GX_SetChanAmbColor ( GX_COLOR0 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
GX_SetChanMatColor ( GX_COLOR0 , ( GXColor ) { 0x00 , 0x00 , 0x00 , 0xFF } ) ;
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GX_SetChanAmbColor ( GX_COLOR1 , ( GXColor ) { 0x00 , 0x00 , 0x00 , 0x00 } ) ;
GX_SetChanMatColor ( GX_COLOR1 , ( GXColor ) { 0xFF , 0xFF , 0xFF , 0xFF } ) ;
GRRLIB_DrawTorus ( 0.6f , 2.0f , 60 , 60 , true , 0xFFFFFFFF ) ;
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a + = 0.8f ;
//////////////////////////// Turn light off and Write demo name
GX_SetNumChans ( 1 ) ;
GX_SetChanCtrl ( GX_COLOR0A0 , GX_DISABLE , GX_SRC_VTX , GX_SRC_VTX , 0 , GX_DF_NONE , GX_AF_NONE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GRRLIB_2dMode ( ) ;
GRRLIB_Printf ( 20 , 30 , tex_font , 0xFFFFFFFF , 1 , " Simple Demo 1 Specular Source with shininess = 200 " ) ;
}
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else if ( demo = = 4 ) {
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GX_SetTexCoordGen ( GX_TEXCOORD0 , GX_TG_MTX3x4 , GX_TG_NRM , GX_TEXMTX0 ) ; // We say we use the Normal coord to map the texture (since there is no textcoord with this torus)
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guLightFrustum ( mv , 1.0f , - 1.0f , 1.0f , - 1.0f , 1.0f , 0.5f , 0.5f , 0.5f , 0.5f ) ; // we are projecting the texture like a light (ie : videoprojector))
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guMtxScale ( mr , - 2.8f , - 2.8f , 0.0f ) ; //here is a little scaling to fit the torus
guMtxConcat ( mr , mv , mv ) ;
GX_LoadTexMtxImm ( mv , GX_TEXMTX0 , GX_MTX3x4 ) ;
GX_InitTexObj ( & texObj , tex_room - > data , tex_room - > w , tex_room - > h , GX_TF_RGBA8 , GX_CLAMP , GX_CLAMP , GX_FALSE ) ;
GX_InitTexObjLOD ( & texObj , GX_NEAR , GX_NEAR , 0.0f , 0.0f , 0.0f , 0 , 0 , GX_ANISO_4 ) ;
GX_SetNumTexGens ( 1 ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_MODULATE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GX_LoadTexObj ( & texObj , GX_TEXMAP0 ) ;
GRRLIB_ObjectView ( 0 , 0 , 0 , a , a * 2 , a * 3 , 1.0f , 1.0f , 1.0f ) ;
GRRLIB_DrawTorus ( 0.6f , 2.0f , 60 , 60 , true , 0xFFFFFFFF ) ;
a + = 0.8f ;
GRRLIB_2dMode ( ) ;
GRRLIB_Printf ( 20 , 30 , tex_font , 0xFFFFFFFF , 1 , " Simple Demo Mapping Using textgen from normal coord " ) ;
}
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else if ( demo = = 5 ) {
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GX_SetTexCoordGen ( GX_TEXCOORD0 , GX_TG_MTX3x4 , GX_TG_NRM , GX_TEXMTX0 ) ; // We say we use the Normal coord to map the texture (since there is no textcoord with this torus)
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guLightFrustum ( mv , 1.0f , - 1.0f , 1.0f , - 1.0f , 1.0f , 0.5f , 0.5f , 0.5f , 0.5f ) ; // we are projecting the texture like a light (ie : videoprojector))
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guMtxRotDeg ( rx , ' X ' , a ) ; // Here i rotate the texture
guMtxRotDeg ( ry , ' Y ' , a * 2 ) ; // in the inverse way
guMtxRotDeg ( rz , ' Z ' , a * 3 ) ; // of the
guMtxConcat ( ry , rx , m ) ; // rotation of
guMtxConcat ( m , rz , m ) ; // the object
guMtxConcat ( mv , m , mv ) ; // make it show the texture not moving.... ;)
guMtxScale ( mr , - 2.8f , - 2.8f , 0.0f ) ; //here is a little scaling to fit the torus
guMtxConcat ( mr , mv , mv ) ;
GX_LoadTexMtxImm ( mv , GX_TEXMTX0 , GX_MTX3x4 ) ;
GX_InitTexObj ( & texObj , tex_room - > data , tex_room - > w , tex_room - > h , GX_TF_RGBA8 , GX_CLAMP , GX_CLAMP , GX_FALSE ) ;
GX_InitTexObjLOD ( & texObj , GX_NEAR , GX_NEAR , 0.0f , 0.0f , 0.0f , 0 , 0 , GX_ANISO_4 ) ;
GX_SetNumTexGens ( 1 ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_MODULATE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GX_LoadTexObj ( & texObj , GX_TEXMAP0 ) ;
GRRLIB_ObjectView ( 0 , 0 , 0 , a , a * 2 , a * 3 , 1.0f , 1.0f , 1.0f ) ;
GRRLIB_DrawTorus ( 0.6f , 2.0f , 60 , 60 , true , 0xFFFFFFFF ) ;
a + = 0.8f ;
GRRLIB_2dMode ( ) ;
GRRLIB_Printf ( 20 , 30 , tex_font , 0xFFFFFFFF , 1 , " Simple Demo Environmental Mapping " ) ;
}
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GRRLIB_Render ( ) ;
}
GRRLIB_FreeTexture ( tex_font ) ;
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GRRLIB_Exit ( ) ; // Be a good boy, clear the memory allocated by GRRLIB
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exit ( 0 ) ;
}