2022-05-28 05:27:55 +00:00
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/*===========================================
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NoNameNo
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Simple Textured 3D cube and Compositing
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to make a nice sin wave on it ;)
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============================================*/
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#include <grrlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <malloc.h>
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#include <ogc/pad.h>
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#include "font_png.h"
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#include "girl_png.h"
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int main() {
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float a=0;
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int cubeZ=5;
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float sinx=0;
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GRRLIB_Init();
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PAD_Init();
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GRRLIB_texImg *tex_screen = GRRLIB_CreateEmptyTexture(rmode->fbWidth,rmode->efbHeight);
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GRRLIB_InitTileSet(tex_screen, rmode->fbWidth, 1, 0);
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GRRLIB_texImg *tex_girl= GRRLIB_LoadTexture(girl_png);
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GRRLIB_texImg *tex_font = GRRLIB_LoadTexture(font_png);
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GRRLIB_InitTileSet(tex_font, 16, 16, 32);
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GRRLIB_Settings.antialias = true;
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GRRLIB_SetBackgroundColour(0x00, 0x00, 0x00, 0xFF);
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GRRLIB_Camera3dSettings(0.0f,0.0f,13.0f, 0,1,0, 0,0,0);
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while(1) {
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GRRLIB_2dMode();
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PAD_ScanPads();
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if(PAD_ButtonsDown(0) & PAD_BUTTON_START) exit(0);
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if(PAD_ButtonsHeld(0) & PAD_BUTTON_A) cubeZ++;
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if(PAD_ButtonsHeld(0) & PAD_BUTTON_B) cubeZ--;
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GRRLIB_3dMode(0.1,1000,45,1,0);
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2024-04-02 05:40:42 +00:00
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GRRLIB_SetTexture(tex_girl, FALSE);
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2022-05-28 05:27:55 +00:00
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GRRLIB_ObjectView(0,0,cubeZ, a,a*2,a*3,1,1,1);
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GX_Begin(GX_QUADS, GX_VTXFMT0, 24);
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GX_Position3f32(-1.0f,1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
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GX_Position3f32(1.0f,1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
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GX_Position3f32(1.0f,-1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
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GX_Position3f32(-1.0f,-1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
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GX_Position3f32(1.0f,1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
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GX_Position3f32(-1.0f,1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
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GX_Position3f32(-1.0f,-1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
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GX_Position3f32(1.0f,-1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
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GX_Position3f32(1.0f,1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
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GX_Position3f32(1.0f,1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
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GX_Position3f32(1.0f,-1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
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GX_Position3f32(1.0f,-1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
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GX_Position3f32(-1.0f,1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
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GX_Position3f32(-1.0f,1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
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GX_Position3f32(-1.0f,-1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
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GX_Position3f32(-1.0f,-1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
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GX_Position3f32(-1.0f,1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
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GX_Position3f32(1.0f,1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
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GX_Position3f32(1.0f,1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
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GX_Position3f32(-1.0f,1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
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GX_Position3f32(1.0f,-1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,0.0f);
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GX_Position3f32(-1.0f,-1.0f,-1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,0.0f);
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GX_Position3f32(-1.0f,-1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(1.0f,1.0f);
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GX_Position3f32(1.0f,-1.0f,1.0f);
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GX_Color1u32(0xFFFFFFFF);
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GX_TexCoord2f32(0.0f,1.0f);
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GX_End();
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GRRLIB_Screen2Texture(0,0,tex_screen,1);
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a+=0.5f;
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// Switch To 2D Mode to display text
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GRRLIB_2dMode();
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const float oldsinx=sinx;
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2024-04-02 05:40:42 +00:00
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for(int i=0; i<rmode->efbHeight; i++) {
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2022-05-28 05:27:55 +00:00
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GRRLIB_DrawTile(0+sin(sinx)*60,i,tex_screen,0,1,1,0xFFFFFFFF,i);
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sinx+=0.02f;
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}
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sinx=oldsinx+0.02f;
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GRRLIB_Printf((640-(16*29))/2, 20, tex_font, 0xFFFFFFFF, 1, "PRESS A OR B TO ZOOM THE CUBE");
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GRRLIB_Render();
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}
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GRRLIB_FreeTexture(tex_girl);
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GRRLIB_FreeTexture(tex_font);
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GRRLIB_FreeTexture(tex_screen);
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GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
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exit(0);
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}
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