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Properly format NEED_GRRLIB_FUNCTION example
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5126a84654
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1 changed files with 177 additions and 181 deletions
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@ -1,11 +1,11 @@
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/*===========================================
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NoNameNo
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Since i cant code all these new function alone,
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i really need help to find the best way to provide
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GRRLIB functions to all these new effets in this demo.
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Since I cant code all these new function alone,
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I really need help to find the best way to provide
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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 exemple i didnt succes fully coded a specular position and direction....
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So i repeat i need HELP !!! ;)
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for example I didn't success fully coded a specular position and direction...
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So I repeat I need HELP !!! ;)
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============================================*/
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#include <grrlib.h>
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@ -47,13 +47,13 @@ int main() {
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GRRLIB_2dMode();
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WPAD_ScanPads();
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if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
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if(WPAD_ButtonsDown(0) & WPAD_BUTTON_PLUS) if(demo<5) demo++;
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if(WPAD_ButtonsDown(0) & WPAD_BUTTON_MINUS) if(demo>0) demo--;
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if(WPAD_ButtonsDown(0) & WPAD_BUTTON_PLUS && demo < 5) demo++;
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if(WPAD_ButtonsDown(0) & WPAD_BUTTON_MINUS && demo > 0) demo--;
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GRRLIB_3dMode(0.1,1000,45,0,1);
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GRRLIB_3dMode(0.1, 1000, 45, false, true);
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if(demo==0) {
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/////////////////// DEFINE A DIFUSE LIGHT /////////////////////////////////////////////
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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);
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GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
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@ -66,7 +66,7 @@ int main() {
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GX_SetNumChans(1);
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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)
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/////////////////////// Define MAterial and Ambiant color and draw object /////////////////////////////////////
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/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
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GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
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GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { 0x33, 0x33, 0x33, 0xFF});
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GX_SetChanMatColor(GX_COLOR0A0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
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@ -80,9 +80,8 @@ int main() {
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Diffuse Light Source");
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}
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if(demo==1) {
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/////////////////// DEFINE 2 DIFUSE LIGHTS /////////////////////////////////////////////
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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);
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GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
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GX_SetNumChans(1);
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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)
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/////////////////////// Define MAterial and Ambiant color and draw object /////////////////////////////////////
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/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
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GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
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GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { 0x33, 0x33, 0x33, 0xFF});
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GX_SetChanMatColor(GX_COLOR0A0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 2 Diffuse Light Sources");
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}
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if(demo==2) {
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/////////////////// DEFINE A SPECUALR LIGHT /////////////////////////////////////////////
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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);
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GX_InitLightShininess(&MyLight0, 20); // entre 4 et 255 !!!
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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);
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GX_SetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV);
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GX_SetTevColorIn(GX_TEVSTAGE1, GX_CC_CPREV, GX_CC_ONE, GX_CC_RASC, GX_CC_ZERO);
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/////////////////////// Define MAterial and Ambiant color and draw object /////////////////////////////////////
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/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
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GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
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GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
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GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF});
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 20");
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}
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if(demo==3) {
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/////////////////// DEFINE A SPECUALR LIGHT /////////////////////////////////////////////
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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);
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GX_InitLightShininess(&MyLight0, 200); // entre 4 et 255 !!!
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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);
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GX_SetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV);
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GX_SetTevColorIn(GX_TEVSTAGE1, GX_CC_CPREV, GX_CC_ONE, GX_CC_RASC, GX_CC_ZERO);
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/////////////////////// Define MAterial and Ambiant color and draw object /////////////////////////////////////
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/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
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GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
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GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
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GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF});
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 200");
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}
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if(demo==4) {
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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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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Mapping Using textgen from normal coord");
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}
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if(demo==5) {
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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
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Environmental Mapping");
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}
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GRRLIB_Render();
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}
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GRRLIB_FreeTexture(tex_font);
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