Properly format NEED_GRRLIB_FUNCTION example

This commit is contained in:
Crayon2000 2022-05-28 02:03:53 -04:00
parent 5126a84654
commit 3af649b2a9

View file

@ -1,11 +1,11 @@
/*===========================================
NoNameNo
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 effets in this demo.
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.
With the help of the doc you can try also to find how it works,
for exemple i didnt succes fully coded a specular position and direction....
So i repeat i need HELP !!! ;)
for example I didn't success fully coded a specular position and direction...
So I repeat I need HELP !!! ;)
============================================*/
#include <grrlib.h>
@ -47,13 +47,13 @@ int main() {
GRRLIB_2dMode();
WPAD_ScanPads();
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_PLUS) if(demo<5) demo++;
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_MINUS) if(demo>0) demo--;
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_PLUS && demo < 5) demo++;
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_MINUS && demo > 0) demo--;
GRRLIB_3dMode(0.1,1000,45,0,1);
GRRLIB_3dMode(0.1, 1000, 45, false, true);
if(demo==0) {
/////////////////// DEFINE A DIFUSE LIGHT /////////////////////////////////////////////
/////////////////// DEFINE A DIFFUSE LIGHT /////////////////////////////////////////////
guVector l0pos={0.0f,20.0f,0.0f};
guVecMultiply(_GRR_view, &l0pos, &l0pos);
GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
@ -66,7 +66,7 @@ int main() {
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 /////////////////////////////////////
/////////////////////// 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});
@ -80,9 +80,8 @@ int main() {
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Diffuse Light Source");
}
if(demo==1) {
/////////////////// DEFINE 2 DIFUSE LIGHTS /////////////////////////////////////////////
else if(demo==1) {
/////////////////// DEFINE 2 DIFFUSE LIGHTS /////////////////////////////////////////////
guVector l0pos={0.0f,20.0f,0.0f};
guVecMultiply(_GRR_view, &l0pos, &l0pos);
GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
@ -103,7 +102,7 @@ int main() {
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 /////////////////////////////////////
/////////////////////// 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});
@ -117,13 +116,12 @@ int main() {
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 2 Diffuse Light Sources");
}
if(demo==2) {
/////////////////// DEFINE A SPECUALR LIGHT /////////////////////////////////////////////
else if(demo==2) {
/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
guVector l0dir={0.0f,0.0f,0.0f};
GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z);
GX_InitLightShininess(&MyLight0, 20); // entre 4 et 255 !!!
GX_InitLightShininess(&MyLight0, 20); // between 4 and 255 !!!
GX_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF});
GX_LoadLightObj(&MyLight0, GX_LIGHT0);
@ -141,7 +139,7 @@ int main() {
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 /////////////////////////////////////
/////////////////////// 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});
@ -157,13 +155,12 @@ int main() {
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 20");
}
if(demo==3) {
/////////////////// DEFINE A SPECUALR LIGHT /////////////////////////////////////////////
else if(demo==3) {
/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
guVector l0dir={0.0f,0.0f,0.0f};
GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z);
GX_InitLightShininess(&MyLight0, 200); // entre 4 et 255 !!!
GX_InitLightShininess(&MyLight0, 200); // between 4 and 255 !!!
GX_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF});
GX_LoadLightObj(&MyLight0, GX_LIGHT0);
@ -181,7 +178,7 @@ int main() {
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 /////////////////////////////////////
/////////////////////// 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});
@ -197,7 +194,7 @@ int main() {
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 200");
}
if(demo==4) {
else if(demo==4) {
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)
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))
@ -219,7 +216,7 @@ int main() {
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Mapping Using textgen from normal coord");
}
if(demo==5) {
else if(demo==5) {
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)
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))
guMtxRotDeg(rx, 'X', a); // Here i rotate the texture
@ -248,7 +245,6 @@ int main() {
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Environmental Mapping");
}
GRRLIB_Render();
}
GRRLIB_FreeTexture(tex_font);