[DEL] in GRRLIB_3D.c All Light functions (uggly way to provide light imho)

[ADD] NEED_GRRLIB_FUNCTION a sample demo code that can be a base to code new functions !! i really need help on this !!
This commit is contained in:
N0NameN0 2010-01-17 17:34:17 +00:00
parent 8f7e79ab29
commit a46deda984
12 changed files with 10761 additions and 46 deletions

View file

@ -25,7 +25,7 @@ THE SOFTWARE.
#include <grrlib.h>
// User should not directly modify these
static Mtx _GRR_view;
Mtx _GRR_view; // Should be static as soon as all light functions needing this var will be in this file ;)
static guVector _GRR_cam = {0.0F, 0.0F, 0.0F},
_GRR_up = {0.0F, 1.0F, 0.0F},
_GRR_look = {0.0F, 0.0F, -100.0F};
@ -132,6 +132,13 @@ void GRRLIB_2dMode() {
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetNumTexGens(1); // One texture exists
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_SetNumTevStages(1);
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
}
@ -198,48 +205,6 @@ void GRRLIB_SetTexture(GRRLIB_texImg *tex, bool rep) {
GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
}
/**
* Initialise a diffuse light.
* @param id A light ID in libogc style : GX_LIGHT0,..., GX_LIGHT7.
* @param lpos A guVector x,y,z position of the light.
* @param lcol Color of the light.
*/
void GRRLIB_InitLight(u8 id, guVector lpos, u32 lcol) {
GXLightObj MyLight;
guVecMultiply(_GRR_view, &lpos, &lpos);
GX_InitLightPos(&MyLight, lpos.x, lpos.y, lpos.z);
GX_InitLightColor(&MyLight, (GXColor) { R(lcol), G(lcol), B(lcol), A(lcol) });
GX_InitLightAttn(&MyLight, 1.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F);
GX_LoadLightObj(&MyLight, id);
}
/**
* All light off, colors come from the Vertex.
*/
void GRRLIB_LightOff(void) {
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);
}
/**
* Define what light to turn on and some other param.
* @param id Light IDs of the desired switched ON lights (ORed) (ie GX_LIGHT0|GX_LIGHT7).
* @param ambcol Ambiant color u32 formated
* @param matcol Material color u32 formated.
* @param colsrc Material color sources comes from the Vertex ???? (True/False)
*/
void GRRLIB_LightSwitch(u8 id, u32 ambcol, u32 matcol, u8 colsrc) {
u8 src;
if(colsrc==0) src = GX_SRC_REG;
else src = GX_SRC_VTX;
GX_SetNumChans(1);
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, src, id, GX_DF_CLAMP, GX_AF_SPOT);
GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { R(ambcol), G(ambcol), B(ambcol), A(ambcol)});
GX_SetChanMatColor(GX_COLOR0A0, (GXColor) { R(matcol), G(matcol), B(matcol), A(matcol)});
}
/**
* Draw a torus (with normal).
* @param r Radius of the ring.

View file

@ -147,9 +147,6 @@ void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool colormode, bool textu
void GRRLIB_2dMode();
void GRRLIB_ObjectView(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 angz, f32 scalx, f32 scaly, f32 scalz);
void GRRLIB_SetTexture(GRRLIB_texImg *tex, bool rep);
void GRRLIB_InitLight(u8 id, guVector lpos, u32 lcol);
void GRRLIB_LightOff(void);
void GRRLIB_LightSwitch(u8 id, u32 ambcol, u32 matcol, u8 colsrc);
void GRRLIB_DrawTorus(f32 r, f32 R, int nsides, int rings, bool filled);
void GRRLIB_DrawSphere(f32 r, int lats, int longs, bool filled);
void GRRLIB_DrawCube(f32 size, bool filled);

View file

@ -0,0 +1,139 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC)
endif
include $(DEVKITPPC)/wii_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source source/gfx
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -mrvl -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -mrvl -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lgrrlib -l freetype -lpngu -lpng -ljpeg -lz -lfat -lwiiuse -lbte -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CURDIR)/$(GRRLIB)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES), -iquote $(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
run:
psoload $(TARGET).dol
#---------------------------------------------------------------------------------
reload:
psoload -r $(TARGET).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

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@ -0,0 +1,105 @@
/*
This file was autogenerated by raw2c.
Visit http://www.devkitpro.org
*/
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0x33, 0x42, 0xa7, 0xbe, 0x86, 0xd8, 0xa8, 0x62, 0x9b, 0xa2, 0xec, 0x0f, 0x32, 0x2e, 0x4b, 0x69,
0x5f, 0x6b, 0x7c, 0x48, 0x09, 0x37, 0x32, 0x2e, 0xc4, 0x3e, 0x5b, 0x10, 0x55, 0x2e, 0x38, 0x7a,
0x83, 0xb1, 0x8c, 0xdf, 0xe2, 0xff, 0xb4, 0xec, 0x86, 0xc7, 0xcf, 0xa8, 0xdb, 0x68, 0xca, 0xb8,
0xbd, 0x3e, 0xcd, 0x4c, 0x48, 0xeb, 0xd3, 0x0c, 0xf4, 0xf8, 0xa3, 0x91, 0x53, 0x24, 0x9f, 0xeb,
0x32, 0xd6, 0xc2, 0xa3, 0x6d, 0xdb, 0xfe, 0xe3, 0x93, 0xb7, 0xef, 0x3d, 0xfd, 0xd7, 0xd0, 0xa9,
0xe7, 0x34, 0xd5, 0xcf, 0x72, 0x0f, 0xa5, 0x43, 0xe7, 0x20, 0x57, 0x12, 0x1c, 0xad, 0xd7, 0x53,
0xe7, 0xc9, 0xec, 0xef, 0x00, 0x34, 0x65, 0x81, 0xe8, 0xd1, 0xe1, 0xa3, 0x4e, 0xe3, 0x99, 0x7d,
0xbc, 0x76, 0xd4, 0x7b, 0x2c, 0xe5, 0x97, 0x3d, 0xde, 0xa0, 0xc7, 0xb4, 0x23, 0xbb, 0x1c, 0x96,
0x23, 0xb4, 0x35, 0x3b, 0xd8, 0xd1, 0x47, 0xa7, 0x5b, 0x77, 0x5e, 0x2c, 0xe3, 0x8a, 0xd0, 0x8d,
0xd1, 0xc7, 0xb4, 0x23, 0xc1, 0x43, 0xf4, 0xee, 0xf0, 0x13, 0x8e, 0x69, 0xf7, 0x1c, 0x67, 0x3e,
0xea, 0x14, 0x41, 0xcd, 0xf7, 0x04, 0x48, 0xe6, 0x49, 0x3b, 0x76, 0xcb, 0xb8, 0xac, 0x7d, 0x46,
0xec, 0x13, 0x3d, 0x04, 0x29, 0x4a, 0xc7, 0x90, 0xbe, 0xa1, 0xb6, 0x45, 0xb2, 0xab, 0x16, 0xfe,
0x78, 0xcb, 0x2c, 0x3d, 0xc7, 0xb4, 0x4b, 0xf2, 0x89, 0x0c, 0xe2, 0x34, 0x7d, 0x8e, 0xcc, 0x60,
0x3d, 0xe1, 0xe7, 0x1d, 0x66, 0xda, 0x5e, 0x8e, 0x96, 0x36, 0xf3, 0xdb, 0xbb, 0x26, 0xf5, 0xdb,
0x63, 0xc7, 0xa2, 0xec, 0x8f, 0x57, 0xee, 0xda, 0x6f, 0x74, 0x25, 0x3e, 0xf7, 0xfc, 0x55, 0xad,
0x3e, 0x23, 0xef, 0xf0, 0xe8, 0x8f, 0xe7, 0xb3, 0x0e, 0xe9, 0x80, 0x3b, 0xab, 0xef, 0xf2, 0x2b,
0x3f, 0xb9, 0x94, 0x48, 0x24, 0x12, 0x89, 0x44, 0x22, 0x91, 0x98, 0xb0, 0xa9, 0x3d, 0xda, 0xb1,
0xfc, 0x96, 0xdf, 0x0c, 0x8d, 0x3a, 0x6d, 0x38, 0xf1, 0x9d, 0xfa, 0x91, 0x48, 0x24, 0x12, 0x89,
0x44, 0x22, 0x91, 0xf8, 0x51, 0x47, 0x76, 0xe6, 0xa9, 0x98, 0xdf, 0xe4, 0x3c, 0x67, 0x80, 0x35,
0x46, 0x07, 0x33, 0xb8, 0x4a, 0x24, 0x12, 0x89, 0x44, 0x22, 0x91, 0x48, 0x24, 0x12, 0x89, 0xc4,
0x3f, 0xf8, 0x0b, 0xea, 0x2a, 0xe7, 0xc4, 0x8d, 0xfe, 0xbd, 0xe3, 0x00, 0x00, 0x00, 0x00, 0x49,
0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
};
const int font9x12_size = sizeof(font9x12);

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/*
This file was autogenerated by raw2c.
Visit http://www.devkitpro.org
*/
//---------------------------------------------------------------------------------
#ifndef _font9x12_h_
#define _font9x12_h_
//---------------------------------------------------------------------------------
extern const unsigned char font9x12[];
extern const int font9x12_size;
//---------------------------------------------------------------------------------
#endif //_font9x12_h_
//---------------------------------------------------------------------------------

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/*
This file was autogenerated by raw2c.
Visit http://www.devkitpro.org
*/
//---------------------------------------------------------------------------------
#ifndef _room_h_
#define _room_h_
//---------------------------------------------------------------------------------
extern const unsigned char room[];
extern const int room_size;
//---------------------------------------------------------------------------------
#endif //_room_h_
//---------------------------------------------------------------------------------

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/*===========================================
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.
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 !!! ;)
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <math.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "gfx/font9x12.h"
#include "gfx/room.h"
extern Mtx _GRR_view;
int main() {
f32 a= 0.0f;
GXLightObj MyLight0;
GXLightObj MyLight1;
int demo=0;
Mtx mr,mv,rx,ry,rz,m;
GXTexObj texObj;
GRRLIB_Init();
WPAD_Init();
GRRLIB_texImg *tex_room = GRRLIB_LoadTexture(room);
GRRLIB_texImg *tex_font = GRRLIB_LoadTexture(font9x12);
GRRLIB_InitTileSet(tex_font, 9, 12, 32);
GRRLIB_Settings.antialias = false;
GRRLIB_SetBackgroundColour(0x40, 0x40, 0x40, 0xFF);
while(1) {
GRRLIB_Camera3dSettings(0.0f,0.0f,10.0f, 0,1,0, 0,0,0);
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--;
GRRLIB_3dMode(0.1,1000,45,0,0,1);
if(demo==0){
/////////////////// DEFINE A DIFUSE LIGHT /////////////////////////////////////////////
guVector l0pos={0.0f,20.0f,0.0f};
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);
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");
}
if(demo==1){
/////////////////// DEFINE 2 DIFUSE LIGHTS /////////////////////////////////////////////
guVector l0pos={0.0f,20.0f,0.0f};
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);
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");
}
if(demo==2){
/////////////////// DEFINE A DIFUSE 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_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF});
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});
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);
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");
}
if(demo==3){
/////////////////// DEFINE A DIFUSE 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_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF});
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});
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);
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");
}
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))
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);
a+=0.8f;
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Mapping Using textgen from normal coord");
}
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
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);
a+=0.8f;
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Environmental Mapping");
}
GRRLIB_Render();
}
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
GRRLIB_FreeTexture(tex_font);
exit(0);
}

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/*===========================================
NoNameNo
Simple Flat 3D cube
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <math.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "gfx/font.h"
extern Mtx _GRR_view;
int main() {
float a=0;
u32 col[3] = {0xFF0000FF, 0x00FF00FF, 0x0000FFFF};
GXLightObj MyLight;
u8 Amb=0;
f32 zlight=6.0f;
GRRLIB_Init();
WPAD_Init();
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,6.0f, 0,1,0, 0,0,0);
while(1) {
GRRLIB_2dMode();
WPAD_ScanPads();
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_PLUS){if(Amb<255) Amb++; }
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_MINUS){if(Amb>0) Amb--; }
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_A){zlight++; }
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_B){zlight--; }
GRRLIB_3dMode(0.1,1000,45,1,0,0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
////////////////////////////////////////
guVector lpos ={0.0f,0.0f,zlight};
guVecMultiply(_GRR_view, &lpos, &lpos);
GX_InitLightPos(&MyLight, lpos.x, lpos.y, lpos.z);
GX_InitLightColor(&MyLight, (GXColor) { 255, 255, 255, 255 });
GX_InitLightAttn(&MyLight, 1.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F );
GX_LoadLightObj(&MyLight, GX_LIGHT0);
GX_SetNumChans(1);
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_VTX, GX_LIGHT0, GX_DF_CLAMP, GX_AF_SPOT);
GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { Amb, Amb, Amb, 255 });
////////////////////////////////////////
GRRLIB_ObjectView(0,0,0, a,a*2,a*3);
GX_Begin(GX_QUADS, GX_VTXFMT0, 24);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_End();
a+=0.5f;
///////////////// DISABLE LIGHT/////////////////////////////
GX_SetNumChans(1);
GX_SetChanCtrl(
GX_COLOR0A0,
GX_DISABLE, // disable channel
GX_SRC_VTX, // amb source
GX_SRC_VTX, // mat source
0, // light mask
GX_DF_NONE, // diffuse function
GX_AF_NONE);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
///////////////////////////////////////////////////////////////
// Switch To 2D Mode to display text
GRRLIB_2dMode();
GRRLIB_Printf((640-(16*40))/2, 20, tex_font, 0xFFFFFFFF, 1, "PRESS PLUS OR MINUS TO PLAY WITH AMBIENT");
GRRLIB_Printf((640-(16*15))/2, 36, tex_font, 0xFFFFFFFF, 1, "AMBIENT = 0X%02X%02X%02XFF",Amb,Amb,Amb,Amb);
GRRLIB_Printf((640-(16*15))/2, 52, tex_font, 0xFFFFFFFF, 1, "ZLIGHT = %f",zlight);
GRRLIB_Render();
}
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
GRRLIB_FreeTexture(tex_font);
exit(0);
}

View file

@ -0,0 +1,147 @@
/*===========================================
NoNameNo
Simple Flat 3D cube
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <math.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "gfx/font.h"
extern Mtx _GRR_view;
int main() {
u32 col[3] = {0xFF0000FF, 0x00FF00FF, 0x0000FFFF};
float a=0;
u8 Amb=0x80;
f32 zlight=0.0f;
GRRLIB_Init();
WPAD_Init();
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) {
GRRLIB_2dMode();
WPAD_ScanPads();
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_PLUS){if(Amb<255) Amb++; }
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_MINUS){if(Amb>0) Amb--; }
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_A){zlight++; }
if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_B){zlight--; }
GRRLIB_3dMode(0.1,1000,45,1,0,1);
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 3,3,3);
GRRLIB_InitLight(GX_LIGHT0, (guVector){-zlight, 0, 0}, 0xFF0000FF);
GRRLIB_InitLight(GX_LIGHT1, (guVector){zlight, 0, 0}, 0x00FF00FF);
GRRLIB_InitLight(GX_LIGHT2, (guVector){0, -zlight, 0}, 0x0000FFFF);
GRRLIB_LightSwitch(GX_LIGHT0|GX_LIGHT1|GX_LIGHT2,RGBA(Amb,Amb,Amb,0xFF),0x808080FF,0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 24);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,0.0f,1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,0.0f,-1.0f);
GX_Color1u32(col[0]);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Normal3f32(0.0f,1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Normal3f32(0.0f,-1.0f,0.0f);
GX_Color1u32(col[1]);
GX_Position3f32(-1.0f,1.0f,-1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(-1.0f,1.0f,1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(-1.0f,-1.0f,1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(-1.0f,-1.0f,-1.0f);
GX_Normal3f32(-1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,1.0f,-1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,1.0f,1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,-1.0f,1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_Position3f32(1.0f,-1.0f,-1.0f);
GX_Normal3f32(1.0f,0.0f,0.0f);
GX_Color1u32(col[2]);
GX_End();
a+=0.5f;
GRRLIB_LightOff();
// Switch To 2D Mode to display text
GRRLIB_2dMode();
GRRLIB_Printf((640-(16*40))/2, 20, tex_font, 0xFFFFFFFF, 1, "PRESS PLUS OR MINUS TO PLAY WITH AMBIENT");
GRRLIB_Printf((640-(16*15))/2, 36, tex_font, 0xFFFFFFFF, 1, "AMBIENT = 0X%02X%02X%02XFF",Amb,Amb,Amb,Amb);
GRRLIB_Printf((640-(16*15))/2, 52, tex_font, 0xFFFFFFFF, 1, "ZLIGHT = %f",zlight);
GRRLIB_Render();
}
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
GRRLIB_FreeTexture(tex_font);
exit(0);
}