[ADD] First Diffuse Light functions (lot of work need about light in general...)

[ADD] a Diffuse Light sample code (3 lights sources)
This commit is contained in:
N0NameN0 2010-01-05 21:39:31 +00:00
parent 5344e1db1b
commit dd1aa7045f
8 changed files with 28503 additions and 13 deletions

View file

@ -76,9 +76,11 @@ void GRRLIB_Camera3dSettings(f32 posx, f32 posy, f32 posz,
* @param minDist Minimal distance for the cam. * @param minDist Minimal distance for the cam.
* @param maxDist Maximal distance for the cam. * @param maxDist Maximal distance for the cam.
* @param fov Field of view for the cam. * @param fov Field of view for the cam.
* @param colormode False, GX won't need vertex colors , True, GX will need vertex colors.
* @param texturemode False, GX won't need texture coordinate, True, GX will need texture coordinate. * @param texturemode False, GX won't need texture coordinate, True, GX will need texture coordinate.
* @param normalmode False, GX won't need normal coordinate, True, GX will need normal coordinate.
*/ */
void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool texturemode) { void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool colormode, bool texturemode, bool normalmode) {
Mtx m; Mtx m;
guLookAt(_GRR_view, &_GRR_cam, &_GRR_up, &_GRR_look); guLookAt(_GRR_view, &_GRR_cam, &_GRR_up, &_GRR_look);
@ -90,17 +92,18 @@ void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool texturemode) {
GX_ClearVtxDesc(); GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); if(normalmode==TRUE) GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
if(colormode==TRUE) GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
if(texturemode==FALSE) GX_SetVtxDesc(GX_VA_TEX0, GX_NONE); if(texturemode==TRUE) GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
else GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); if(normalmode==TRUE) GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); if(colormode==TRUE) GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
if(texturemode==TRUE ) GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
if(texturemode==FALSE) GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); if(texturemode==FALSE) GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
else GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE); else GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
} }
/** /**
@ -139,18 +142,25 @@ void GRRLIB_2dMode() {
* @param angx x rotation angle of the object. * @param angx x rotation angle of the object.
* @param angy y rotation angle of the object. * @param angy y rotation angle of the object.
* @param angz z rotation angle of the object. * @param angz z rotation angle of the object.
* @param scalx x scale of the object.
* @param scaly y scale of the object.
* @param scalz z scale of the object.
*/ */
void GRRLIB_ObjectView(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 angz) { void GRRLIB_ObjectView(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 angz, f32 scalx, f32 scaly, f32 scalz) {
Mtx m, mv, rx, ry, rz; Mtx m, m1, mv, rx, ry, rz;
Mtx mvi ; Mtx mvi ;
guMtxIdentity(m); guMtxIdentity(m1);
guMtxScaleApply(m1, m1, scalx, scaly, scalz);
guMtxRotAxisDeg(rx, &_GRRaxisx, angx); guMtxRotAxisDeg(rx, &_GRRaxisx, angx);
guMtxRotAxisDeg(ry, &_GRRaxisy, angy); guMtxRotAxisDeg(ry, &_GRRaxisy, angy);
guMtxRotAxisDeg(rz, &_GRRaxisz, angz); guMtxRotAxisDeg(rz, &_GRRaxisz, angz);
guMtxConcat(ry, rx, m); guMtxConcat(ry, rx, m);
guMtxConcat(m, rz, m); guMtxConcat(m, rz, m);
guMtxConcat(m, m1, m);
guMtxTransApply(m, m, posx, posy, posz); guMtxTransApply(m, m, posx, posy, posz);
guMtxConcat(_GRR_view, m, mv); guMtxConcat(_GRR_view, m, mv);
GX_LoadPosMtxImm(mv, GX_PNMTX0); GX_LoadPosMtxImm(mv, GX_PNMTX0);
@ -160,6 +170,7 @@ void GRRLIB_ObjectView(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 ang
GX_LoadNrmMtxImm(mv, GX_PNMTX0); GX_LoadNrmMtxImm(mv, GX_PNMTX0);
} }
/** /**
* Set the texture to an object (contributed by chris_c aka DaShAmAn). * Set the texture to an object (contributed by chris_c aka DaShAmAn).
* @param tex poiter to an image texture (GRRLIB_texImg format). * @param tex poiter to an image texture (GRRLIB_texImg format).
@ -186,3 +197,46 @@ void GRRLIB_SetTexture(GRRLIB_texImg *tex, bool rep) {
GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE); GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); 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)});
}

View file

@ -143,10 +143,13 @@ void GRRLIB_GeckoPrintf (const char *text, ...);
// GRRLIB_3D.c - 3D functions for GRRLIB // GRRLIB_3D.c - 3D functions for GRRLIB
void GRRLIB_SetBackgroundColour(u8 r, u8 g, u8 b, u8 a); void GRRLIB_SetBackgroundColour(u8 r, u8 g, u8 b, u8 a);
void GRRLIB_Camera3dSettings(f32 posx, f32 posy, f32 posz, f32 upx, f32 upy, f32 upz, f32 lookx, f32 looky, f32 lookz); void GRRLIB_Camera3dSettings(f32 posx, f32 posy, f32 posz, f32 upx, f32 upy, f32 upz, f32 lookx, f32 looky, f32 lookz);
void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool texturemode); void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool colormode, bool texturemode, bool normalmode);
void GRRLIB_2dMode(); void GRRLIB_2dMode();
void GRRLIB_ObjectView(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 angz); 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_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);
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// GRRLIB_Freetype.c - FreeType function for GRRLIB // GRRLIB_Freetype.c - FreeType function for GRRLIB

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 -lfreetype -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
#---------------------------------------------------------------------------------

View file

@ -0,0 +1,67 @@
/*
This file was autogenerated by raw2c.
Visit http://www.devkitpro.org
*/
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0xc1, 0x4d, 0xf4, 0x5f, 0x9e, 0xd3, 0x11, 0xf5, 0x30, 0x23, 0xf3, 0xad, 0xe4, 0x00, 0x61, 0xe9,
0x48, 0x1f, 0xa0, 0xcb, 0x01, 0x8e, 0x30, 0x2c, 0xeb, 0x73, 0xb6, 0xde, 0x4d, 0x22, 0xfa, 0x8a,
0xfc, 0x7a, 0x25, 0xe1, 0x7b, 0xfa, 0x94, 0x69, 0xfc, 0x24, 0x25, 0xc2, 0xa2, 0x4b, 0xc1, 0x79,
0xeb, 0xff, 0xf4, 0xea, 0x04, 0x4e, 0x10, 0x79, 0x9c, 0x20, 0xe3, 0x9f, 0xcd, 0x09, 0x5e, 0xd9,
0x8c, 0x2b, 0x7b, 0x5e, 0x86, 0xf5, 0x61, 0xe8, 0xc4, 0x9a, 0xe7, 0x4b, 0x84, 0x19, 0xaf, 0xd3,
0xb3, 0x5f, 0xd6, 0x6d, 0xb1, 0x0c, 0x06, 0xdc, 0x26, 0x39, 0xa3, 0x20, 0x77, 0x82, 0xdc, 0x78,
0x17, 0x8e, 0x00, 0xa3, 0x97, 0x31, 0x94, 0x8c, 0x4f, 0xfb, 0xf5, 0xae, 0xe8, 0xc9, 0xe3, 0xd9,
0x7f, 0x49, 0xfb, 0x96, 0x7d, 0x58, 0xc5, 0x7e, 0x5a, 0xae, 0xa3, 0x26, 0x17, 0xad, 0x7f, 0xab,
0xf1, 0xe7, 0x25, 0x17, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0xf0, 0x0f,
0xab, 0xb9, 0x5f, 0xb5, 0x2f, 0x5e, 0xd2, 0x50, 0x00, 0x00, 0x00, 0x00, 0x49, 0x45, 0x4e, 0x44,
0xae, 0x42, 0x60, 0x82
};
const int font_size = sizeof(font);

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

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/*===========================================
NoNameNo
Simple Diffuse Light Sample Code
With 3 Light sources.
Note : This torus hardcoded obj will be removed
when we will have nice primitive functions.
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <math.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "gfx/font.h"
extern Mtx _GRR_view;
typedef struct GRRLIB_3dObj {
int NbFace;
guVector *Pos;
guVector *Tex;
guVector *Nrm;
int *FacPos;
int *FacTex;
int *FacNrm;
} GRRLIB_3dObj;
#include "torus.h"
void GRRLIB_Draw3dObj(GRRLIB_3dObj obj, u32 col, bool tex, bool norm){
int i;
GX_Begin(GX_TRIANGLES, GX_VTXFMT0, obj.NbFace*3);
for(i=0;i<obj.NbFace*3;i+=3){
GX_Position3f32(obj.Pos[obj.FacPos[i]-1].x,obj.Pos[obj.FacPos[i]-1].y,-obj.Pos[obj.FacPos[i]-1].z);
if(col) GX_Color1u32 (col);
if(norm) GX_Normal3f32(obj.Nrm[obj.FacNrm[i]-1].x,obj.Nrm[obj.FacNrm[i]-1].y,-obj.Nrm[obj.FacNrm[i]-1].z);
if(tex) GX_TexCoord2f32(obj.Tex[obj.FacTex[i]-1].x, obj.Tex[obj.FacTex[i]-1].y);
GX_Position3f32(obj.Pos[obj.FacPos[i+1]-1].x,obj.Pos[obj.FacPos[i+1]-1].y,-obj.Pos[obj.FacPos[i+1]-1].z);
if(col) GX_Color1u32 (col);
if(norm) GX_Normal3f32(obj.Nrm[obj.FacNrm[i+1]-1].x,obj.Nrm[obj.FacNrm[i+1]-1].y,-obj.Nrm[obj.FacNrm[i+1]-1].z);
if(tex) GX_TexCoord2f32(obj.Tex[obj.FacTex[i+1]-1].x, obj.Tex[obj.FacTex[i+1]-1].y);
GX_Position3f32(obj.Pos[obj.FacPos[i+2]-1].x,obj.Pos[obj.FacPos[i+2]-1].y,-obj.Pos[obj.FacPos[i+2]-1].z);
if(col) GX_Color1u32 (col);
if(norm) GX_Normal3f32(obj.Nrm[obj.FacNrm[i+2]-1].x,obj.Nrm[obj.FacNrm[i+2]-1].y,-obj.Nrm[obj.FacNrm[i+2]-1].z);
if(tex) GX_TexCoord2f32(obj.Tex[obj.FacTex[i+2]-1].x, obj.Tex[obj.FacTex[i+2]-1].y);
}
GX_End();
}
int main() {
float a=0;
u8 Amb=0x80;
f32 zlight=0.0f;
GRRLIB_Init();
WPAD_Init();
Obj3dInittorus();
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(0.1,1000,45,0,0,1);
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 3,3,3);
GRRLIB_InitLight(GX_LIGHT0, (guVector){-6, 0, zlight}, 0xFF0000FF);
GRRLIB_InitLight(GX_LIGHT1, (guVector){ 6, 0, zlight}, 0x00FF00FF);
GRRLIB_InitLight(GX_LIGHT2, (guVector){ 0,-6, zlight}, 0x0000FFFF);
GRRLIB_LightSwitch(GX_LIGHT0|GX_LIGHT1|GX_LIGHT2,RGBA(Amb,Amb,Amb,0xFF),0x808080FF,0);
GRRLIB_Draw3dObj(torus,0,0,1);
a+=0.5f;
GRRLIB_LightOff();
// Switch To 2D Mode to display text
GRRLIB_2dMode();
GRRLIB_Printf((640-(16*35))/2, 20, tex_font, 0xFFFFFFFF, 1, "(PLUS / MINUS) AMBIENT = 0X%02X%02X%02XFF",Amb,Amb,Amb,Amb);
GRRLIB_Printf((640-(16*35))/2, 36, tex_font, 0xFFFFFFFF, 1, " (A / B) ZLIGHT = %f ",zlight);
GRRLIB_Render();
}
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
GRRLIB_FreeTexture(tex_font);
exit(0);
}

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