/*=========================================== NoNameNo Simple Textured 3D cube ============================================*/ #include #include #include #include #include #include "gfx/font.h" #include "gfx/girl.h" int main() { float a=0; int cubeZ=0; GRRLIB_Init(); WPAD_Init(); GRRLIB_texImg *tex_girl= GRRLIB_LoadTexture(girl); 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_A) cubeZ++; if(WPAD_ButtonsHeld(0) & WPAD_BUTTON_B) cubeZ--; GRRLIB_3dMode(0.1,1000,45,0,1,0); GRRLIB_SetTexture(tex_girl,0); GRRLIB_ObjectView(0,0,cubeZ, a,a*2,a*3,1,1,1); GX_Begin(GX_QUADS, GX_VTXFMT0, 24); GX_Position3f32(-1.0f,1.0f,1.0f); GX_TexCoord2f32(0.0f,0.0f); GX_Position3f32(1.0f,1.0f,1.0f); GX_TexCoord2f32(1.0f,0.0f); GX_Position3f32(1.0f,-1.0f,1.0f); GX_TexCoord2f32(1.0f,1.0f); GX_Position3f32(-1.0f,-1.0f,1.0f); GX_TexCoord2f32(0.0f,1.0f); GX_Position3f32(1.0f,1.0f,-1.0f); GX_TexCoord2f32(0.0f,0.0f); GX_Position3f32(-1.0f,1.0f,-1.0f); GX_TexCoord2f32(1.0f,0.0f); GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_TexCoord2f32(1.0f,1.0f); GX_Position3f32(1.0f,-1.0f,-1.0f); GX_TexCoord2f32(0.0f,1.0f); GX_Position3f32(1.0f,1.0f,1.0f); GX_TexCoord2f32(0.0f,0.0f); GX_Position3f32(1.0f,1.0f,-1.0f); GX_TexCoord2f32(1.0f,0.0f); GX_Position3f32(1.0f,-1.0f,-1.0f); GX_TexCoord2f32(1.0f,1.0f); GX_Position3f32(1.0f,-1.0f,1.0f); GX_TexCoord2f32(0.0f,1.0f); GX_Position3f32(-1.0f,1.0f,-1.0f); GX_TexCoord2f32(0.0f,0.0f); GX_Position3f32(-1.0f,1.0f,1.0f); GX_TexCoord2f32(1.0f,0.0f); GX_Position3f32(-1.0f,-1.0f,1.0f); GX_TexCoord2f32(1.0f,1.0f); GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_TexCoord2f32(0.0f,1.0f); GX_Position3f32(-1.0f,1.0f,-1.0f); GX_TexCoord2f32(0.0f,0.0f); GX_Position3f32(1.0f,1.0f,-1.0f); GX_TexCoord2f32(1.0f,0.0f); GX_Position3f32(1.0f,1.0f,1.0f); GX_TexCoord2f32(1.0f,1.0f); GX_Position3f32(-1.0f,1.0f,1.0f); GX_TexCoord2f32(0.0f,1.0f); GX_Position3f32(1.0f,-1.0f,-1.0f); GX_TexCoord2f32(0.0f,0.0f); GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_TexCoord2f32(1.0f,0.0f); GX_Position3f32(-1.0f,-1.0f,1.0f); GX_TexCoord2f32(1.0f,1.0f); GX_Position3f32(1.0f,-1.0f,1.0f); GX_TexCoord2f32(0.0f,1.0f); GX_End(); a+=0.5f; // Switch To 2D Mode to display text GRRLIB_2dMode(); GRRLIB_Printf((640-(16*29))/2, 20, tex_font, 0xFFFFFFFF, 1, "PRESS A OR B TO ZOOM THE CUBE"); GRRLIB_Render(); } GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB GRRLIB_FreeTexture(tex_girl); GRRLIB_FreeTexture(tex_font); exit(0); }