mirror of
https://github.com/GRRLIB/GRRLIB.git
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108 lines
2.8 KiB
C
108 lines
2.8 KiB
C
/*===========================================
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NoNameNo simple Gradient Sinusoid
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A good start to code a nice plasma
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============================================*/
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#include <grrlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <ogc/pad.h>
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int main() {
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int offset1, offset2, offset3, offset4;
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int periode1, periode2, periode3, periode4;
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int length1, length2, length3, length4;
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int amp1, amp2, amp3, amp4;
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int origine1, origine2, origine3, origine4;
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int adc1, adc2, adc3, adc4;
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float siny1, siny2, siny3, siny4;
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int x;
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float pas1, pas2, pas3, pas4;
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// Initialise the Graphics & Video subsystem
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GRRLIB_Init();
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// Initialise the GameCube controllers
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PAD_Init();
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adc1=0;
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offset1=0;
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origine1=0;
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length1=1280;
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amp1=100;
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periode1=1;
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pas1=(periode1*360.0F)/length1;
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siny1 = offset1*pas1;
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adc2=1;
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offset2=0;
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origine2=0;
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length2=1280;
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amp2=40;
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periode2=2;
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pas2=(periode2*360.0F)/length2;
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siny2 = offset2*pas2;
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adc3=-3;
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offset3=0;
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origine3=0;
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length3=1280;
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amp3=30;
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periode3=1;
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pas3=(periode3*360.0F)/length3;
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siny3 = offset3*pas3;
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adc4=-7;
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offset4=0;
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origine4=0;
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length4=1280;
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amp4=70;
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periode4=1;
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pas4=(periode4*360.0F)/length4;
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siny4 = offset4*pas4;
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while (1) {
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GRRLIB_FillScreen(0x000000FF);
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PAD_ScanPads(); // Scan the GameCube controllers
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if (PAD_ButtonsDown(0) & PAD_BUTTON_START) break;
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float old1=siny1;
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float old2=siny2;
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float old3=siny3;
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float old4=siny4;
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for (x=0; x<=640; x++) {
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siny1+=pas1;
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siny2+=pas2;
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siny3+=pas3;
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siny4+=pas4;
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GX_Begin(GX_LINES, GX_VTXFMT0, 2);
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GX_Position3f32(x, 0, 0);
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GX_Color1u32(0x000000FF);
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GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0);
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GX_Color1u32(0xFF00007F);
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GX_End();
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GX_Begin(GX_LINES, GX_VTXFMT0, 2);
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GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0);
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GX_Color1u32(0xFF00007F);
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GX_Position3f32(x, 480, 0);
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GX_Color1u32(0x000000FF);
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GX_End();
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}
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siny1=old1+(adc1*pas1);
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siny2=old2+(adc2*pas2);
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siny3=old3+(adc3*pas3);
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siny4=old4+(adc4*pas4);
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GRRLIB_Render(); // Render the frame buffer to the TV
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}
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GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
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exit(0); // Use exit() to exit a program, do not use 'return' from main()
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}
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