mirror of
https://github.com/GRRLIB/GRRLIB.git
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9c6a0491eb
[DEL] GRRLIB_Credit is gone ;) [CHG] Scatter removed from lesson1
225 lines
10 KiB
C
225 lines
10 KiB
C
/*===========================================
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GRRLIB (GX version) 3.0.5 alpha
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Code : NoNameNo
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Additional Code : Crayon
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GX hints : RedShade
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How To use Bitmap FX example code
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============================================*/
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#include "../../../GRRLIB/GRRLIB/GRRLIB.h"
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#include <stdlib.h>
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#include <wiiuse/wpad.h>
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#include "gfx/pirate.h"
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#include "gfx/font1.h"
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Mtx GXmodelView2D;
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int main() {
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u32 wpaddown;
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int page = 0;
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// Font texture
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GRRLIB_texImg text_font1 = GRRLIB_LoadTexture(font1);
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GRRLIB_InitTileSet(&text_font1, 32, 36, 32);
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// Load the original texture and create empty texture of the same size as the original one
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GRRLIB_texImg tex_pirate = GRRLIB_LoadTexture(pirate);
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GRRLIB_texImg tex_gray = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_invert = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_blur1 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_blur2 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_blur3 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_blur4 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_blur5 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_blur6 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_pixel1 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_pixel2 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_pixel3 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_pixel4 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_pixel5 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_pixel6 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_scatter1 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_scatter2 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_scatter3 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_scatter4 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_scatter5 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_scatter6 = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_fliph = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_flipv = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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GRRLIB_texImg tex_fliphv = GRRLIB_CreateEmptyTexture(tex_pirate.w, tex_pirate.h);
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// Let's precalculte the grayscale texture
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GRRLIB_BMFX_Grayscale(tex_pirate, tex_gray);
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GRRLIB_FlushTex(tex_gray);
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// Let's precalculte the inverted color texture
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GRRLIB_BMFX_Invert(tex_pirate, tex_invert);
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GRRLIB_FlushTex(tex_invert);
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// Let's precalculte 6 differents blur texture with 6 differents blur factor
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GRRLIB_BMFX_Blur(tex_pirate, tex_blur1, 1);
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GRRLIB_FlushTex(tex_blur1);
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GRRLIB_BMFX_Blur(tex_pirate, tex_blur2, 2);
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GRRLIB_FlushTex(tex_blur2);
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GRRLIB_BMFX_Blur(tex_pirate, tex_blur3, 3);
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GRRLIB_FlushTex(tex_blur3);
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GRRLIB_BMFX_Blur(tex_pirate, tex_blur4, 4);
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GRRLIB_FlushTex(tex_blur4);
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GRRLIB_BMFX_Blur(tex_pirate, tex_blur5, 5);
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GRRLIB_FlushTex(tex_blur5);
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GRRLIB_BMFX_Blur(tex_pirate, tex_blur6, 6);
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GRRLIB_FlushTex(tex_blur6);
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// Let's precalculte 6 differents pixelate texture with 6 differents pixelate factor
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GRRLIB_BMFX_Pixelate(tex_pirate, tex_pixel1, 1);
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GRRLIB_FlushTex(tex_pixel1);
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GRRLIB_BMFX_Pixelate(tex_pirate, tex_pixel2, 2);
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GRRLIB_FlushTex(tex_pixel2);
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GRRLIB_BMFX_Pixelate(tex_pirate, tex_pixel3, 3);
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GRRLIB_FlushTex(tex_pixel3);
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GRRLIB_BMFX_Pixelate(tex_pirate, tex_pixel4, 4);
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GRRLIB_FlushTex(tex_pixel4);
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GRRLIB_BMFX_Pixelate(tex_pirate, tex_pixel5, 5);
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GRRLIB_FlushTex(tex_pixel5);
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GRRLIB_BMFX_Pixelate(tex_pirate, tex_pixel6, 6);
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GRRLIB_FlushTex(tex_pixel6);
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// Let's precalculte 6 differents pixelate texture with 6 differents pixelate factor
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GRRLIB_BMFX_Scatter(tex_pirate, tex_scatter1, 2);
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GRRLIB_FlushTex(tex_pixel1);
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GRRLIB_BMFX_Scatter(tex_pirate, tex_scatter2, 4);
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GRRLIB_FlushTex(tex_pixel2);
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GRRLIB_BMFX_Scatter(tex_pirate, tex_scatter3, 6);
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GRRLIB_FlushTex(tex_pixel3);
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GRRLIB_BMFX_Scatter(tex_pirate, tex_scatter4, 8);
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GRRLIB_FlushTex(tex_pixel4);
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GRRLIB_BMFX_Scatter(tex_pirate, tex_scatter5, 10);
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GRRLIB_FlushTex(tex_pixel5);
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GRRLIB_BMFX_Scatter(tex_pirate, tex_scatter6, 12);
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GRRLIB_FlushTex(tex_pixel6);
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// Let's precalculte for flipping the texture
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GRRLIB_BMFX_FlipH(tex_pirate, tex_fliph);
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GRRLIB_FlushTex(tex_fliph);
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GRRLIB_BMFX_FlipV(tex_pirate, tex_flipv);
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GRRLIB_FlushTex(tex_flipv);
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GRRLIB_BMFX_FlipV(tex_fliph, tex_fliphv);
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GRRLIB_FlushTex(tex_fliphv);
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GRRLIB_Init();
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WPAD_Init();
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while(1) {
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WPAD_ScanPads();
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wpaddown = WPAD_ButtonsDown(0);
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GRRLIB_FillScreen(0xFFFFFFFF);
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switch(page)
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{
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case 1:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "GRAYSCALE FX");
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GRRLIB_DrawImg(10, 60, tex_pirate, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60, tex_gray, 0, 1, 1, 0xFFFFFFFF);
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break;
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case 2:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "INVERT FX");
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GRRLIB_DrawImg(10, 60, tex_pirate, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60, tex_invert, 0, 1, 1, 0xFFFFFFFF);
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break;
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case 3:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "FLIPH AND FLIPV FX");
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GRRLIB_DrawImg(10, 60, tex_pirate, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60, tex_fliph, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60, tex_flipv, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*3, 60, tex_fliphv, 0, 1, 1, 0xFFFFFFFF);
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break;
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case 4:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "BLUR FX");
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GRRLIB_DrawImg(10, 60, tex_pirate, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60, tex_blur1, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60, tex_blur2, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*3, 60, tex_blur3, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10, 60+tex_pirate.h*1, tex_blur4, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60+tex_pirate.h*1, tex_blur5, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60+tex_pirate.h*1, tex_blur6, 0, 1, 1, 0xFFFFFFFF);
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break;
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case 5:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "PIXELATE FX");
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GRRLIB_DrawImg(10, 60, tex_pirate, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60, tex_pixel1, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60, tex_pixel2, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*3, 60, tex_pixel3, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10, 60+tex_pirate.h*1, tex_pixel4, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60+tex_pirate.h*1, tex_pixel5, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60+tex_pirate.h*1, tex_pixel6, 0, 1, 1, 0xFFFFFFFF);
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break;
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case 6:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "SCATTER FX");
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GRRLIB_DrawImg(10, 60, tex_pirate, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60, tex_scatter1, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60, tex_scatter2, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*3, 60, tex_scatter3, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10, 60+tex_pirate.h*1, tex_scatter4, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*1, 60+tex_pirate.h*1, tex_scatter5, 0, 1, 1, 0xFFFFFFFF);
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GRRLIB_DrawImg(10+tex_pirate.w*2, 60+tex_pirate.h*1, tex_scatter6, 0, 1, 1, 0xFFFFFFFF);
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break;
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default:
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GRRLIB_Printf(10, 10, text_font1, 0X000000FF, 1, "WELCOME TO THE");
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GRRLIB_Printf(10, 40, text_font1, 0X000000FF, 1, "GRRLIB FX DEMO.");
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GRRLIB_Printf(10, 80, text_font1, 0X000000FF, 1, "TO QUIT PRESS THE");
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GRRLIB_Printf(10, 120, text_font1, 0X000000FF, 1, "HOME BUTTON.");
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GRRLIB_Printf(10, 160, text_font1, 0X000000FF, 1, "USE + OR - TO MOVE");
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GRRLIB_Printf(10, 200, text_font1, 0X000000FF, 1, "ACROSS PAGES.");
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}
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GRRLIB_Render();
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if(wpaddown & WPAD_BUTTON_HOME) {
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exit(0);
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}
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if(wpaddown & WPAD_BUTTON_MINUS) {
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page--;
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if(page < 0) page = 6;
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}
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if(wpaddown & WPAD_BUTTON_PLUS) {
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page++;
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if(page > 6) page = 0;
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}
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}
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GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
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free(tex_pirate.data);
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free(tex_gray.data);
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free(tex_invert.data);
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free(tex_fliph.data);
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free(tex_flipv.data);
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free(tex_fliphv.data);
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free(tex_blur1.data);
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free(tex_blur2.data);
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free(tex_blur3.data);
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free(tex_blur4.data);
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free(tex_blur5.data);
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free(tex_blur6.data);
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free(tex_pixel1.data);
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free(tex_pixel2.data);
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free(tex_pixel3.data);
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free(tex_pixel4.data);
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free(tex_pixel5.data);
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free(tex_pixel6.data);
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free(tex_scatter1.data);
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free(tex_scatter2.data);
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free(tex_scatter3.data);
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free(tex_scatter4.data);
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free(tex_scatter5.data);
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free(tex_scatter6.data);
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return 0;
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}
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