GRRLIB/examples/NEED_GRRLIB_FUNCTION/source/main.c.nice.working
N0NameN0 a46deda984 [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 !!
2010-01-17 17:34:17 +00:00

178 lines
6.3 KiB
Text

/*===========================================
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);
}