GRRLIB/examples/NEED_GRRLIB_FUNCTION/source/main.c
2024-03-07 13:54:43 -05:00

254 lines
14 KiB
C

/*===========================================
NoNameNo
Since I cant code all these new function alone,
I really need help to find the best way to provide
GRRLIB functions to all these new effects in this demo.
With the help of the doc you can try also to find how it works,
for example I didn't success fully coded a specular position and direction...
So I repeat I need HELP !!! ;)
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <math.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "font9x12_png.h"
#include "room_jpg.h"
extern Mtx _GRR_view;
int main() {
f32 a = 0.0f;
GXLightObj MyLight0;
GXLightObj MyLight1;
int demo = 0;
Mtx mr, mv, rx, ry, rz, m;
GXTexObj texObj;
GRRLIB_Init();
WPAD_Init();
GRRLIB_texImg *tex_room = GRRLIB_LoadTexture(room_jpg);
GRRLIB_texImg *tex_font = GRRLIB_LoadTexture(font9x12_png);
GRRLIB_InitTileSet(tex_font, 9, 12, 32);
GRRLIB_Settings.antialias = false;
GRRLIB_SetBackgroundColour(0x40, 0x40, 0x40, 0xFF);
while(1) {
GRRLIB_Camera3dSettings(0.0f,0.0f,10.0f, 0,1,0, 0,0,0);
GRRLIB_2dMode();
WPAD_ScanPads();
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) break;
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_PLUS && demo < 5) demo++;
if(WPAD_ButtonsDown(0) & WPAD_BUTTON_MINUS && demo > 0) demo--;
GRRLIB_3dMode(0.1, 1000, 45, false, true);
if(demo == 0) {
/////////////////// DEFINE A DIFFUSE LIGHT /////////////////////////////////////////////
guVector l0pos={0.0f, 20.0f, 0.0f};
guVecMultiply(_GRR_view, &l0pos, &l0pos);
GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
GX_InitLightColor(&MyLight0, (GXColor) { 0xFF, 0x00, 0x00, 0xFF });
GX_InitLightSpot(&MyLight0, 0.0f, GX_SP_OFF);
GX_InitLightDistAttn(&MyLight0, 20.0f, 1.0f, GX_DA_MEDIUM); // DistAttn = 20.0 & Brightness=1.0f (full)
GX_LoadLightObj(&MyLight0, GX_LIGHT0);
/////////////////////// Turn light ON ////////////////////////////////////////////////
GX_SetNumChans(1);
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP,GX_AF_SPOT); //4th param is where come from the material color (REG(with setChanMatColor or VTX (vertex)) same for ambiant (3th param)
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { 0x33, 0x33, 0x33, 0xFF});
GX_SetChanMatColor(GX_COLOR0A0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
a+=0.8f;
//////////////////////////// Turn light off and Write demo name
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);
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Diffuse Light Source");
}
else if(demo == 1) {
/////////////////// DEFINE 2 DIFFUSE LIGHTS /////////////////////////////////////////////
guVector l0pos={0.0f, 20.0f, 0.0f};
guVecMultiply(_GRR_view, &l0pos, &l0pos);
GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
GX_InitLightColor(&MyLight0, (GXColor) { 0x00, 0xFF, 0x00, 0xFF });
GX_InitLightSpot(&MyLight0, 0.0f, GX_SP_OFF);
GX_InitLightDistAttn(&MyLight0, 20.0f, 1.0f, GX_DA_MEDIUM); // DistAttn = 20.0 & Brightness=1.0f (full)
GX_LoadLightObj(&MyLight0, GX_LIGHT0);
guVector l1pos={0.0f,-20.0f,0.0f};
guVecMultiply(_GRR_view, &l1pos, &l1pos);
GX_InitLightPos(&MyLight1, l1pos.x, l1pos.y, l1pos.z);
GX_InitLightColor(&MyLight1, (GXColor) { 0x00, 0x00, 0xFF, 0xFF });
GX_InitLightSpot(&MyLight1, 0.0f, GX_SP_OFF);
GX_InitLightDistAttn(&MyLight1, 20.0f, 1.0f, GX_DA_MEDIUM); // DistAttn = 20.0 & Brightness=1.0f (full)
GX_LoadLightObj(&MyLight1, GX_LIGHT1);
/////////////////////// Turn lights ON ////////////////////////////////////////////////
GX_SetNumChans(1);
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0|GX_LIGHT1, GX_DF_CLAMP, GX_AF_SPOT); //4th param is where come from the material color (REG(with setChanMatColor or VTX (vertex)) same for ambiant (3th param)
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { 0x33, 0x33, 0x33, 0xFF});
GX_SetChanMatColor(GX_COLOR0A0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
a+=0.8f;
//////////////////////////// Turn light off and Write demo name
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);
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 2 Diffuse Light Sources");
}
else if(demo == 2) {
/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
guVector l0dir={0.0f, 0.0f, 0.0f};
GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z);
GX_InitLightShininess(&MyLight0, 20); // between 4 and 255 !!!
GX_InitLightColor(&MyLight0, (GXColor){0xFF, 0xFF, 0xFF,0xFF});
GX_LoadLightObj(&MyLight0, GX_LIGHT0);
/////////////////////// Turn light ON ////////////////////////////////////////////////
GX_SetNumChans(2); // use two color channels
GX_SetChanCtrl(GX_COLOR0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_NONE);
GX_SetChanCtrl(GX_COLOR1, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_NONE, GX_AF_SPEC);
GX_SetChanCtrl(GX_ALPHA0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHTNULL, GX_DF_NONE, GX_AF_NONE);
GX_SetChanCtrl(GX_ALPHA1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHTNULL, GX_DF_NONE, GX_AF_NONE);
GX_SetNumTevStages(2);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
GX_SetTevOrder(GX_TEVSTAGE1, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR1A1);
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
GX_SetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV);
GX_SetTevColorIn(GX_TEVSTAGE1, GX_CC_CPREV, GX_CC_ONE, GX_CC_RASC, GX_CC_ZERO);
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF});
GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00, 0x00, 0x00, 0x00});
GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF, 0xFF, 0xFF, 0xFF});
GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
a+=0.8f;
//////////////////////////// Turn light off and Write demo name
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);
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 20");
}
else if(demo == 3) {
/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
guVector l0dir={0.0f, 0.0f, 0.0f};
GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z);
GX_InitLightShininess(&MyLight0, 200); // between 4 and 255 !!!
GX_InitLightColor(&MyLight0, (GXColor){0xFF, 0xFF, 0xFF, 0xFF});
GX_LoadLightObj(&MyLight0, GX_LIGHT0);
/////////////////////// Turn light ON ////////////////////////////////////////////////
GX_SetNumChans(2); // use two color channels
GX_SetChanCtrl(GX_COLOR0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_NONE);
GX_SetChanCtrl(GX_COLOR1, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_NONE, GX_AF_SPEC);
GX_SetChanCtrl(GX_ALPHA0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHTNULL, GX_DF_NONE, GX_AF_NONE);
GX_SetChanCtrl(GX_ALPHA1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHTNULL, GX_DF_NONE, GX_AF_NONE);
GX_SetNumTevStages(2);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
GX_SetTevOrder(GX_TEVSTAGE1, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR1A1);
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
GX_SetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV);
GX_SetTevColorIn(GX_TEVSTAGE1, GX_CC_CPREV, GX_CC_ONE, GX_CC_RASC, GX_CC_ZERO);
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF});
GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00, 0x00, 0x00, 0x00});
GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF, 0xFF, 0xFF, 0xFF});
GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
a+=0.8f;
//////////////////////////// Turn light off and Write demo name
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);
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 200");
}
else if(demo == 4) {
GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_NRM, GX_TEXMTX0); // We say we use the Normal coord to map the texture (since there is no textcoord with this torus)
guLightFrustum(mv, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f); // we are projecting the texture like a light (ie : videoprojector))
guMtxScale(mr, -2.8f, -2.8f, 0.0f); //here is a little scaling to fit the torus
guMtxConcat(mr, mv, mv);
GX_LoadTexMtxImm(mv, GX_TEXMTX0, GX_MTX3x4);
GX_InitTexObj(&texObj, tex_room->data, tex_room->w, tex_room->h, GX_TF_RGBA8, GX_CLAMP, GX_CLAMP, GX_FALSE);
GX_InitTexObjLOD(&texObj, GX_NEAR, GX_NEAR, 0.0f, 0.0f, 0.0f, 0, 0, GX_ANISO_4);
GX_SetNumTexGens(1);
GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_LoadTexObj(&texObj, GX_TEXMAP0);
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
a+=0.8f;
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Mapping Using textgen from normal coord");
}
else if(demo == 5) {
GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_NRM, GX_TEXMTX0); // We say we use the Normal coord to map the texture (since there is no textcoord with this torus)
guLightFrustum(mv, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f); // we are projecting the texture like a light (ie : videoprojector))
guMtxRotDeg(rx, 'X', a); // Here i rotate the texture
guMtxRotDeg(ry, 'Y', a*2); // in the inverse way
guMtxRotDeg(rz, 'Z', a*3); // of the
guMtxConcat(ry, rx, m); // rotation of
guMtxConcat(m, rz, m); // the object
guMtxConcat(mv, m, mv); // make it show the texture not moving.... ;)
guMtxScale(mr, -2.8f, -2.8f, 0.0f); //here is a little scaling to fit the torus
guMtxConcat(mr, mv, mv);
GX_LoadTexMtxImm(mv, GX_TEXMTX0, GX_MTX3x4);
GX_InitTexObj(&texObj, tex_room->data, tex_room->w, tex_room->h, GX_TF_RGBA8, GX_CLAMP, GX_CLAMP, GX_FALSE);
GX_InitTexObjLOD(&texObj, GX_NEAR, GX_NEAR, 0.0f, 0.0f, 0.0f, 0, 0, GX_ANISO_4);
GX_SetNumTexGens(1);
GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_LoadTexObj(&texObj, GX_TEXMAP0);
GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
a+=0.8f;
GRRLIB_2dMode();
GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Environmental Mapping");
}
GRRLIB_Render();
}
GRRLIB_FreeTexture(tex_font);
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
exit(0);
}