GRRLIB/examples/gamecube/funsin/source/main.c
2022-05-28 01:27:55 -04:00

108 lines
2.8 KiB
C

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