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libnds
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/**************************************** * NDS NeHe Lesson 09 * * Author: dovoto * DS does not appear to support the features needed for this demo ****************************************/ // include your ndslib #include <nds.h> #include <malloc.h> //needed to load pcx files #include <nds/arm9/image.h> #include <stdlib.h> #include "Star_pcx.h" int DrawGLScene(); bool twinkle; // Twinkling Stars bool tp; // 'T' Key Pressed? const int num=50; // Number Of Stars To Draw typedef struct // Create A Structure For Star { int r, g, b; // Stars Color float dist, // Stars Distance From Center angle; // Stars Current Angle }stars; stars star[num]; // Need To Keep Track Of 'num' Stars float zoom=-15.0f; // Distance Away From Stars float tilt=90.0f; // Tilt The View float spin; // Spin Stars int loop; // General Loop Variable int texture[1]; // Storage For One textures // Load PCX files And Convert To Textures int LoadGLTextures() { sImage pcx; // (NEW) and different from nehe. //load our texture loadPCX((u8*)Star_pcx, &pcx); image8to16trans(&pcx, 0); //DS supports no filtering of anykind so no need for more than one texture glGenTextures(1, &texture[0]); glBindTexture(0, texture[0]); glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcx.image.data8); imageDestroy(&pcx); return TRUE; } int main() { // Setup the Main screen for 3D videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); //NEW must set up some memory for textures // initialize the geometry engine glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); // enable textures glEnable(GL_TEXTURE_2D); // enable alpha blending glEnable(GL_BLEND); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); LoadGLTextures(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 100); glColor3f(1,1,1); //set up a directional ligth arguments are light number (0-3), light color, //and an x,y,z vector that points in the direction of the light glLight(0, RGB15(31,31,31) , 0, 0,floattov10(-1.0)); //need to set up some material properties since DS does not have them set by default glMaterialf(GL_AMBIENT, RGB15(16,16,16)); glMaterialf(GL_DIFFUSE, RGB15(16,16,16)); glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8)); glMaterialf(GL_EMISSION, RGB15(16,16,16)); //ds uses a table for shinyness..this generates a half-ass one glMaterialShinyness(); glPolyFmt(POLY_ALPHA(15) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0); glMatrixMode(GL_MODELVIEW); while (1) { DrawGLScene(); // flush to screen glFlush(0); // wait for the screen to refresh swiWaitForVBlank(); } return 0; } int DrawGLScene() // Here's Where We Do All The Drawing { glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture for (loop=0; loop<num; loop++) // Loop Through All The Stars { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f,0.0f,zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt,1.0f,0.0f,0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle,0.0f,1.0f,0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].dist,0.0f,0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor3b(star[(num-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); } glRotatef(spin,0.0f,0.0f,1.0f); glColor3b(star[loop].r,star[loop].g,star[loop].b); //different glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); spin+=0.01f; star[loop].angle+=float(loop)/num; star[loop].dist-=0.01f; if (star[loop].dist<0.0f) { star[loop].dist+=5.0f; star[loop].r=rand()%256; star[loop].g=rand()%256; star[loop].b=rand()%256; } } return TRUE; // Keep Going }
1.7.3