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libnds
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#include <nds.h> #include "teapot_bin.h" #include "cafe_bin.h" static void get_pen_delta( int *dx, int *dy ) { static int prev_pen[2] = { 0x7FFFFFFF, 0x7FFFFFFF }; touchPosition touchXY; u32 keys = keysHeld(); if( keys & KEY_TOUCH ) { touchRead(&touchXY); if( prev_pen[0] != 0x7FFFFFFF ) { *dx = (prev_pen[0] - touchXY.rawx); *dy = (prev_pen[1] - touchXY.rawy); } prev_pen[0] = touchXY.rawx; prev_pen[1] = touchXY.rawy; } else { prev_pen[0] = prev_pen[1] = 0x7FFFFFFF; *dx = *dy = 0; } } int main() { int rotateX = 0; int rotateY = 0; //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // intialize gl 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); //this should work the same as the normal gl call glViewport(0,0,255,191); vramSetBankA(VRAM_A_TEXTURE); glEnable(GL_TEXTURE_2D); int cafe_texid; glGenTextures( 1, &cafe_texid ); glBindTexture( 0, cafe_texid ); glTexImage2D( 0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, GL_TEXTURE_WRAP_S|GL_TEXTURE_WRAP_T|TEXGEN_NORMAL, (u8*)cafe_bin ); //any floating point gl call is being converted to fixed prior to being implemented glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 40); while(1) { //TEXGEN_NORMAL helpfully pops our normals into this matrix and uses the result as texcoords glMatrixMode(GL_TEXTURE); glLoadIdentity(); GLvector tex_scale = { 64<<16, -64<<16, 1<<16 }; glScalev( &tex_scale ); //scale normals up from (-1,1) range into texcoords glRotateXi(rotateX); //rotate texture-matrix to match the camera glRotateYi(rotateY); glMatrixMode(GL_POSITION); glLoadIdentity(); glTranslatef32(0, 0, floattof32(-3)); glRotateXi(rotateX); glRotateYi(rotateY); glMaterialf(GL_EMISSION, RGB15(31,31,31)); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK ); scanKeys(); u32 keys = keysHeld(); if( keys & KEY_UP ) rotateX += 3<<3; if( keys & KEY_DOWN ) rotateX -= 3<<3; if( keys & KEY_LEFT ) rotateY += 3<<3; if( keys & KEY_RIGHT ) rotateY -= 3<<3; int pen_delta[2]; get_pen_delta( &pen_delta[0], &pen_delta[1] ); rotateY -= pen_delta[0]; rotateX -= pen_delta[1]; glBindTexture( 0, cafe_texid ); glCallList((u32*)teapot_bin); glFlush(0); } return 0; }//end main
1.7.3