|
libnds
|
/**************************************** * NDS NeHe Lesson 06 * * Author: Dovoto * ****************************************/ // include your ndslib #include <nds.h> #include <malloc.h> //needed to load pcx files #include <nds/arm9/image.h> #include "drunkenlogo_pcx.h" int DrawGLScene(); float xrot; // X Rotation ( NEW ) float yrot; // Y Rotation ( NEW ) float zrot; // Z Rotation ( NEW ) int texture[1]; // Storage For One Texture ( NEW ) int LoadGLTextures() // Load PCX files And Convert To Textures { sImage pcx; //load our texture loadPCX((u8*)drunkenlogo_pcx, &pcx); image8to16(&pcx); glGenTextures(1, &texture[0]); glBindTexture(0, texture[0]); glTexImage2D(0, 0, GL_RGB, 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); // reserve some memory for textures // initialize gl glInit(); //enable textures glEnable(GL_TEXTURE_2D); // 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); glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0); glLight(1, RGB15(31,31,31) , 0, 0, floattov10(-1.0)); glLight(2, RGB15(31,31,31) , 0, 0, floattov10(1.0)); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); //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(); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); LoadGLTextures(); // set the vertex color to white glColor3f(1,1,1); while (1) { scanKeys(); //reset the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); // set the projection matrix as either ortho or perspective if(!(keysHeld() & KEY_R)) { gluPerspective(70, 256.0 / 192.0, 0.1, 100); } else glOrtho(-3, 3,-2, 2, 0.1, 100); // Set the current matrix to be the model matrix glMatrixMode(GL_MODELVIEW); //ds specific, several attributes can be set here if((keysHeld() & KEY_L)) glPolyFmt(POLY_ALPHA(0) | POLY_CULL_NONE | POLY_FORMAT_LIGHT0| POLY_FORMAT_LIGHT1| POLY_FORMAT_LIGHT2); else glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE | POLY_FORMAT_LIGHT0| POLY_FORMAT_LIGHT1| POLY_FORMAT_LIGHT2); //Push our original Matrix onto the stack (save state) glPushMatrix(); DrawGLScene(); // Pop our Matrix from the stack (restore state) glPopMatrix(1); // flush to screen glFlush(0); } return 0; } int DrawGLScene() // Here's Where We Do All The Drawing { glTranslatef(0.0f,0.0f,-5.0f); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); glRotatef(zrot,0.0f,0.0f,1.0f); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); xrot+=0.3f; yrot+=0.2f; zrot+=0.4f; return TRUE; }
1.7.3