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libnds
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#include <nds.h> #include <stdlib.h> //texture_bin.h is created automagicaly from the texture.bin placed in arm9/resources //texture.bin is a raw 128x128 16 bit image. I will release a tool for texture conversion //later #include "texture_bin.h" //verticies for the cube v16 CubeVectors[] = { floattov16(-0.5), floattov16(-0.5), floattov16(0.5), floattov16(0.5), floattov16(-0.5), floattov16(0.5), floattov16(0.5), floattov16(-0.5), floattov16(-0.5), floattov16(-0.5), floattov16(-0.5), floattov16(-0.5), floattov16(-0.5), floattov16(0.5), floattov16(0.5), floattov16(0.5), floattov16(0.5), floattov16(0.5), floattov16(0.5), floattov16(0.5), floattov16(-0.5), floattov16(-0.5), floattov16(0.5), floattov16(-0.5) }; //polys u8 CubeFaces[] = { 3,2,1,0, 0,1,5,4, 1,2,6,5, 2,3,7,6, 3,0,4,7, 5,6,7,4 }; //texture coordinates u32 uv[] = { TEXTURE_PACK(inttot16(128), 0), TEXTURE_PACK(inttot16(128),inttot16(128)), TEXTURE_PACK(0, inttot16(128)), TEXTURE_PACK(0,0) }; u32 normals[] = { NORMAL_PACK(0,floattov10(-.97),0), NORMAL_PACK(0,0,floattov10(.97)), NORMAL_PACK(floattov10(.97),0,0), NORMAL_PACK(0,0,floattov10(-.97)), NORMAL_PACK(floattov10(-.97),0,0), NORMAL_PACK(0,floattov10(.97),0) }; //draw a cube face at the specified color void drawQuad(int poly) { u32 f1 = CubeFaces[poly * 4] ; u32 f2 = CubeFaces[poly * 4 + 1] ; u32 f3 = CubeFaces[poly * 4 + 2] ; u32 f4 = CubeFaces[poly * 4 + 3] ; glNormal(normals[poly]); GFX_TEX_COORD = (uv[0]); glVertex3v16(CubeVectors[f1*3], CubeVectors[f1*3 + 1], CubeVectors[f1*3 + 2] ); GFX_TEX_COORD = (uv[1]); glVertex3v16(CubeVectors[f2*3], CubeVectors[f2*3 + 1], CubeVectors[f2*3 + 2] ); GFX_TEX_COORD = (uv[2]); glVertex3v16(CubeVectors[f3*3], CubeVectors[f3*3 + 1], CubeVectors[f3*3 + 2] ); GFX_TEX_COORD = (uv[3]); glVertex3v16(CubeVectors[f4*3], CubeVectors[f4*3 + 1], CubeVectors[f4*3 + 2] ); } void DisplayEnableMotionBlur() { u32 dispcnt = REG_DISPCNT; //set main display to display from VRAM dispcnt &= ~(0x00030000); dispcnt |= 2<<16; //choose to display screen from VRAM dispcnt &= ~(0x000C0000); dispcnt |= 1<<18; //choose to display screen from VRAM_B REG_DISPCNT = dispcnt; } void DisplayEnableNormal() { u32 dispcnt = REG_DISPCNT; dispcnt &= ~(0x00030000); dispcnt |= 1<<16; //choose to display screen from normal layer composition REG_DISPCNT = dispcnt; } int main() { int textureID; int i; float rotateX = 0.0; float rotateY = 0.0; //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // initialize gl glInit(); //enable textures glEnable(GL_TEXTURE_2D); //this should work the same as the normal gl call glViewport(0,0,255,191); // 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); vramSetBankB(VRAM_B_LCD); REG_DISPCAPCNT = DCAP_MODE(DCAP_MODE_BLEND) //blend source A and source B //| DCAP_SRC_ADDR //this is not used since we are setting the display to render from VRAM | DCAP_SRC_B(DCAP_SRC_B_VRAM) | DCAP_SRC_A(DCAP_SRC_A_3DONLY) | DCAP_SIZE(DCAP_SIZE_256x192) | DCAP_OFFSET(0) //where to write the captured data within our chosen VRAM bank | DCAP_BANK(DCAP_BANK_VRAM_B) | DCAP_B(12) //blend mostly from B to make a very dramatic effect | DCAP_A(4) //and blend only a little bit from the new scene ; //but, dramatic effects tend to leave some garbage on the screen since the precision of the math is low, //and we're not putting a lot of dampening on the effect. //a more realistic value might be 8 and 8, but perhaps in a more complex 3d scene the garbage isn't such a bad thing //since the scene is changing constantly DisplayEnableMotionBlur(); bool displayBlurred = true; vramSetBankA(VRAM_A_TEXTURE); glGenTextures(1, &textureID); glBindTexture(0, textureID); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)texture_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); gluLookAt( 0.0, 0.0, 1.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up while(1) { glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0); glLight(1, RGB15(31,0,31), 0, floattov10(1) - 1, 0); glLight(2, RGB15(0,31,0) , floattov10(-1.0), 0, 0); glLight(3, RGB15(0,0,31) , floattov10(1.0) - 1, 0, 0); glPushMatrix(); //move it away from the camera glTranslatef32(0, 0, floattof32(-1)); glRotateX(rotateX); glRotateY(rotateY); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glMaterialf(GL_AMBIENT, RGB15(8,8,8)); glMaterialf(GL_DIFFUSE, RGB15(16,16,16)); glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8)); glMaterialf(GL_EMISSION, RGB15(5,5,5)); //ds uses a table for shinyness..this generates a half-ass one glMaterialShinyness(); //not a real gl function and will likely change glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3 ) ; scanKeys(); u16 keys = keysHeld(); if((keys & KEY_UP)) rotateX += 3; if((keys & KEY_DOWN)) rotateX -= 3; if((keys & KEY_LEFT)) rotateY += 3; if((keys & KEY_RIGHT)) rotateY -= 3; if(keysDown() & KEY_A) { displayBlurred = !displayBlurred; if(displayBlurred) DisplayEnableMotionBlur(); else DisplayEnableNormal(); } glBindTexture(0, textureID); //draw the obj glBegin(GL_QUAD); for(i = 0; i < 6; i++) drawQuad(i); glEnd(); glPopMatrix(1); glFlush(0); swiWaitForVBlank(); //the display capture enable bit must be set again each frame if you want to continue capturing. REG_DISPCAPCNT |= DCAP_ENABLE; } return 0; }//end main
1.7.3