dolphin/Source/TestSuite/Graphics/GX/Cube/source/Cube.cpp

320 lines
8.9 KiB
C++

/*---------------------------------------------------------------------------------
a simple rotating cube demo by tkcne
---------------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <malloc.h>
#include <math.h>
#include <gccore.h>
#include <gcmodplay.h>
#include <debug.h>
#include <ogcsys.h>
#define DEFAULT_FIFO_SIZE (256*1024) //GX_FIFO_MINSIZE
//---------------------------------------------------------------------------------
// cube vertex data
//---------------------------------------------------------------------------------
s16 cube[] ATTRIBUTE_ALIGN(32) = {
// x y z
-15, 15, -15, // 0
15, 15, -15, // 1
15, 15, 15, // 2
-15, 15, 15, // 3
15, -15, -15, // 4
15, -15, 15, // 5
-15, -15, 15, // 6
-15, -15, -15, // 7
};
//---------------------------------------------------------------------------------
// color data
//---------------------------------------------------------------------------------
u8 colors[] ATTRIBUTE_ALIGN(32) = {
// r, g, b, a
100, 10, 100, 255, // 0 purple
240, 0, 0, 255, // 1 red
255, 180, 0, 255, // 2 orange
255, 255, 0, 255, // 3 yellow
10, 120, 40, 255, // 4 green
0, 20, 100, 255 // 5 blue
};
u32
CvtRGB (u8 r1, u8 g1, u8 b1, u8 r2, u8 g2, u8 b2)
{
int y1, cb1, cr1, y2, cb2, cr2, cb, cr;
y1 = (299 * r1 + 587 * g1 + 114 * b1) / 1000;
cb1 = (-16874 * r1 - 33126 * g1 + 50000 * b1 + 12800000) / 100000;
cr1 = (50000 * r1 - 41869 * g1 - 8131 * b1 + 12800000) / 100000;
y2 = (299 * r2 + 587 * g2 + 114 * b2) / 1000;
cb2 = (-16874 * r2 - 33126 * g2 + 50000 * b2 + 12800000) / 100000;
cr2 = (50000 * r2 - 41869 * g2 - 8131 * b2 + 12800000) / 100000;
cb = (cb1 + cb2) >> 1;
cr = (cr1 + cr2) >> 1;
return (y1 << 24) | (cb << 16) | (y2 << 8) | cr;
}
static u32 curr_fb = 0;
static u32 first_frame = 1;
static u32 *xfb[2] = {NULL,NULL};
GXRModeObj *rmode;
void draw_init();
void draw_cube(Mtx v);
//---------------------------------------------------------------------------------
int main( int argc, char **argv ){
//---------------------------------------------------------------------------------
f32 yscale;
u32 xfbHeight;
u32 colour1;
Mtx v,p; // view and perspective matrices
int CP = 0;
GXColor background = {0, 0, 0, 0xff};
int startx, starty;
int directionx, directiony;
// init the vi. setup frame buffer and set the retrace callback
// to copy the efb to xfb
VIDEO_Init();
PAD_Init();
rmode = VIDEO_GetPreferredMode(NULL);
curr_fb = 0;
first_frame = 0;
// setup the fifo and then init the flipper
void *gp_fifo = NULL;
gp_fifo = memalign(32,DEFAULT_FIFO_SIZE);
memset(gp_fifo,0,DEFAULT_FIFO_SIZE);
xfb[0] = (u32 *) MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
xfb[1] = (u32 *) MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
VIDEO_Configure(rmode);
VIDEO_SetNextFramebuffer(xfb[curr_fb]);
if(!first_frame) VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();
console_init(xfb[curr_fb],20,20,rmode->fbWidth,rmode->xfbHeight,rmode->fbWidth*VI_DISPLAY_PIX_SZ);
//curr_fb ^= 1;
GX_Init(gp_fifo,DEFAULT_FIFO_SIZE);
// clears the bg to color and clears the z buffer
GX_SetCopyClear(background, 0x00ffffff);
// other gx setup
GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
yscale = GX_GetYScaleFactor(rmode->efbHeight,rmode->xfbHeight);
xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(0,0,rmode->fbWidth,rmode->efbHeight);
GX_SetDispCopySrc(0,0,rmode->fbWidth,rmode->efbHeight);
GX_SetDispCopyDst(rmode->fbWidth,xfbHeight);
GX_SetCopyFilter(rmode->aa,rmode->sample_pattern,GX_TRUE,rmode->vfilter);
GX_SetFieldMode(rmode->field_rendering,((rmode->viHeight==2*rmode->xfbHeight)?GX_ENABLE:GX_DISABLE));
// cull none because other values produce weird results
GX_SetCullMode(GX_CULL_NONE);
GX_CopyDisp(xfb[curr_fb],GX_TRUE);
GX_SetDispCopyGamma(GX_GM_1_0);
// setup our camera at the origin
// looking down the -z axis with y up
Vector cam = {0.0F, 0.0F, 0.0F},
up = {0.0F, 1.0F, 0.0F},
look = {0.0F, 0.0F, -1.0F};
guLookAt(v, &cam, &up, &look);
// setup our projection matrix
// this creates a perspective matrix with a view angle of 60,
// an aspect ratio of 4/3 (i'm not sure if that's the right
// way to do it but i just went by what made a square on my screen)
// and z near and far distances
f32 w = rmode->viWidth;
f32 h = rmode->viHeight;
guPerspective(p, 60, (f32)w/h, 10.0F, 300.0F);
GX_LoadProjectionMtx(p, GX_PERSPECTIVE);
GXColor Test = { 192, 255, 0, 255 };
GX_SetFog(GX_FOG_EXP2, 1, 2, 3, 4, Test);
GXFogAdjTbl bum;
GX_SetFogRangeAdj(GX_ENABLE, 255, &bum);
// setup vertexes
draw_init();
colour1 = CvtRGB (0xff, 0xff, 0xff, 0xff, 0xff, 0xff);
// main loop
while(1) {
PAD_ScanPads();
if (PAD_ButtonsDown(0) & PAD_BUTTON_START) {
void (*reload)() = (void(*)())0x90000020;
reload();
}
// do this before drawing
GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetScissor(640 , 480,680 , 560);
GX_SetScissorBoxOffset(-80, -80);
// draw our cube
draw_cube(v);
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(xfb[curr_fb],GX_TRUE);
// do this stuff after drawing
GX_DrawDone();
/*** Draw Bouncing Square ***/
if (directionx)
startx -= 4;
else
startx += 4;
if (directiony)
starty -= 2;
else
starty += 2;
if (startx >= 576) directionx = 1;
if (starty >= (rmode->xfbHeight - 64)) directiony = 1;
if (startx < 0) {
startx = 0;
directionx = 0;
}
if (starty < 0) {
starty = 0;
directiony = 0;
}
CP = (starty * 320) + (startx >> 1);
for (int rows = 0; rows < 64; rows++) {
for (int cols = 0; cols < 32; cols++)
xfb[curr_fb][CP + cols] = colour1;
CP += 320;
}
VIDEO_SetNextFramebuffer(xfb[curr_fb]);
if(first_frame) {
first_frame = 0;
VIDEO_SetBlack(FALSE);
}
VIDEO_Flush();
VIDEO_WaitVSync();
curr_fb ^= 1;
}
return 0;
}
//---------------------------------------------------------------------------------
void draw_init() {
//---------------------------------------------------------------------------------
// setup the vertex descriptor
// tells the flipper to expect 8bit indexes for position
// and color data. could also be set to direct.
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX8);
// setup the vertex attribute table
// describes the data
// args: vat location 0-7, type of data, data format, size, scale
// so for ex. in the first call we are sending position data with
// 3 values X,Y,Z of size S16. scale sets the number of fractional
// bits for non float data.
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
// tells gx where our position and color data is
// args: type of data, pointer, array stride
GX_SetArray(GX_VA_POS, cube, 3*sizeof(s16));
GX_SetArray(GX_VA_CLR0, colors, 4*sizeof(u8));
DCFlushRange(cube,sizeof(cube));
DCFlushRange(colors,sizeof(colors));
// no idea...sets to no textures
// i don't know anything about textures or lighting yet :|
GX_SetNumChans(1);
GX_SetNumTexGens(0);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
}
//---------------------------------------------------------------------------------
// draws a quad from 4 vertex idx and one color idx
//---------------------------------------------------------------------------------
void draw_quad(u8 v0, u8 v1, u8 v2, u8 v3, u8 c) {
//---------------------------------------------------------------------------------
// one 8bit position idx
GX_Position1x8(v0);
// one 8bit color idx
GX_Color1x8(c);
GX_Position1x8(v1);
GX_Color1x8(c);
GX_Position1x8(v2);
GX_Color1x8(c);
GX_Position1x8(v3);
GX_Color1x8(c);
}
//---------------------------------------------------------------------------------
void draw_cube(Mtx v) {
//---------------------------------------------------------------------------------
Mtx m; // model matrix.
Mtx mv; // modelview matrix.
Vector axis = {-1,1,0};
static float rotateby = 0;
rotateby ++;
// move the cube out in front of us and rotate it
guMtxIdentity(m);
guMtxRotAxisDeg(m, &axis, rotateby);
guMtxTransApply(m, m, -100.0F, -60.0F, -200.0F);
guMtxConcat(v,m,mv);
// load the modelview matrix into matrix memory
GX_LoadPosMtxImm(mv, GX_PNMTX0);
// drawing begins!
// tells the flipper what type of primitive we will be drawing
// which descriptor in the VAT to use and the number of vertices
// to expect. 24 since we will draw 6 quads with 4 verts each.
GX_Begin(GX_QUADS, GX_VTXFMT0, 24);
draw_quad(0, 3, 2, 1, 0);
draw_quad(0, 7, 6, 3, 1);
draw_quad(0, 1, 4, 7, 2);
draw_quad(1, 2, 5, 4, 3);
draw_quad(2, 3, 6, 5, 4);
draw_quad(4, 7, 6, 5, 5);
GX_End();
}