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