/*--------------------------------------------------------------------------------- $Id: main.c,v 1.17 2008-12-06 15:41:04 dovoto Exp $ Nehe lesson 10 modified to use gbfs ---------------------------------------------------------------------------------*/ #include // include your ndslib #include #include #include // filesystem functions extern const GBFS_FILE data_gbfs; int DrawGLScene(); const float piover180 = 0.0174532925f; float heading; float xpos; float zpos; float yrot; // Y Rotation float walkbias = 0; float walkbiasangle = 0; float lookupdown = 0.0f; int texture[3]; // Storage For 3 Textures (only going to use 1 on the DS for this demo) //--------------------------------------------------------------------------------- typedef struct tagVERTEX { //--------------------------------------------------------------------------------- float x, y, z; float u, v; } VERTEX; //--------------------------------------------------------------------------------- typedef struct tagTRIANGLE { //--------------------------------------------------------------------------------- VERTEX vertex[3]; } TRIANGLE; //--------------------------------------------------------------------------------- typedef struct tagSECTOR { //--------------------------------------------------------------------------------- int numtriangles; TRIANGLE* triangle; } SECTOR; SECTOR sector1; // Our Model Goes Here: //--------------------------------------------------------------------------------- float tsin(float angle) { //--------------------------------------------------------------------------------- int32 s = sinLerp((int)((angle * DEGREES_IN_CIRCLE) / 360.0)); return f32tofloat(s); } //--------------------------------------------------------------------------------- float tcos(float angle) { //--------------------------------------------------------------------------------- int32 c = cosLerp((int)((angle * DEGREES_IN_CIRCLE) / 360.0)); return f32tofloat(c); } const char* file; //--------------------------------------------------------------------------------- void myGetStr(char* buff, int size) { //--------------------------------------------------------------------------------- *buff = *file++; while( (*buff != '\n') && (*buff != 0xD)) { buff++; *buff = *file++; } buff[0] = '\n'; buff[1] = 0; } //--------------------------------------------------------------------------------- void readstr(char *string) { //--------------------------------------------------------------------------------- do { myGetStr(string, 255); } while ((string[0] == '/') || (string[0] == '\n' )); return; } //--------------------------------------------------------------------------------- void SetupWorld() { //--------------------------------------------------------------------------------- float x, y, z, u, v; int numtriangles; char oneline[255]; int loop, vert; file = gbfs_get_obj(&data_gbfs, "World.txt", NULL); readstr(oneline); sscanf(oneline, "NUMPOLYS %d\n", &numtriangles); sector1.triangle = (TRIANGLE*)malloc(numtriangles*sizeof(TRIANGLE)); sector1.numtriangles = numtriangles; for (loop = 0; loop < numtriangles; loop++) { for (vert = 0; vert < 3; vert++) { readstr(oneline); sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v); sector1.triangle[loop].vertex[vert].x = x; sector1.triangle[loop].vertex[vert].y = y; sector1.triangle[loop].vertex[vert].z = z; sector1.triangle[loop].vertex[vert].u = u; sector1.triangle[loop].vertex[vert].v = v; } } return; } //--------------------------------------------------------------------------------- // Load PCX files And Convert To Textures //--------------------------------------------------------------------------------- int LoadGLTextures() { //--------------------------------------------------------------------------------- sImage pcx; // (NEW) and different from nehe. //load our texture const char *pcx_file = gbfs_get_obj(&data_gbfs, "Mud.pcx", NULL); loadPCX((u8*)pcx_file, &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 | GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T, pcx.image.data8); return TRUE; } int main() { // Setup the Main screen for 3D videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); //NEW must set up some memory for textures // Reset the screen and setup the view glInit(); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); // enable textures glEnable(GL_TEXTURE_2D); //setup the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 100); //setup a light glLight(0, RGB15(31,31,31), 0, floattov10(-1.0), 0); //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(); //ds specific, several attributes can be set here glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE | POLY_FORMAT_LIGHT0); // Set the current matrix to be the model matrix glMatrixMode(GL_MODELVIEW); // Specify the Clear Color and Depth glClearColor(0,0,0,31); glClearDepth(0x7FFF); // specify the color for vertices glColor3f(1,1,1); LoadGLTextures(); SetupWorld(); while (1) { //these little button functions are pretty handy scanKeys(); if (keysHeld() & KEY_A) lookupdown -= 1.0f; if (keysHeld() & KEY_B) lookupdown += 1.0f; if (keysHeld() & KEY_LEFT) { heading += 1.0f; yrot = heading; } if (keysHeld() & KEY_RIGHT) { heading -= 1.0f; yrot = heading; } if (keysHeld() & KEY_DOWN) { xpos += (float)tsin(heading) * 0.05f; zpos += (float)tcos(heading) * 0.05f; if (walkbiasangle >= 359.0f) { walkbiasangle = 0.0f; } else { walkbiasangle+= 10; } walkbias = (float)tsin(walkbiasangle)/20.0f; } if (keysHeld() & KEY_UP) { xpos -= tsin(heading) * 0.05f; zpos -= tcos(heading) * 0.05f; if (walkbiasangle <= 1.0f) { walkbiasangle = 359.0f; } else { walkbiasangle-= 10; } walkbias = (float)tsin(walkbiasangle)/20.0f; } //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; } //--------------------------------------------------------------------------------- // Here's Where We Do All The Drawing //--------------------------------------------------------------------------------- int DrawGLScene() { //--------------------------------------------------------------------------------- // Reset The View float x_m, y_m, z_m, u_m, v_m; float xtrans = -xpos; float ztrans = -zpos; float ytrans = -walkbias-0.25f; float sceneroty = 360.0f - yrot; glLoadIdentity(); int numtriangles; glRotatef(lookupdown,1.0f,0,0); glRotatef(sceneroty,0,1.0f,0); glTranslatef(xtrans, ytrans, ztrans); glBindTexture(GL_TEXTURE_2D, texture[0]); numtriangles = sector1.numtriangles; int loop_m; // Process Each Triangle for (loop_m = 0; loop_m < numtriangles; loop_m++) { glBegin(GL_TRIANGLES); glNormal3f( 0.0f, 0.0f, 1.0f); x_m = sector1.triangle[loop_m].vertex[0].x; y_m = sector1.triangle[loop_m].vertex[0].y; z_m = sector1.triangle[loop_m].vertex[0].z; u_m = sector1.triangle[loop_m].vertex[0].u; v_m = sector1.triangle[loop_m].vertex[0].v; glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); x_m = sector1.triangle[loop_m].vertex[1].x; y_m = sector1.triangle[loop_m].vertex[1].y; z_m = sector1.triangle[loop_m].vertex[1].z; u_m = sector1.triangle[loop_m].vertex[1].u; v_m = sector1.triangle[loop_m].vertex[1].v; glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); x_m = sector1.triangle[loop_m].vertex[2].x; y_m = sector1.triangle[loop_m].vertex[2].y; z_m = sector1.triangle[loop_m].vertex[2].z; u_m = sector1.triangle[loop_m].vertex[2].u; v_m = sector1.triangle[loop_m].vertex[2].v; glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); glEnd(); } return TRUE; // Everything Went OK }