mirror of
https://github.com/nitraiolo/CfgUSBLoader.git
synced 2024-12-04 17:14:14 +01:00
755 lines
26 KiB
C
755 lines
26 KiB
C
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/*------------------------------------------------------------------------------
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Copyright (c) 2010 The GRRLIB Team
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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------------------------------------------------------------------------------*/
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#include <math.h>
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#include <grrlib.h>
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// User should not directly modify these
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Mtx _GRR_view; // Should be static as soon as all light functions needing this var will be in this file ;)
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static guVector _GRR_cam = {0.0F, 0.0F, 0.0F},
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_GRR_up = {0.0F, 1.0F, 0.0F},
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_GRR_look = {0.0F, 0.0F, -100.0F};
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static guVector _GRRaxisx = (guVector){1, 0, 0}; // DO NOT MODIFY!!!
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static guVector _GRRaxisy = (guVector){0, 1, 0}; // Even at runtime
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static guVector _GRRaxisz = (guVector){0, 0, 1}; // NOT ever!
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static Mtx _ObjTransformationMtx;
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/**
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* Set the background parameter when screen is cleared.
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* @param r Red component.
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* @param g Green component.
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* @param b Blue component.
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* @param a Alpha component.
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*/
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void GRRLIB_SetBackgroundColour(u8 r, u8 g, u8 b, u8 a) {
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GX_SetCopyClear((GXColor){ r, g, b, a }, GX_MAX_Z24);
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}
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/**
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* Set the camera parameter (contributed my chris_c aka DaShAmAn).
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* @param posx x position of the camera.
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* @param posy y position of the camera.
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* @param posz z position of the camera.
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* @param upx Alpha component.
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* @param upy Alpha component.
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* @param upz Alpha component.
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* @param lookx x up position of the camera.
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* @param looky y up position of the camera.
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* @param lookz z up position of the camera.
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*/
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void GRRLIB_Camera3dSettings(f32 posx, f32 posy, f32 posz,
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f32 upx, f32 upy, f32 upz,
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f32 lookx, f32 looky, f32 lookz) {
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_GRR_cam.x=posx;
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_GRR_cam.y=posy;
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_GRR_cam.z=posz;
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_GRR_up.x=upx;
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_GRR_up.y=upy;
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_GRR_up.z=upz;
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_GRR_look.x=lookx;
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_GRR_look.y=looky;
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_GRR_look.z=lookz;
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}
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/**
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* Set up the position matrix (contributed by chris_c aka DaShAmAn).
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* @param minDist Minimal distance for the camera.
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* @param maxDist Maximal distance for the camera.
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* @param fov Field of view for the camera.
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* @param texturemode False, GX won't need texture coordinate, True, GX will need texture coordinate.
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* @param normalmode False, GX won't need normal coordinate, True, GX will need normal coordinate.
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*/
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void GRRLIB_3dMode(f32 minDist, f32 maxDist, f32 fov, bool texturemode, bool normalmode) {
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Mtx m;
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guLookAt(_GRR_view, &_GRR_cam, &_GRR_up, &_GRR_look);
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guPerspective(m, fov, (f32)rmode->fbWidth/rmode->efbHeight, minDist, maxDist);
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GX_LoadProjectionMtx(m, GX_PERSPECTIVE);
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GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE);
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GX_SetCullMode(GX_CULL_NONE);
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GX_ClearVtxDesc();
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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if(normalmode) GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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if(texturemode) GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
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if(normalmode) GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
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if(texturemode) GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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if(texturemode) GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
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else GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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}
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/**
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* Go back to 2D mode (contributed by chris_c aka DaShAmAn).
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*/
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void GRRLIB_2dMode() {
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Mtx view, m;
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GX_SetZMode(GX_FALSE, GX_LEQUAL, GX_TRUE);
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GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
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guOrtho(m, 0, rmode->efbHeight, 0, rmode->fbWidth, 0, 1000.0f);
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GX_LoadProjectionMtx(m, GX_ORTHOGRAPHIC);
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guMtxIdentity(view);
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guMtxTransApply(view, view, 0, 0, -100.0F);
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GX_LoadPosMtxImm(view, GX_PNMTX0);
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GX_ClearVtxDesc();
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_TEX0, GX_NONE);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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GX_SetNumTexGens(1); // One texture exists
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GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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GX_SetNumTevStages(1);
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GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
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GX_SetNumChans(1);
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GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_VTX, GX_SRC_VTX, 0, GX_DF_NONE, GX_AF_NONE);
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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GRRLIB_Settings.lights = 0;
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}
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/**
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* Init the object matrix to draw object.
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*/
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void GRRLIB_ObjectViewBegin(void) {
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guMtxIdentity(_ObjTransformationMtx);
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}
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/**
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* Scale the object matrix to draw object.
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* @param scalx x scale of the object.
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* @param scaly y scale of the object.
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* @param scalz z scale of the object.
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*/
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void GRRLIB_ObjectViewScale(f32 scalx, f32 scaly, f32 scalz) {
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Mtx m;
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guMtxIdentity(m);
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guMtxScaleApply(m, m, scalx, scaly, scalz);
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guMtxConcat(m, _ObjTransformationMtx, _ObjTransformationMtx);
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}
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/**
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* Rotate the object matrix to draw object .
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* @param angx x rotation angle of the object.
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* @param angy y rotation angle of the object.
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* @param angz z rotation angle of the object.
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*/
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void GRRLIB_ObjectViewRotate(f32 angx, f32 angy, f32 angz) {
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Mtx m, rx,ry,rz;
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guMtxIdentity(m);
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guMtxRotAxisDeg(rx, &_GRRaxisx, angx);
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guMtxRotAxisDeg(ry, &_GRRaxisy, angy);
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guMtxRotAxisDeg(rz, &_GRRaxisz, angz);
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guMtxConcat(ry, rx, m);
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guMtxConcat(m, rz, m);
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guMtxConcat(m, _ObjTransformationMtx, _ObjTransformationMtx);
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}
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/**
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* Translate the object matrix to draw object.
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* @param posx x position of the object.
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* @param posy y position of the object.
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* @param posz z position of the object.
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*/
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void GRRLIB_ObjectViewTrans(f32 posx, f32 posy, f32 posz) {
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Mtx m;
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guMtxIdentity(m);
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guMtxTransApply(m, m, posx, posy, posz);
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guMtxConcat(m, _ObjTransformationMtx, _ObjTransformationMtx);
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}
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/**
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* Concat the object and the view matrix and calculate the inverse normal matrix.
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*/
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void GRRLIB_ObjectViewEnd(void) {
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Mtx mv, mvi;
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guMtxConcat(_GRR_view, _ObjTransformationMtx, mv);
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GX_LoadPosMtxImm(mv, GX_PNMTX0);
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guMtxInverse(mv, mvi);
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guMtxTranspose(mvi, mv);
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GX_LoadNrmMtxImm(mv, GX_PNMTX0);
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}
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/**
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* Set the view matrix to draw object (in this order scale, rotate AND trans).
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* @param posx x position of the object.
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* @param posy y position of the object.
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* @param posz z position of the object.
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* @param angx x rotation angle of the object.
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* @param angy y rotation angle of the object.
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* @param angz z rotation angle of the object.
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* @param scalx x scale of the object.
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* @param scaly y scale of the object.
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* @param scalz z scale of the object.
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*/
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void GRRLIB_ObjectView(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 angz, f32 scalx, f32 scaly, f32 scalz) {
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Mtx ObjTransformationMtx;
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Mtx m, rx,ry,rz;
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Mtx mv, mvi;
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guMtxIdentity(ObjTransformationMtx);
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if((scalx !=1.0f) || (scaly !=1.0f) || (scalz !=1.0f)) {
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guMtxIdentity(m);
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guMtxScaleApply(m, m, scalx, scaly, scalz);
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guMtxConcat(m, ObjTransformationMtx, ObjTransformationMtx);
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}
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if((angx !=0.0f) || (angy !=0.0f) || (angz !=0.0f)) {
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guMtxIdentity(m);
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guMtxRotAxisDeg(rx, &_GRRaxisx, angx);
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guMtxRotAxisDeg(ry, &_GRRaxisy, angy);
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guMtxRotAxisDeg(rz, &_GRRaxisz, angz);
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guMtxConcat(ry, rx, m);
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guMtxConcat(m, rz, m);
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guMtxConcat(m, ObjTransformationMtx, ObjTransformationMtx);
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}
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if((posx !=0.0f) || (posy !=0.0f) || (posz !=0.0f)) {
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guMtxIdentity(m);
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guMtxTransApply(m, m, posx, posy, posz);
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guMtxConcat(m, ObjTransformationMtx, ObjTransformationMtx);
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}
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guMtxConcat(_GRR_view, ObjTransformationMtx, mv);
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GX_LoadPosMtxImm(mv, GX_PNMTX0);
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guMtxInverse(mv, mvi);
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guMtxTranspose(mvi, mv);
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GX_LoadNrmMtxImm(mv, GX_PNMTX0);
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}
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/**
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* Set the view matrix to draw object (in this order scale, trans AND rotate).
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* @param posx x position of the object.
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* @param posy y position of the object.
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* @param posz z position of the object.
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* @param angx x rotation angle of the object.
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* @param angy y rotation angle of the object.
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* @param angz z rotation angle of the object.
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* @param scalx x scale of the object.
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* @param scaly y scale of the object.
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* @param scalz z scale of the object.
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*/
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void GRRLIB_ObjectViewInv(f32 posx, f32 posy, f32 posz, f32 angx, f32 angy, f32 angz, f32 scalx, f32 scaly, f32 scalz) {
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Mtx ObjTransformationMtx;
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Mtx m, rx,ry,rz;
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Mtx mv, mvi;
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guMtxIdentity(ObjTransformationMtx);
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if((scalx !=1.0f) || (scaly !=1.0f) || (scalz !=1.0f)) {
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guMtxIdentity(m);
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guMtxScaleApply(m, m, scalx, scaly, scalz);
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guMtxConcat(m, ObjTransformationMtx, ObjTransformationMtx);
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}
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if((posx !=0.0f) || (posy !=0.0f) || (posz !=0.0f)) {
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guMtxIdentity(m);
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guMtxTransApply(m, m, posx, posy, posz);
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guMtxConcat(m, ObjTransformationMtx, ObjTransformationMtx);
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}
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if((angx !=0.0f) || (angy !=0.0f) || (angz !=0.0f)) {
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guMtxIdentity(m);
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guMtxRotAxisDeg(rx, &_GRRaxisx, angx);
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guMtxRotAxisDeg(ry, &_GRRaxisy, angy);
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guMtxRotAxisDeg(rz, &_GRRaxisz, angz);
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guMtxConcat(ry, rx, m);
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guMtxConcat(m, rz, m);
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guMtxConcat(m, ObjTransformationMtx, ObjTransformationMtx);
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}
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guMtxConcat(_GRR_view, ObjTransformationMtx, mv);
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GX_LoadPosMtxImm(mv, GX_PNMTX0);
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guMtxInverse(mv, mvi);
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guMtxTranspose(mvi, mv);
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GX_LoadNrmMtxImm(mv, GX_PNMTX0);
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}
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/**
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* Set the texture to an object (contributed by chris_c aka DaShAmAn).
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* @param tex Pointer to an image texture (GRRLIB_texImg format).
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* @param rep Texture Repeat Mode, True will repeat it, False won't.
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*/
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void GRRLIB_SetTexture(GRRLIB_texImg *tex, bool rep) {
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GXTexObj texObj;
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if (rep) {
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GX_InitTexObj(&texObj, tex->data, tex->w, tex->h, GX_TF_RGBA8, GX_REPEAT, GX_REPEAT, GX_FALSE);
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}
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else {
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GX_InitTexObj(&texObj, tex->data, tex->w, tex->h, GX_TF_RGBA8, GX_CLAMP, GX_CLAMP, GX_FALSE);
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}
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if (GRRLIB_Settings.antialias == false) {
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GX_InitTexObjLOD(&texObj, GX_NEAR, GX_NEAR, 0.0f, 0.0f, 0.0f, 0, 0, GX_ANISO_1);
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GX_SetCopyFilter(GX_FALSE, rmode->sample_pattern, GX_FALSE, rmode->vfilter);
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}
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else {
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GX_SetCopyFilter(rmode->aa, rmode->sample_pattern, GX_TRUE, rmode->vfilter);
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}
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GX_LoadTexObj(&texObj, GX_TEXMAP0);
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GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
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GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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}
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/**
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* Draw a torus (with normal).
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* @param r Radius of the ring.
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* @param R Radius of the torus.
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* @param nsides Number of faces per ring.
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* @param rings Number of rings.
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* @param filled Wired or not.
|
||
|
* @param col Color of the torus.
|
||
|
*/
|
||
|
void GRRLIB_DrawTorus(f32 r, f32 R, int nsides, int rings, bool filled, u32 col) {
|
||
|
int i, j;
|
||
|
f32 theta, phi, theta1;
|
||
|
f32 cosTheta, sinTheta;
|
||
|
f32 cosTheta1, sinTheta1;
|
||
|
f32 ringDelta, sideDelta;
|
||
|
f32 cosPhi, sinPhi, dist;
|
||
|
|
||
|
ringDelta = 2.0 * M_PI / rings;
|
||
|
sideDelta = 2.0 * M_PI / nsides;
|
||
|
|
||
|
theta = 0.0;
|
||
|
cosTheta = 1.0;
|
||
|
sinTheta = 0.0;
|
||
|
for (i = rings - 1; i >= 0; i--) {
|
||
|
theta1 = theta + ringDelta;
|
||
|
cosTheta1 = cos(theta1);
|
||
|
sinTheta1 = sin(theta1);
|
||
|
if(filled) GX_Begin(GX_TRIANGLESTRIP, GX_VTXFMT0, 2*(nsides+1));
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, 2*(nsides+1));
|
||
|
phi = 0.0;
|
||
|
for (j = nsides; j >= 0; j--) {
|
||
|
phi += sideDelta;
|
||
|
cosPhi = cos(phi);
|
||
|
sinPhi = sin(phi);
|
||
|
dist = R + r * cosPhi;
|
||
|
|
||
|
GX_Position3f32(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
|
||
|
GX_Normal3f32(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32(cosTheta * dist, -sinTheta * dist, r * sinPhi);
|
||
|
GX_Normal3f32(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
theta = theta1;
|
||
|
cosTheta = cosTheta1;
|
||
|
sinTheta = sinTheta1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draw a sphere (with normal).
|
||
|
* @param r Radius of the sphere.
|
||
|
* @param lats Number of lattitudes.
|
||
|
* @param longs Number of longitutes.
|
||
|
* @param filled Wired or not.
|
||
|
* @param col Color of the sphere.
|
||
|
*/
|
||
|
void GRRLIB_DrawSphere(f32 r, int lats, int longs, bool filled, u32 col) {
|
||
|
int i, j;
|
||
|
f32 lat0, z0, zr0,
|
||
|
lat1, z1, zr1,
|
||
|
lng, x, y;
|
||
|
|
||
|
for(i = 0; i <= lats; i++) {
|
||
|
lat0 = M_PI * (-0.5F + (f32) (i - 1) / lats);
|
||
|
z0 = sin(lat0);
|
||
|
zr0 = cos(lat0);
|
||
|
|
||
|
lat1 = M_PI * (-0.5F + (f32) i / lats);
|
||
|
z1 = sin(lat1);
|
||
|
zr1 = cos(lat1);
|
||
|
if(filled) GX_Begin(GX_TRIANGLESTRIP, GX_VTXFMT0, 2*(longs+1));
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, 2*(longs+1));
|
||
|
for(j = 0; j <= longs; j++) {
|
||
|
lng = 2 * M_PI * (f32) (j - 1) / longs;
|
||
|
x = cos(lng);
|
||
|
y = sin(lng);
|
||
|
|
||
|
GX_Position3f32(x * zr0 * r, y * zr0 * r, z0 * r);
|
||
|
GX_Normal3f32(x * zr0 * r, y * zr0 * r, z0 * r);
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32(x * zr1 * r, y * zr1 * r, z1 * r);
|
||
|
GX_Normal3f32(x * zr1 * r, y * zr1 * r, z1 * r);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draw a cube (with normal).
|
||
|
* @param size Size of the cube edge.
|
||
|
* @param filled Wired or not.
|
||
|
* @param col Color of the cube.
|
||
|
*/
|
||
|
void GRRLIB_DrawCube(f32 size, bool filled, u32 col) {
|
||
|
static f32 n[6][3] =
|
||
|
{
|
||
|
{-1.0, 0.0, 0.0},
|
||
|
{0.0, 1.0, 0.0},
|
||
|
{1.0, 0.0, 0.0},
|
||
|
{0.0, -1.0, 0.0},
|
||
|
{0.0, 0.0, 1.0},
|
||
|
{0.0, 0.0, -1.0}
|
||
|
};
|
||
|
static int faces[6][4] =
|
||
|
{
|
||
|
{0, 1, 2, 3},
|
||
|
{3, 2, 6, 7},
|
||
|
{7, 6, 5, 4},
|
||
|
{4, 5, 1, 0},
|
||
|
{5, 6, 2, 1},
|
||
|
{7, 4, 0, 3}
|
||
|
};
|
||
|
f32 v[8][3];
|
||
|
int i;
|
||
|
|
||
|
v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
|
||
|
v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
|
||
|
v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
|
||
|
v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
|
||
|
v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
|
||
|
v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
|
||
|
|
||
|
for (i = 5; i >= 0; i--) {
|
||
|
if(filled) GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, 5);
|
||
|
GX_Position3f32(v[faces[i][0]][0], v[faces[i][0]][1], v[faces[i][0]][2] );
|
||
|
GX_Normal3f32(n[i][0], n[i][1], n[i][2]);
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32(v[faces[i][1]][0], v[faces[i][1]][1], v[faces[i][1]][2]);
|
||
|
GX_Normal3f32(n[i][0], n[i][1], n[i][2]);
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32(v[faces[i][2]][0], v[faces[i][2]][1], v[faces[i][2]][2]);
|
||
|
GX_Normal3f32(n[i][0], n[i][1], n[i][2]);
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32(v[faces[i][3]][0], v[faces[i][3]][1], v[faces[i][3]][2]);
|
||
|
GX_Normal3f32(n[i][0], n[i][1], n[i][2]);
|
||
|
GX_Color1u32(col);
|
||
|
if(!filled) {
|
||
|
GX_Position3f32(v[faces[i][0]][0], v[faces[i][0]][1], v[faces[i][0]][2]);
|
||
|
GX_Normal3f32(n[i][0], n[i][1], n[i][2]);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draw a cylinder (with normal).
|
||
|
* @param r Radius of the cylinder.
|
||
|
* @param h High of the cylinder.
|
||
|
* @param d Dencity of slice.
|
||
|
* @param filled Wired or not.
|
||
|
* @param col Color of the cylinder.
|
||
|
*/
|
||
|
void GRRLIB_DrawCylinder(f32 r, f32 h, int d, bool filled, u32 col) {
|
||
|
int i;
|
||
|
f32 dx, dy;
|
||
|
|
||
|
if(filled) GX_Begin(GX_TRIANGLESTRIP, GX_VTXFMT0, 2 * (d+1));
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, 2 * (d+1));
|
||
|
for(i = 0 ; i <= d ; i++) {
|
||
|
dx = cosf( M_PI * 2.0f * i / d );
|
||
|
dy = sinf( M_PI * 2.0f * i / d );
|
||
|
GX_Position3f32( r * dx, -0.5f * h, r * dy );
|
||
|
GX_Normal3f32( dx, 0.0f, dy );
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32( r * dx, 0.5f * h, r * dy );
|
||
|
GX_Normal3f32( dx, 0.0f, dy );
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
|
||
|
if(filled) GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, d+2);
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, d+2);
|
||
|
GX_Position3f32(0.0f, -0.5f * h, 0.0f);
|
||
|
GX_Normal3f32(0.0f, -1.0f, 0.0f);
|
||
|
GX_Color1u32(col);
|
||
|
for(i = 0 ; i <= d ; i++) {
|
||
|
GX_Position3f32( r * cosf( M_PI * 2.0f * i / d ), -0.5f * h, r * sinf( M_PI * 2.0f * i / d ) );
|
||
|
GX_Normal3f32(0.0f, -1.0f, 0.0f);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
|
||
|
if(filled) GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, d+2);
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, d+2);
|
||
|
GX_Position3f32(0.0f, 0.5f * h, 0.0f);
|
||
|
GX_Normal3f32(0.0f, 1.0f, 0.0f);
|
||
|
GX_Color1u32(col);
|
||
|
for(i = 0 ; i <= d ; i++) {
|
||
|
GX_Position3f32( r * cosf( M_PI * 2.0f * i / d ), 0.5f * h, r * sinf( M_PI * 2.0f * i / d ) );
|
||
|
GX_Normal3f32(0.0f, 1.0f, 0.0f);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draw a cone (with normal).
|
||
|
* @param r Radius of the cone.
|
||
|
* @param h High of the cone.
|
||
|
* @param d Dencity of slice.
|
||
|
* @param filled Wired or not.
|
||
|
* @param col Color of the cone.
|
||
|
*/
|
||
|
void GRRLIB_DrawCone(f32 r, f32 h, int d, bool filled, u32 col) {
|
||
|
int i;
|
||
|
f32 dx, dy;
|
||
|
|
||
|
if(filled) GX_Begin(GX_TRIANGLESTRIP, GX_VTXFMT0, 2 * (d+1));
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, 2 * (d+1));
|
||
|
for(i = 0 ; i <= d ; i++) {
|
||
|
dx = cosf( M_PI * 2.0f * i / d );
|
||
|
dy = sinf( M_PI * 2.0f * i / d );
|
||
|
GX_Position3f32( 0, -0.5f * h,0);
|
||
|
GX_Normal3f32( dx, 0.0f, dy );
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32( r * dx, 0.5f * h, r * dy );
|
||
|
GX_Normal3f32( dx, 0.0f, dy );
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
|
||
|
if(filled) GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, d+2);
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, d+2);
|
||
|
GX_Position3f32(0.0f, 0.5f * h, 0.0f);
|
||
|
GX_Normal3f32(0.0f, 1.0f, 0.0f);
|
||
|
GX_Color1u32(col);
|
||
|
for(i = 0 ; i <= d ; i++) {
|
||
|
GX_Position3f32( r * cosf( M_PI * 2.0f * i / d ), 0.5f * h, r * sinf( M_PI * 2.0f * i / d ) );
|
||
|
GX_Normal3f32(0.0f, 1.0f, 0.0f);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draw a Tesselated pannel (with normal).
|
||
|
* @param w Width of the panel.
|
||
|
* @param wstep Size of width slices.
|
||
|
* @param h Height of the pannel.
|
||
|
* @param hstep Size the de height slices.
|
||
|
* @param filled Wired or not.
|
||
|
* @param col Color in RGBA format.
|
||
|
*/
|
||
|
void GRRLIB_DrawTessPanel(f32 w, f32 wstep, f32 h, f32 hstep, bool filled, u32 col) {
|
||
|
f32 x,y,tmpx, tmpy;
|
||
|
int tmp;
|
||
|
tmpy = h/2.0f;
|
||
|
tmpx = w/2.0f;
|
||
|
tmp = ((w/wstep)*2)+2;
|
||
|
for ( y = -tmpy ; y <= tmpy ; y+=hstep )
|
||
|
{
|
||
|
if(filled) GX_Begin(GX_TRIANGLESTRIP, GX_VTXFMT0, tmp);
|
||
|
else GX_Begin(GX_LINESTRIP, GX_VTXFMT0, tmp);
|
||
|
for ( x = -tmpx ; x <= tmpx ; x+=wstep )
|
||
|
{
|
||
|
GX_Position3f32( x, y, 0.0f );
|
||
|
GX_Normal3f32( 0.0f, 0.0f, 1.0f);
|
||
|
GX_Color1u32(col);
|
||
|
GX_Position3f32( x, y+hstep, 0.0f );
|
||
|
GX_Normal3f32( 0.0f, 0.0f, 1.0f);
|
||
|
GX_Color1u32(col);
|
||
|
}
|
||
|
GX_End();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set ambient color.
|
||
|
* When no diffuse ligth is shinig on a object, the color is equal to ambient color.
|
||
|
* @param ambientcolor Ambient color in RGBA format.
|
||
|
*/
|
||
|
void GRRLIB_SetLightAmbient(u32 ambientcolor) {
|
||
|
GX_SetChanAmbColor(GX_COLOR0A0, (GXColor) { R(ambientcolor), G(ambientcolor), B(ambientcolor), 0xFF});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set diffuse light parameters.
|
||
|
* @param num Number of the light. It's a number from 0 to 7.
|
||
|
* @param pos Position of the diffuse light (x/y/z).
|
||
|
* @param distattn Distance attenuation.
|
||
|
* @param brightness Brightness of the light. The value should be between 0 and 1.
|
||
|
* @param lightcolor Color of the light in RGBA format.
|
||
|
*/
|
||
|
void GRRLIB_SetLightDiff(u8 num, guVector pos, f32 distattn, f32 brightness, u32 lightcolor) {
|
||
|
GXLightObj MyLight;
|
||
|
guVector lpos = {pos.x, pos.y, pos.z};
|
||
|
|
||
|
GRRLIB_Settings.lights |= (1<<num);
|
||
|
|
||
|
guVecMultiply(_GRR_view, &lpos, &lpos);
|
||
|
GX_InitLightPos(&MyLight, lpos.x, lpos.y, lpos.z);
|
||
|
GX_InitLightColor(&MyLight, (GXColor) { R(lightcolor), G(lightcolor), B(lightcolor), 0xFF });
|
||
|
GX_InitLightSpot(&MyLight, 0.0f, GX_SP_OFF);
|
||
|
GX_InitLightDistAttn(&MyLight, distattn, brightness, GX_DA_MEDIUM); // DistAttn = 20.0 & Brightness=1.0f (full)
|
||
|
GX_LoadLightObj(&MyLight, (1<<num));
|
||
|
|
||
|
// Turn light ON
|
||
|
GX_SetNumChans(1);
|
||
|
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_VTX, GRRLIB_Settings.lights, GX_DF_CLAMP, GX_AF_SPOT);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set specular light parameters.
|
||
|
* @param num Number of the light. It's a number from 0 to 7.
|
||
|
* @param dir Direction of the specular ray (x/y/z).
|
||
|
* @param shy Shyniness of the specular. ( between 4 and 254)
|
||
|
* @param lightcolor Color of the light in RGBA format.
|
||
|
* @param speccolor Specular color in RGBA format..
|
||
|
*/
|
||
|
void GRRLIB_SetLightSpec(u8 num, guVector dir, f32 shy, u32 lightcolor, u32 speccolor) {
|
||
|
Mtx mr,mv;
|
||
|
GXLightObj MyLight;
|
||
|
guVector ldir = {dir.x, dir.y, dir.z};
|
||
|
|
||
|
GRRLIB_Settings.lights |= (1<<num);
|
||
|
|
||
|
guMtxInverse(_GRR_view,mr);
|
||
|
guMtxTranspose(mr,mv);
|
||
|
guVecMultiplySR(mv, &ldir,&ldir);
|
||
|
GX_InitSpecularDirv(&MyLight, &ldir);
|
||
|
|
||
|
GX_InitLightShininess(&MyLight, shy); // between 4 and 255 !!!
|
||
|
GX_InitLightColor(&MyLight, (GXColor) { R(lightcolor), G(lightcolor), B(lightcolor), 0xFF });
|
||
|
GX_LoadLightObj(&MyLight, (1<<num));
|
||
|
|
||
|
/////////////////////// Turn light ON ////////////////////////////////////////////////
|
||
|
GX_SetNumChans(2); // use two color channels
|
||
|
GX_SetChanCtrl(GX_COLOR0, GX_ENABLE, GX_SRC_REG, GX_SRC_VTX, GX_LIGHT0, GX_DF_CLAMP, GX_AF_NONE);
|
||
|
GX_SetChanCtrl(GX_COLOR1, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_NONE, GX_AF_SPEC);
|
||
|
GX_SetChanCtrl(GX_ALPHA0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHTNULL, GX_DF_NONE, GX_AF_NONE);
|
||
|
GX_SetChanCtrl(GX_ALPHA1, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHTNULL, GX_DF_NONE, GX_AF_NONE);
|
||
|
|
||
|
|
||
|
GX_SetNumTevStages(2);
|
||
|
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0 );
|
||
|
GX_SetTevOrder(GX_TEVSTAGE1, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR1A1 );
|
||
|
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
|
||
|
GX_SetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV );
|
||
|
GX_SetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_ONE, GX_CC_CPREV );
|
||
|
|
||
|
/////////////////////// Define Material and Ambiant color and draw object /////////////////////////////////////
|
||
|
GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00,0x00,0x00,0xFF}); // specualr ambient forced to black
|
||
|
GX_SetChanMatColor(GX_COLOR1, (GXColor) { R(speccolor), G(speccolor), B(speccolor), 0xFF }); // couleur du reflet specular
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set Spot light parameters.
|
||
|
* @param num Number of the light. It's a number from 0 to 7.
|
||
|
* @param pos Position of the spot light (x/y/z).
|
||
|
* @param lookat Where spot light look at (x/y/z).
|
||
|
* @param angAttn0 cone attenuation factor 0.
|
||
|
* @param angAttn1 cone attenuation factor 1.
|
||
|
* @param angAttn2 cone attenuation factor 2.
|
||
|
* @param distAttn0 Distance attenuation factor 0.
|
||
|
* @param distAttn1 Distance attenuation factor 1.
|
||
|
* @param distAttn2 Distance attenuation factor 2.
|
||
|
* @param lightcolor Color of the light in RGBA format.
|
||
|
*/
|
||
|
void GRRLIB_SetLightSpot(u8 num, guVector pos, guVector lookat, f32 angAttn0, f32 angAttn1, f32 angAttn2, f32 distAttn0, f32 distAttn1, f32 distAttn2, u32 lightcolor) {
|
||
|
GXLightObj lobj;
|
||
|
guVector lpos = (guVector){ pos.x, pos.y, pos.z };
|
||
|
guVector ldir = (guVector){ lookat.x-pos.x, lookat.y-pos.y, lookat.z-pos.z };
|
||
|
guVecNormalize(&ldir);
|
||
|
|
||
|
GRRLIB_Settings.lights |= (1<<num);
|
||
|
|
||
|
guVecMultiplySR(_GRR_view, &ldir,&ldir);
|
||
|
guVecMultiply(_GRR_view, &lpos, &lpos);
|
||
|
|
||
|
GX_InitLightDirv(&lobj, &ldir);
|
||
|
GX_InitLightPosv(&lobj, &lpos);
|
||
|
GX_InitLightColor(&lobj, (GXColor) { R(lightcolor), G(lightcolor), B(lightcolor), 0xFF });
|
||
|
|
||
|
//this is just for code readers, wanting to know how to use direct cut off
|
||
|
//GX_InitLightSpot(&lobj, 0<angle<90, GX_SP_FLAT);
|
||
|
|
||
|
GX_InitLightAttn(&lobj, angAttn0, angAttn1, angAttn2, distAttn0, distAttn1, distAttn2);
|
||
|
|
||
|
GX_LoadLightObj(&lobj, (1<<num));
|
||
|
|
||
|
// Turn light ON
|
||
|
GX_SetNumChans(1);
|
||
|
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_VTX, GRRLIB_Settings.lights, GX_DF_CLAMP, GX_AF_SPOT);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set all lights off, like at init.
|
||
|
*/
|
||
|
void GRRLIB_SetLightOff(void) {
|
||
|
GX_SetNumTevStages(1);
|
||
|
|
||
|
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
|
||
|
|
||
|
GX_SetNumChans(1);
|
||
|
GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_VTX, GX_SRC_VTX, 0, GX_DF_NONE, GX_AF_NONE);
|
||
|
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
|
||
|
|
||
|
GRRLIB_Settings.lights = 0;
|
||
|
}
|