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program lesson4;

{$J+}
{$macro on}
{$mode objfpc}

uses
  cmem, ctypes, gctypes, gccore;
 
const
  DEFAULT_FIFO_SIZE = (256 * 1024);
 
var
  frameBuffer: array [0..1] of pcuint32 = (nil, nil);
  rmode: PGXRModeObj = nil;

  yscale: f32;

  xfbHeight: cuint32;

  view: Mtx;
  perspective: Mtx44;
  model, modelview: Mtx;

  rtri: cfloat = 0.0;
  rquad: cfloat = 0.0;

  fb: cuint32 = 0;
  background: GXColor = (r:0; g:0; b:0; a:$ff;);
  gp_fifo: pointer = nil;

  cam: guVector   = (x: 0.0; y: 0.0; z: 0.0;);
  up: guVector    = (x: 0.0; y: 1.0; z: 0.0;);
  look: guVector  = (x: 0.0; y: 0.0; z:-1.0;);
  
  w, h: f32;
  
  Yaxis: guVector = (x: 0; y: 1; z: 0;);
  Xaxis: guVector = (x: 1; y: 0; z: 0;);
  
begin

  // init the vi.
  VIDEO_Init();
  WPAD_Init();
 
  rmode := VIDEO_GetPreferredMode(nil);
  
  // allocate 2 framebuffers for double buffering
  frameBuffer[0] := MEM_K0_TO_K1(integer(SYS_AllocateFramebuffer(rmode)));
  frameBuffer[1] := MEM_K0_TO_K1(integer(SYS_AllocateFramebuffer(rmode)));

  VIDEO_Configure(rmode);
  VIDEO_SetNextFramebuffer(frameBuffer[fb]);
  VIDEO_SetBlack(FALSE);
  VIDEO_Flush();
  VIDEO_WaitVSync();
  if (rmode^.viTVMode and VI_NON_INTERLACE) <> 0 then 
    VIDEO_WaitVSync();

  // setup the fifo and then init the flipper
  gp_fifo := memalign(32, DEFAULT_FIFO_SIZE);
  memset(gp_fifo, 0, DEFAULT_FIFO_SIZE);
 
  GX_Init(gp_fifo, DEFAULT_FIFO_SIZE);
 
  // clears the bg to color and clears the z buffer
  GX_SetCopyClear(background, $00ffffff);
 
  // 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);

  if rmode^.viHeight = 2*rmode^.xfbHeight then
    GX_SetFieldMode(rmode^.field_rendering, GX_ENABLE)
  else
    GX_SetFieldMode(rmode^.field_rendering, GX_DISABLE);
 
  GX_SetCullMode(GX_CULL_NONE);
  GX_CopyDisp(frameBuffer[fb], GX_TRUE);
  GX_SetDispCopyGamma(GX_GM_1_0);
 

  // setup the vertex descriptor
  // tells the flipper to expect direct data
  GX_ClearVtxDesc();
  GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
  GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
 
  // 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 F32. scale sets the number of fractional
  // bits for non float data.
  GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
  GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0);
 
  GX_SetNumChans(1);
  GX_SetNumTexGens(0);
  GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
  GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);

  // setup our camera at the origin
  // looking down the -z axis with y up
  guLookAt(view, @cam, @up, @look);
 

  // setup our projection matrix
  // this creates a perspective matrix with a view angle of 90,
  // and aspect ratio based on the display resolution
  w := rmode^.viWidth;
  h := rmode^.viHeight;
  guPerspective(perspective, 45, f32(w / h), 0.1, 300.0);
  GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

  while true do
  begin

    WPAD_ScanPads();

    if (WPAD_ButtonsDown(0) and WPAD_BUTTON_HOME) <> 0 then 
      exit;

    // do this before drawing
    GX_SetViewport(0, 0, rmode^.fbWidth, rmode^.efbHeight, 0, 1);

    guMtxIdentity(model);
    guMtxRotAxisDeg(model, @Yaxis, rtri);
    guMtxTransApply(model, model, -1.5, 0.0, -6.0);
    guMtxConcat(view, model, modelview);
    // load the modelview matrix into matrix memory
    GX_LoadPosMtxImm(modelview, GX_PNMTX0);

    GX_Begin(GX_TRIANGLES, GX_VTXFMT0, 3);
      GX_Position3f32( 0.0, 1.0, 0.0);    // Top
      GX_Color3f32( 1.0, 0.0, 0.0);     // Set The Color To Red
      GX_Position3f32(-1.0,-1.0, 0.0);  // Bottom Left
      GX_Color3f32( 0.0, 1.0, 0.0);     // Set The Color To Green
      GX_Position3f32( 1.0,-1.0, 0.0);  // Bottom Right
      GX_Color3f32( 0.0, 0.0, 1.0);     // Set The Color To Blue
    GX_End();

    guMtxIdentity(model);
    guMtxRotAxisDeg(model, @Xaxis, rquad);
    guMtxTransApply(model, model, 1.5, 0.0, -6.0);
    guMtxConcat(view, model, modelview);
    // load the modelview matrix into matrix memory
    GX_LoadPosMtxImm(modelview, GX_PNMTX0);

    GX_Begin(GX_QUADS, GX_VTXFMT0, 4);  // Draw A Quad
      GX_Position3f32(-1.0, 1.0, 0.0);  // Top Left
      GX_Color3f32( 0.5, 0.5, 1.0);     // Set The Color To Blue
      GX_Position3f32( 1.0, 1.0, 0.0);  // Top Right
      GX_Color3f32( 0.5, 0.5, 1.0);     // Set The Color To Blue
      GX_Position3f32( 1.0,-1.0, 0.0);  // Bottom Right
      GX_Color3f32( 0.5, 0.5, 1.0);     // Set The Color To Blue
      GX_Position3f32(-1.0,-1.0, 0.0);  // Bottom Left
      GX_Color3f32( 0.5, 0.5, 1.0);     // Set The Color To Blue
    GX_End();                 // Done Drawing The Quad 

    // do this stuff after drawing
    GX_DrawDone();

    
    fb := fb xor 1;   // flip framebuffer
    
    GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
    GX_SetColorUpdate(GX_TRUE);
    GX_CopyDisp(frameBuffer[fb], GX_TRUE);

    VIDEO_SetNextFramebuffer(frameBuffer[fb]);
 
    VIDEO_Flush();
 
    VIDEO_WaitVSync();

    rtri := rtri + 0.2;       // Increase The Rotation Variable For The Triangle ( NEW )
    rquad := rquad - 0.15;      // Decrease The Rotation Variable For The Quad     ( NEW )
  end;

end.