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program lesson5;
{$J+}
{$macro on}
{$mode objfpc}
uses
cmem, ctypes, gctypes, gccore;
const
DEFAULT_FIFO_SIZE = (256 * 1024);
var
frameBuffer: array [0..1] of pcuint32 = (nil, nil);
rmode: PGXRModeObj = nil;
yscale: f32;
xfbHeight: cuint32;
fb: cuint32 = 0;
view: Mtx;
perspective: Mtx44;
model, modelview: Mtx;
rtri: cfloat = 0.0;
rquad: cfloat = 0.0;
background: GXColor = (r:0; g:0; b:0; a:$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;);
triAxis: guVector = (x: 0; y: 1; z: 0;);
cubeAxis: guVector = (x: 1; y: 1; z: 1;);
w, h: f32;
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)));
frameBuffer[0] := SYS_AllocateFramebuffer(rmode);
frameBuffer[1] := 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, @triAxis, 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, 12); // Draw A Pyramid
GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (front)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32(-1.0,-1.0, 1.0); // Left of Triangle (front)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32( 1.0,-1.0, 1.0); // Right of Triangle (front)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (Right)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32( 1.0,-1.0, 1.0); // Left of Triangle (Right)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32( 1.0,-1.0,-1.0); // Right of Triangle (Right)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (Back)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32(-1.0,-1.0,-1.0); // Left of Triangle (Back)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32( 1.0,-1.0,-1.0); // Right of Triangle (Back)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (Left)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32(-1.0,-1.0,-1.0); // Left of Triangle (Left)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32(-1.0,-1.0, 1.0); // Right of Triangle (Left)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_End();
guMtxIdentity(model);
guMtxRotAxisDeg(model, @cubeAxis, rquad);
guMtxTransApply(model, model, 1.5,0.0,-7.0);
guMtxConcat(view,model,modelview);
// load the modelview matrix into matrix memory
GX_LoadPosMtxImm(modelview, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 24); // Draw a Cube
GX_Position3f32( 1.0, 1.0,-1.0); // Top Left of the quad (top)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32(-1.0, 1.0,-1.0); // Top Right of the quad (top)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32(-1.0, 1.0, 1.0); // Bottom Right of the quad (top)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32( 1.0, 1.0, 1.0); // Bottom Left of the quad (top)
GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
GX_Position3f32( 1.0,-1.0, 1.0); // Top Left of the quad (bottom)
GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
GX_Position3f32(-1.0,-1.0, 1.0); // Top Right of the quad (bottom)
GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Right of the quad (bottom)
GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Left of the quad (bottom)
GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
GX_Position3f32( 1.0, 1.0, 1.0); // Top Right Of The Quad (Front)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32(-1.0, 1.0, 1.0); // Top Left Of The Quad (Front)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32(-1.0,-1.0, 1.0); // Bottom Left Of The Quad (Front)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32( 1.0,-1.0, 1.0); // Bottom Right Of The Quad (Front)
GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Left Of The Quad (Back)
GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Right Of The Quad (Back)
GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
GX_Position3f32(-1.0, 1.0,-1.0); // Top Right Of The Quad (Back)
GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
GX_Position3f32( 1.0, 1.0,-1.0); // Top Left Of The Quad (Back)
GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
GX_Position3f32(-1.0, 1.0, 1.0); // Top Right Of The Quad (Left)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32(-1.0, 1.0,-1.0); // Top Left Of The Quad (Left)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Left Of The Quad (Left)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32(-1.0,-1.0, 1.0); // Bottom Right Of The Quad (Left)
GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
GX_Position3f32( 1.0, 1.0,-1.0); // Top Right Of The Quad (Right)
GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
GX_Position3f32( 1.0, 1.0, 1.0); // Top Left Of The Quad (Right)
GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
GX_Position3f32( 1.0,-1.0, 1.0); // Bottom Left Of The Quad (Right)
GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Right Of The Quad (Right)
GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
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.
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