#include #include #include "dsma/dsma.h" // Animated models #include "robot_dsm_bin.h" // Animations #include "robot_dsa_bin.h" #include "robot_bow_dsa_bin.h" #include "robot_walk_dsa_bin.h" #include "robot_wave_dsa_bin.h" // Textures #include "texture128_bin.h" // Static models #include "ball_bin.h" void setup_video(void) { videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); consoleDemoInit(); glInit(); glEnable(GL_ANTIALIAS); glEnable(GL_TEXTURE_2D); // Setup the rear plane glClearColor(2, 2, 2, 31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); glViewport(0, 0, 255, 191); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 40); glLight(0, RGB15(0, 31, 0), 0, floattov10(0.8), floattov10(-0.2)); glLight(1, RGB15(31, 0, 0), 0, floattov10(-0.8), floattov10(-0.2)); glLight(2, RGB15(31, 31, 0), floattov10(0.7), 0, floattov10(-0.7)); glLight(3, RGB15(0, 0, 31), floattov10(-0.7), 0, floattov10(-0.7)); glMaterialf(GL_AMBIENT, RGB15(0, 0, 0)); glMaterialf(GL_DIFFUSE, RGB15(31, 31, 31)); glMaterialf(GL_SPECULAR, BIT(15) | RGB15(0, 0, 0)); glMaterialf(GL_EMISSION, RGB15(0, 0, 0)); glMaterialShinyness(); glMatrixMode(GL_MODELVIEW); //glMatrixMode(GL_POSITION); // This rotates lights with the model } int main(void) { float rotateY = 0.0; float rotateZ = 0.0; setup_video(); int textureID; glGenTextures(1, &textureID); glBindTexture(0, textureID); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)texture128_bin); const void *animations[] = { robot_wave_dsa_bin, robot_bow_dsa_bin, robot_walk_dsa_bin, robot_dsa_bin, }; const char *names[] = { "Wave ", "Bow ", "Walk ", "Base Pose" }; const size_t num_animations = sizeof(animations) / sizeof(animations[0]); int curr_animation = 0; const void *dsa_file = NULL; const void *dsm_file = robot_dsm_bin; int32_t frame = 0; printf("\x1b[0;0HSwitch animation: X/Y"); printf("\x1b[1;0HAnimate model: L/R"); printf("\x1b[2;0HRotate model: Direction pad"); printf("\x1b[3;0HExit demo: START"); while(1) { dsa_file = animations[curr_animation]; uint32_t num_frames = DSMA_GetNumFrames(dsa_file); printf("\x1b[10;0HAnimation: %s ", names[curr_animation]); printf("\x1b[11;0HCurrent frame: %.2f ", f32tofloat(frame)); glLoadIdentity(); gluLookAt(8.0, 3.0, 0.0, // camera possition 0.0, 3.0, 0.0, // look at 0.0, 1.0, 0.0); // up glPushMatrix(); { glRotateY(rotateY); glRotateZ(rotateZ); glBindTexture(0, textureID); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3); cpuStartTiming(0); DSMA_DrawModel(dsm_file, dsa_file, frame); uint32_t end_time = cpuEndTiming(); const float us_per_frame = 1000000.0 / 60.0; printf("\x1b[19;0HTime Ticks us CPU%%"); printf("\x1b[20;0HTotal: %6lu %4lu %.3f%% ", end_time, timerTicks2usec(end_time), 100.0 * timerTicks2usec(end_time) / us_per_frame); // Wait for geometry engine operations to end while (GFX_STATUS & BIT(27)); printf("\x1b[23;0HPolys: %4d Vertices: %4d", GFX_POLYGON_RAM_USAGE, GFX_VERTEX_RAM_USAGE); // Draw axes of coordinates of the model glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); glBindTexture(0, 0); glColor3f(1, 0, 0); glVertex3f(0, 0.2, 0); glVertex3f(0., -0.2, 0); glVertex3f(5, 0, 0); glVertex3f(0, 0, 0.2); glVertex3f(0., 0, -0.2); glVertex3f(5, 0, 0); glColor3f(0, 1, 0); glVertex3f(0, 0, 0.2); glVertex3f(0, 0, -0.2); glVertex3f(0, 5, 0); glVertex3f(0.2, 0, 0); glVertex3f(-0.2, 0, 0); glVertex3f(0, 5, 0); glColor3f(0, 0, 1); glVertex3f(0.2, 0, 0); glVertex3f(-0.2, 0, 0); glVertex3f(0, 0, 5); glVertex3f(0, 0.2, 0); glVertex3f(0, -0.2, 0); glVertex3f(0, 0, 5); } glPopMatrix(1); // Draw a ball to use as reference for the lights glPushMatrix(); { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3); glTranslatef(0, 3, 5); glCallList((uint32_t *)ball_bin); } glPopMatrix(1); scanKeys(); u16 keys_held = keysHeld(); u16 keys_down = keysDown(); if (keys_down & KEY_X) { curr_animation++; if (curr_animation >= num_animations) curr_animation = 0; frame = 0; } if (keys_down & KEY_Y) { curr_animation--; if (curr_animation < 0) curr_animation = num_animations - 1; frame = 0; } if (keys_held & KEY_UP) rotateZ += 3; if (keys_held & KEY_DOWN) rotateZ -= 3; if (keys_held & KEY_LEFT) rotateY -= 3; if (keys_held & KEY_RIGHT) rotateY += 3; if (keys_held & KEY_R) { frame += 1 << 9; if (frame >= (num_frames << 12)) frame -= num_frames << 12; } if (keys_held & KEY_L) { frame -= 1 << 9; if (frame < 0) frame += num_frames << 12; } glFlush(0); swiWaitForVBlank(); if (keys_held & KEY_START) break; } return 0; }