screen.h:
Code: Select all
int screenInitalize()
{
iprintf("Initializing the screen...\n");
//Setup the top screen
iprintf(" Setting main-top...\n");
lcdMainOnTop();
iprintf(" Setting video modes...\n");
videoSetMode(MODE_0_3D);
vramSetBankA(VRAM_A_TEXTURE); //NEW must set up some memory for textures
glInit();
iprintf(" Initializing Opengl...\n");
glEnable(GL_ANTIALIAS); // enable textures
glEnable(GL_TEXTURE_2D);
glEnable(GL_ANTIALIAS); // enable antialiasing
glClearColor(32,16,8,31);
glClearPolyID(63);
glClearDepth(0x7FFF);
glViewport(0,0,255,191);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
//set up a directional light arguments are light number (0-3), light color,
//and an x,y,z vector that points in the direction of the light, the direction must be normalized
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(8,8,8));
glMaterialf(GL_DIFFUSE, RGB15(8,8,8));
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();
// Set the current matrix to be the model matrix
glMatrixMode(GL_MODELVIEW);
return 0;
}
Code: Select all
int textureLoadFromDir(char* filedir)
{
printf("Loading texture: %s", filedir);
int textId = 0;
struct bmpdata bdata = {};
//Load the file data
bmpLoadFromDir(&bdata, filedir);
if(glGenTextures(1, &textId) == 0)
{
printf("ERROR: failed to gen!\n");
return -1;
}
glBindTexture(0, textId);
if( glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, bdata.data) == 0)
{
printf("ERROR: failed to load!\n");
return -1;
}
//Resize the texure buffer
texturesSize++;
struct texture* p = (struct texture*)realloc(textures, texturesSize*sizeof(texture));
delete[] textures;
textures = p;
textures[texturesSize-1].path = filedir;
textures[texturesSize-1].id = textId;
//Cleanup
delete[] bdata.data;
delete &bdata;
return textId;
}
Code: Select all
int renderMap(struct map* m)
{
if(m == 0) return -1;
glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); //ds specific, several attributes can be set here
glMatrixMode(GL_MODELVIEW); // Set the current matrix to be the model matrix
glPushMatrix(); //Push our original Matrix onto the stack (save state)
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(vCamera.x,vCamera.y,vCamera.z); // Move Left 1.5 Units And Into The Screen 6.0
glBegin(GL_TRIANGLES); // Drawing Using Triangles
for(int i = 0; i < sizeof(m->objects); i++)
{
glTranslatef // Move Left 1.5 Units And Into The Screen 6.0
(
m->objects[i].position.x,
m->objects[i].position.y,
m->objects[i].position.z
);
glRotatef(m->objects[i].rotation.x, 1.0f, 0.0f, 0.0f);
glRotatef(m->objects[i].rotation.y, 0.0f, 1.0f, 0.0f);
glRotatef(m->objects[i].rotation.z, 0.0f, 0.0f, 1.0f);
for(int t = 0; t < 12; t++)
{
struct triangle* tri = &m->objects[i].triangles[t];
if(m->objects[i].texture!=0)
{
glBindTexture(GL_TEXTURE_2D, m->objects[i].texture);
glTexCoord2f(tri->t[0].x, tri->t[0].y); glVertex3f(tri->p[0].x, tri->p[0].y, tri->p[0].z);
glTexCoord2f(tri->t[1].x, tri->t[1].y); glVertex3f(tri->p[1].x, tri->p[1].y, tri->p[1].z);
glTexCoord2f(tri->t[2].x, tri->t[2].y); glVertex3f(tri->p[2].x, tri->p[2].y, tri->p[2].z);
}
else
{
glColor3f(tri->c[0].x, tri->c[0].y, tri->c[0].z);
glVertex3f(tri->p[0].x, tri->p[0].y, tri->p[0].z); // Top
glColor3f(tri->c[1].x, tri->c[1].y, tri->c[1].z);
glVertex3f(tri->p[1].x, tri->p[1].y, tri->p[1].z); // Bottom Left
glColor3f(tri->c[2].x, tri->c[2].y, tri->c[2].z);
glVertex3f(tri->p[2].x, tri->p[2].y, tri->p[2].z); // Bottom Right
}
}
}
glPopMatrix(1); // Pop our Matrix from the stack (restore state)
return 0;
}