nds/arm9/examples/icosphere.c

266 lines
7.5 KiB
C

#include "io_registers.h"
#include "bits.h"
#include "models/icosphere.h"
#include "math/math.h"
void main()
{
// power control
io_registers.a.POWCNT = 0
| POWCNT__lcd_output_destination__a_to_upper__b_to_lower
| POWCNT__geometry_engine__enable
| POWCNT__rendering_engine__enable
| POWCNT__lcd__enable;
// enable bg0 and 3d graphics
io_registers.a.DISPCNT = 0
| DISPCNT__display_mode__graphics_display
| DISPCNT__bg0__enable
| DISPCNT__display_selection_for_bg0__3d_graphics
;
// disable all 3d effects
io_registers.a.DISP3DCNT = 0
| DISP3DCNT__clear_image__disable
| DISP3DCNT__fog_master__disable
| DISP3DCNT__edge_marking__disable
| DISP3DCNT__anti_aliasing__disable
| DISP3DCNT__alpha_blending__disable
| DISP3DCNT__alpha_test__disable
| DISP3DCNT__texture_mapping__disable;
// clear matrix stack status
io_registers.a.GXSTAT |= GXSTAT__matrix_stack_status__overflow_or_underflow;
// load identity matrices
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__projection;
io_registers.a.MTX_IDENTITY = 0;
/*
io_registers.a.MTX_SCALE = ((192 << 12) / (256)) / 2;
io_registers.a.MTX_SCALE = 0.5 * 4096;
io_registers.a.MTX_SCALE = 0.5 * 4096;
*/
// load a symmetric perspective matrix, with aspect ratio correction
io_registers.a.MTX_LOAD_4X4 = (192 << 12) / 256;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 1 << 12;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = -(1 << 12);
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = -(1 << 12);
io_registers.a.MTX_LOAD_4X4 = 0;
// translate the viewpoint
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = (int)(-2.1 * (float)(1 << 12));
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position;
io_registers.a.MTX_IDENTITY = 0;
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
io_registers.a.MTX_IDENTITY = 0;
// set the 3d clear color to a dark red
io_registers.a.CLEAR_COLOR = 0
| CLEAR_COLOR__clear_polygon_id(31)
| CLEAR_COLOR__alpha_value(31)
| CLEAR_COLOR__blue(1)
| CLEAR_COLOR__green(1)
| CLEAR_COLOR__red(10);
// set the depth buffer clear value to the maximum value
io_registers.a.CLEAR_DEPTH = CLEAR_DEPTH__value(0x7fff);
// the following polygons are fully opaque; backface culling is
// enabled
io_registers.a.POLYGON_ATTR = 0
| POLYGON_ATTR__alpha_value(31)
| POLYGON_ATTR__render_front_surface__enable
| POLYGON_ATTR__render_back_surface__enable
| POLYGON_ATTR__light_2__enable
| POLYGON_ATTR__light_1__enable
| POLYGON_ATTR__light_0__enable;
// the 3d viewport is the entire display area
io_registers.a.VIEWPORT = 0
| VIEWPORT__y2(191)
| VIEWPORT__x2(255)
| VIEWPORT__y1(0)
| VIEWPORT__x1(0);
// normalized 45° vector
int c = 0.57735 * 512;
// lighting
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(0)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(-c)
| LIGHT_VECTOR__decimal_x(-c);
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(1)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(-c)
| LIGHT_VECTOR__decimal_x(c);
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(2)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(c)
| LIGHT_VECTOR__decimal_x(-c);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(0)
| LIGHT_COLOR__blue(1)
| LIGHT_COLOR__green(1)
| LIGHT_COLOR__red(31);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(1)
| LIGHT_COLOR__blue(1)
| LIGHT_COLOR__green(31)
| LIGHT_COLOR__red(1);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(2)
| LIGHT_COLOR__blue(31)
| LIGHT_COLOR__green(1)
| LIGHT_COLOR__red(1);
// degrees
int theta = 0;
while (1) {
// calculate sin/cos for 2d rotation; signed fp20.12 result
int cos = cos_fp12(theta);
int sin = sin_fp12(theta);
int cos2 = cos_fp12(theta >> 1);
int sin2 = sin_fp12(theta >> 1);
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
// reset position matrix
io_registers.a.MTX_IDENTITY = 0;
// multiply by a z-axis rotation
io_registers.a.MTX_MULT_3X3 = cos;
io_registers.a.MTX_MULT_3X3 = -sin;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin;
io_registers.a.MTX_MULT_3X3 = cos;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
// multiply by a y-axis rotation
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = -sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = cos2;
// multiply by a x-axis rotation
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = -sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin2;
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
// cube faces
io_registers.a.DIF_AMB = 0
| DIF_AMB__ambient_blue(1)
| DIF_AMB__ambient_green(1)
| DIF_AMB__ambient_red(1)
| DIF_AMB__diffuse_blue(10)
| DIF_AMB__diffuse_green(10)
| DIF_AMB__diffuse_red(10);
io_registers.a.SPE_EMI = 0
| SPE_EMI__specular_blue(30)
| SPE_EMI__specular_green(30)
| SPE_EMI__specular_red(30);
// the following vertices are a triangles
io_registers.a.BEGIN_VTXS = BEGIN_VTXS__type__triangle;
const int num_faces = (sizeof (icosphere_triangles)) / (sizeof (struct triangle));
for (int i = 0; i < num_faces; i++) {
struct vertex_normal * an = &icosphere_normals[icosphere_triangles[i].a.normal];
io_registers.a.NORMAL = 0
| NORMAL__z_component(an->z)
| NORMAL__y_component(an->y)
| NORMAL__x_component(an->x);
struct vertex_position * a = &icosphere_positions[icosphere_triangles[i].a.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(a->z)
| VTX_10__y_coordinate(a->y)
| VTX_10__x_coordinate(a->x);
struct vertex_position * b = &icosphere_positions[icosphere_triangles[i].b.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(b->z)
| VTX_10__y_coordinate(b->y)
| VTX_10__x_coordinate(b->x);
struct vertex_position * c = &icosphere_positions[icosphere_triangles[i].c.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(c->z)
| VTX_10__y_coordinate(c->y)
| VTX_10__x_coordinate(c->x);
}
// end of the quadrilateral
io_registers.a.END_VTXS = 0;
// wait for the end of the current frame
while (io_registers.a.VCOUNT != 262);
while (io_registers.a.VCOUNT == 262);
// wait for the geometry engine
while (io_registers.a.GXSTAT & GXSTAT__geometry_engine_busy);
// swap buffers
io_registers.a.SWAP_BUFFERS = 0;
// increment theta once per frame
theta += 1;
if (theta >= 360 * 2) {
theta = 0;
}
}
}