559 lines
11 KiB
C
559 lines
11 KiB
C
#include <nds.h>
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#include "options.h"
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// Commands
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#define CMTXMODE 0x10
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#define CMTXPUSH 0x11
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#define CMTXPOP 0x12
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#define CMTXIDENTITY 0x15
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#define CMTXLOAD4x4 0x16
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#define CMTXLOAD4x3 0x17
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#define CMTXMULT3x3 0x1A
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#define CMTXSCALE 0x1B
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#define CMTXTRANSLATE 0x1C
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#define CCOLOR 0x20
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#define CNORMAL 0x21
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#define CVERTEX 0x24
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#define CPOLYATTR 0x29
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#define CDIFAMB 0x30
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#define CLIGHTVECTOR 0x32
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#define CLIGHTCOLOR 0x33
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#define CBEGIN 0x40
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#define CVIEWPORT 0x60
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// Parameters
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#define PROJECTION 0
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#define MODELVIEW 2
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#define QUAD 1
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#define NORMAL(x,y,z) (((x)&0x3FF)|(((y)&0x3FF)<<10)|(((z)&0x3FF)<<20))
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#define VERTEX(x,y,z) \
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(((x)&0x3FF)|(((y)&0x3FF)<<10)|(((z)&0x3FF)<<20))
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#define DIFAMB(dif,amb) ((dif)|((amb)<<16))
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#define VIEWPORT(x1,y1,x2,y2) ((x1)|((y1)<<8)|((x2)<<16)|((y2)<<24))
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// Polygon attributes
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#define LIGHT0 BIT(0)
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#define POLYFRONT BIT(7)
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#define POLYBACK BIT(6)
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#define SOLID (31<<16)
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#define WIREFRAME (0<<16)
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// FIFO command packer
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#define COMMAND(a,b,c,d) \
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(((a)&0xFF)|(((b)&0xFF)<<8)|(((c)&0xFF)<<16)|(((d)&0xFF)<<24))
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int uber_sin(int x)
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{
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x = 4096 - (x & 0x1FFF);
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int ax = x;
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if ( ax < 0 )
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ax = -ax;
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return 4 * x - ((4 * x * ax) >> 12);
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}
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#define uber_cos(x) uber_sin(x + 0x800)
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#undef B
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#undef C
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void callList(u32 * list, int size)
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{
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DMA_SRC(0) = (unsigned int) list;
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DMA_DEST(0) = 0x4000400; //GXFIFO
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DMA_CR(0) = DMA_FIFO | size;
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while ( DMA_CR(0) & DMA_BUSY )
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;
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}
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u32 bglist[] =
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{
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COMMAND(CCOLOR, CVERTEX, CVERTEX, CCOLOR),
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RGB15(31, 31, 31),
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VERTEX(-4*64, -4*64, 0),
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VERTEX( 4*64, -4*64, 0),
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RGB15(12, 12, 31),
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COMMAND(CVERTEX, CVERTEX, 0, 0),
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VERTEX( 4*64, 4*64, 0),
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VERTEX(-4*64, 4*64, 0),
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};
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#define bg() callList(bglist, sizeof(bglist)/sizeof(u32))
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u32 cubelist[] =
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{
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COMMAND(CDIFAMB, CBEGIN, CNORMAL, CVERTEX),
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DIFAMB(RGB15(16, 16, 16), RGB15(8, 8, 8)),
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QUAD,
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NORMAL(0, 512, 0),
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VERTEX(-64,-64,-64),
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COMMAND(CVERTEX, CVERTEX, CVERTEX, CNORMAL),
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VERTEX( 64,-64,-64),
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VERTEX( 64,-64, 64),
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VERTEX(-64,-64, 64),
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NORMAL(0, 511, 0),
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COMMAND(CVERTEX, CVERTEX, CVERTEX, CVERTEX),
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VERTEX(-64, 64,-64),
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VERTEX(-64, 64, 64),
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VERTEX( 64, 64, 64),
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VERTEX( 64, 64,-64),
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COMMAND(CNORMAL, CVERTEX, CVERTEX, CVERTEX),
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NORMAL(512, 0, 0),
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VERTEX(-64,-64,-64),
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VERTEX(-64,-64, 64),
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VERTEX(-64, 64, 64),
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COMMAND(CVERTEX, CNORMAL, CVERTEX, CVERTEX),
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VERTEX(-64, 64,-64),
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NORMAL(511, 0, 0),
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VERTEX( 64,-64,-64),
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VERTEX( 64, 64,-64),
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COMMAND(CVERTEX, CVERTEX, CNORMAL, CVERTEX),
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VERTEX( 64, 64, 64),
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VERTEX( 64,-64, 64),
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NORMAL( 0, 0, 512),
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VERTEX(-64,-64,-64),
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COMMAND(CVERTEX, CVERTEX, CVERTEX, CNORMAL),
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VERTEX(-64, 64,-64),
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VERTEX( 64, 64,-64),
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VERTEX( 64,-64,-64),
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NORMAL( 0, 0, 511),
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COMMAND(CVERTEX, CVERTEX, CVERTEX, CVERTEX),
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VERTEX(-64,-64, 64),
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VERTEX( 64,-64, 64),
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VERTEX( 64, 64, 64),
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VERTEX(-64, 64, 64),
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};
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#define cube() callList(cubelist, sizeof(cubelist)/sizeof(u32))
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u32 initlist[] =
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{
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COMMAND(CVIEWPORT, CMTXMODE, CMTXLOAD4x4, CMTXMODE),
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VIEWPORT(0, 0, 255, 191),
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PROJECTION,
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// Projection matrix Perspective(fov=50<35>, near=0.1, far=40, ratio=1.33)
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6587, 0, 0, 0,
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0, 8783, 0, 0,
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0, 0, -4116, -4096,
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0, 0, -821, 0,
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MODELVIEW,
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COMMAND(CPOLYATTR, CMTXIDENTITY, CLIGHTVECTOR, CLIGHTCOLOR),
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LIGHT0|POLYFRONT|SOLID,
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NORMAL(-96, -144, -482),
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RGB15(31, 31, 31),
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};
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#define init() callList(initlist, sizeof(initlist)/sizeof(u32))
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int abs(int x)
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{
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return ( x < 0 ) ? -x : x;
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}
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int min(int a, int b)
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{
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return ( a < b ) ? a : b;
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}
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// input : fixed .12
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// output : fixed .12
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int sin(int x)
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{
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// translate x into [-pi, pi].f12
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while ( x > 12868 )
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x -= 25736;
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while ( x < -12868 )
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x += 25736;
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// compute sin(x)
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// see http://www.devmaster.net/forums/showthread.php?t=5784
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const int B = 5215;
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const int C = -1660;
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return (B*x + ((C*x)>>12)*abs(x))>>12;
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}
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int cos(int x)
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{
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x += 6434;
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return sin(x);
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}
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inline void push()
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{
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MATRIX_PUSH = 0;
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}
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inline void pop()
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{
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MATRIX_POP = 1;
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}
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inline void identity()
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{
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MATRIX_IDENTITY = 0;
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}
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inline void translate(int x, int y, int z)
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{
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MATRIX_TRANSLATE = x;
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MATRIX_TRANSLATE = y;
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MATRIX_TRANSLATE = z;
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}
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inline void scale(int x, int y, int z)
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{
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MATRIX_SCALE = x;
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MATRIX_SCALE = y;
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MATRIX_SCALE = z;
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}
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void rotate(int angle, int x, int y, int z)
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{
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int s = sin(angle);
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int c = cos(angle);
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MATRIX_MULT3x3 = (x == 0) ? c : 1<<12;
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MATRIX_MULT3x3 = z * s;
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MATRIX_MULT3x3 = y * -s;
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MATRIX_MULT3x3 = z * -s;
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MATRIX_MULT3x3 = (y == 0) ? c : 1<<12;
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MATRIX_MULT3x3 = x * s;
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MATRIX_MULT3x3 = y * s;
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MATRIX_MULT3x3 = x * -s;
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MATRIX_MULT3x3 = (z == 0) ? c : 1<<12;
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}
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void uber_rotate(int angle, int x, int y, int z)
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{
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int s = uber_sin(angle);
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int c = uber_cos(angle);
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MATRIX_MULT3x3 = (x == 0) ? c : 1<<12;
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MATRIX_MULT3x3 = z * s;
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MATRIX_MULT3x3 = y * -s;
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MATRIX_MULT3x3 = z * -s;
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MATRIX_MULT3x3 = (y == 0) ? c : 1<<12;
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MATRIX_MULT3x3 = x * s;
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MATRIX_MULT3x3 = y * s;
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MATRIX_MULT3x3 = x * -s;
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MATRIX_MULT3x3 = (z == 0) ? c : 1<<12;
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}
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#define rotateX(angle) rotate(angle, 1, 0, 0)
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#define rotateY(angle) rotate(angle, 0, 1, 0)
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#define rotateZ(angle) rotate(angle, 0, 0, 1)
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#define uber_rotateX(angle) uber_rotate(angle, 1, 0, 0)
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#define uber_rotateY(angle) uber_rotate(angle, 0, 1, 0)
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#define uber_rotateZ(angle) uber_rotate(angle, 0, 0, 1)
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void arms(int t, int m)
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{
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push();
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// translate(0.24f*m, 0.4f, 0);
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translate(983*m, 1638, 0);
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// rotateZ(30<33>*m);
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rotateZ(2145*m);
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// rotateX(cos(t)*20<32>+180<38>);
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rotateX(((cos(t)*1430)>>12)+12868);
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// translate(0, 0.3, 0);
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translate(0, 1229, 0);
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push();
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// scale(0.1, 0.3, 0.1);
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scale(410, 1229, 410);
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cube();
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pop();
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// translate(0, 0.22, 0);
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translate(0, 901, 0);
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// rotateY(abs(cos(t))*16*m);
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rotateY((abs(cos(t)*1144)>>12)*m);
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// rotateX(100<30>);
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rotateX(7149);
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// rotateZ(165<36>*m);
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rotateZ(11796*m);
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// translate(0, 0.21, 0);
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translate(0, 860, 0);
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push();
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// scale(0.09, 0.27, 0.09);
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scale(369, 1106, 369);
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cube();
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pop();
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pop();
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}
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void legs(int t, int m)
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{
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push();
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// translate(0.19*m, 0, -0.015);
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translate(778*m, 0, -61);
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// rotateX(cos(t)*13<31>-2.5);
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rotateX(((cos(t)*929)>>12)-228);
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// translate(0, -0.7, 0);
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translate(0, -2867, 0);
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push();
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// scale(0.1, 0.25, 0.1);
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scale(410, 1024, 410);
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cube();
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pop();
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// float d = -min(0, cos(t+3.14157/2));
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int d = -min(0, cos(t+6434));
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// translate(0, d*0.15-0.52, d*0.015-0.06);
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translate(0, ((d*614)>>12)-2130, ((d*61)>>12)-246);
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// rotateX(10<31>);
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rotateX(715);
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push();
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// scale(0.1, 0.3, 0.1);
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scale(410, 1229, 410);
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cube();
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pop();
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// translate(0, -0.3, 0.1);
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translate(0, -1229, 410);
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push();
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// scale(0.1, 0.03, 0.2);
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scale(410, 123, 819);
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cube();
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pop();
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pop();
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}
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void robot(int t)
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{
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// head
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push();
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// translate(0, 0.71+0.05*abs(sin(t)), 0.04);
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translate(0, 2908+((abs(sin(t))*204)>>12), 164);
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// rotateX(-5<>+10<31>*abs(cos(t)));
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rotateX((-357+715*abs(cos(t)))>>12);
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// scale(0.2, 0.2, 0.2);
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scale(819, 819, 819);
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cube();
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pop();
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// body
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push();
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// translate(0, 0.05*abs(sin(t)), 0);
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translate(0, (abs(sin(t))*204)>>12, 0);
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// rotateY(2.5<EFBFBD>-5<>*cos(t));
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rotateY(179-((357*cos(t))>>12));
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// scale(0.3, 0.5, 0.17);
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scale(1229, 2048, 696);
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cube();
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pop();
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// left side
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arms(t, -1);
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legs(t, -1);
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// right side
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t += 12868;
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arms(t, 1);
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legs(t, 1);
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}
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// r * cos((x*pi/2)/r) * cos((y*pi/2)/r) - r
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int f(int x, int y)
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{
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const int r = 25;
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return (r * (uber_cos(x) * uber_cos(y))>>18) - (r<<6);
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}
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void sonic(int t)
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{
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int i = 0;
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int y, x;
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const u16 colors[2] = { RGB15(29, 15, 4), RGB15(4, 11, 28) };
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for ( y = -7*64+t ; y < 6*64+t ; y += 64 ) {
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for ( x = -7*64 ; x < 6*64 ; x += 64 ) {
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GFX_VERTEX10 = VERTEX(x, f(x, y), y);
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GFX_VERTEX10 = VERTEX(x, f(x, y+64), y+64);
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GFX_VERTEX10 = VERTEX(x+64, f(x+64, y+64), y+64);
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GFX_VERTEX10 = VERTEX(x+64, f(x+64, y), y);
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// -4B by putting next two lines at the end of this loop
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GFX_COLOR = colors[i&1];
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i++;
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}
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//i++;
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}
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}
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#if STDLIB
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int main()
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#else
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void Main()
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#endif
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{
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int t = 0;
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#if CAMERA
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int rX = 0, rrX = 0;
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int rY = 0, rrY = 0;
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int tX = 0;
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int tY = 0;
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int tZ = 0;
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touchPosition start;
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touchPosition now;
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#endif
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// initialize 3D
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REG_POWERCNT = POWER_ALL;
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#if SAFE
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while ( GFX_STATUS & BIT(27) )
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;
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GFX_STATUS |= BIT(29); // clear fifo
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GFX_FLUSH = 0;
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GFX_CONTROL = 0;
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#endif
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GFX_CLEAR_DEPTH = 0x7FFF;
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GFX_CONTROL = GL_ANTIALIAS;
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GFX_CLEAR_COLOR = 0x3F1F0000; // black, alpha=31, id=63
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init();
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// Initialize 2D Engines
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REG_DISPCNT = MODE_0_2D
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| DISPLAY_BG0_ACTIVE
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| ENABLE_3D;
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REG_DISPCNT_SUB = MODE_5_2D
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| DISPLAY_BG3_ACTIVE
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| DISPLAY_SPR_ACTIVE
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| DISPLAY_SPR_2D
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| DISPLAY_SPR_2D_BMP_256;
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// Init SUB BG0
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//VRAM_C_CR = VRAM_C_SUB_BG | VRAM_ENABLE;
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REG_BG3CNT_SUB = BG_BMP16_256x256;
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REG_BG3PA_SUB = 1<<8;
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#if SAFE
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REG_BG3PB_SUB = 0;
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REG_BG3PC_SUB = 0;
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#endif
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REG_BG3PD_SUB = 1<<8;
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// Init sprites to display like a big bitmap background
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//VRAM_D_CR = VRAM_D_SUB_SPRITE | VRAM_ENABLE;
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int y, x;
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u16 * ptr = OAM_SUB;
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for ( y = 0 ; y < 3 ; y++ ) {
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for ( x = 0 ; x < 4 ; x++ ) {
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// attribute 0
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*ptr++ = ATTR0_BMP | (y*64); // attr0
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// attribute 1
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*ptr++ = ATTR1_SIZE_64 | (x*64); // attr1
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// attribute 2
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*ptr++ = ATTR2_ALPHA(15) | (x*8+y*256);
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// pad/matrix
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*ptr++;
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}
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}
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while ( 1 ) {
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identity();
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if ( t&1 ) {
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REG_POWERCNT &= ~POWER_SWAP_LCDS; // main on bottom
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VRAM_C_CR = VRAM_ENABLE;
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VRAM_D_CR = VRAM_D_SUB_SPRITE | VRAM_ENABLE;
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REG_DISPCAPCNT = DCAP_BANK(2) | DCAP_ENABLE | DCAP_SIZE(3);
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//rotateX(-t+512);
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} else {
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REG_POWERCNT |= POWER_SWAP_LCDS; // main on top
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VRAM_C_CR = VRAM_C_SUB_BG | VRAM_ENABLE;
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VRAM_D_CR = VRAM_ENABLE;
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REG_DISPCAPCNT = DCAP_BANK(3) | DCAP_ENABLE | DCAP_SIZE(3);
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rotateZ(8192);
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rotateX(6144);
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translate(0, -4*4096, 9216);
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}
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#if 0
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#if CAMERA
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rotateX((rX+rrX) * DEGREES_IN_CIRCLE / 360.0);
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rotateY((rY+rrY) * DEGREES_IN_CIRCLE / 360.0);
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translate(tX, tZ, tY);
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#endif
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#endif
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translate(0, 1024, -4096);
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push();
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translate(0, 128, -11059);
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rotateX(-512);
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scale(0, 0, 0);
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robot(t*402);
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pop();
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push();
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translate(0, 0, -40960);
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scale(20480, 8192, 4096);
|
||
bg();
|
||
pop();
|
||
|
||
push();
|
||
translate(0, -9216, -20480);
|
||
uber_rotateX((rX+rrX)*16);
|
||
sonic(-(t*2)&127);
|
||
pop();
|
||
|
||
GFX_FLUSH = 0;
|
||
t++;
|
||
|
||
#if CAMERA
|
||
scanKeys();
|
||
|
||
// look around
|
||
u16 keys = keysDown();
|
||
if ( keys & KEY_TOUCH )
|
||
touchRead(& start);
|
||
|
||
keys = keysUp();
|
||
if ( keys & KEY_TOUCH ) {
|
||
rX = rX + rrX;
|
||
rY = rY + rrY;
|
||
rrX = 0;
|
||
rrY = 0;
|
||
}
|
||
|
||
keys = keysHeld();
|
||
if ( keys & KEY_TOUCH ) {
|
||
touchRead(& now);
|
||
rrX = now.py - start.py;
|
||
rrY = now.px - start.px;
|
||
}
|
||
|
||
// world move
|
||
if ( keys & KEY_UP ) tY += 128;
|
||
if ( keys & KEY_DOWN ) tY -= 128;
|
||
if ( keys & KEY_LEFT ) tX += 128;
|
||
if ( keys & KEY_RIGHT ) tX -= 128;
|
||
if ( keys & KEY_L ) tZ += 128;
|
||
if ( keys & KEY_R ) tZ -= 128;
|
||
|
||
// reset
|
||
if ( keys & KEY_SELECT ) { rX = rY = tX = tY = tZ = 0; }
|
||
#endif
|
||
}
|
||
|
||
#if STDLIB
|
||
return 0;
|
||
#endif
|
||
}
|