Graphics/3D/nehe/lesson04/source/nehe4.cpp

/****************************************
 *      NDS NeHe Lesson 04              *
 *      Author: Dovoto                  *
 ****************************************/

// include your ndslib
#include <nds.h>


int DrawGLScene();

float rtri;             // Angle For The Triangle ( NEW )
float rquad;                // Angle For The Quad ( NEW )

int main() {    

    // Setup the Main screen for 3D 
    videoSetMode(MODE_0_3D);

    // initialize the geometry engine
    glInit();
    
    // enable antialiasing
    glEnable(GL_ANTIALIAS);
    
    // setup the rear plane
    glClearColor(0,0,0,31); // BG must be opaque for AA to work
    glClearPolyID(63); // BG must have a unique polygon ID for AA to work
    glClearDepth(0x7FFF);

    // Set our viewport to be the same size as the screen
    glViewport(0,0,255,191);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(70, 256.0 / 192.0, 0.1, 100);
    
    //ds specific, several attributes can be set here   
    glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
    
    // Set the current matrix to be the model matrix
    glMatrixMode(GL_MODELVIEW);
    
    while (1) 
    {
        // draw the scene
        DrawGLScene();
        
        // flush to screen  
        glFlush(0);
        
        // wait for the screen to refresh
        swiWaitForVBlank();
    }
    
    return 0;
}

int DrawGLScene()                                           // Here's Where We Do All The Drawing
{
    /*ds does this automagicaly*///glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  // Clear Screen And Depth Buffer
    glLoadIdentity();                                   // Reset The Current Modelview Matrix
    glTranslatef(-1.5f,0.0f,-6.0f);                     // Move Left 1.5 Units And Into The Screen 6.0
    glRotatef(rtri,0.0f,1.0f,0.0f);                     // Rotate The Triangle On The Y axis ( NEW )
    glColor3f(1, 1, 1);                                 // set the vertex color
    glBegin(GL_TRIANGLES);                              // Start Drawing A Triangle
        glColor3f(1.0f,0.0f,0.0f);                      // Set Top Point Of Triangle To Red
        glVertex3f( 0.0f, 1.0f, 0.0f);                  // First Point Of The Triangle
        glColor3f(0.0f,1.0f,0.0f);                      // Set Left Point Of Triangle To Green
        glVertex3f(-1.0f,-1.0f, 0.0f);                  // Second Point Of The Triangle
        glColor3f(0.0f,0.0f,1.0f);                      // Set Right Point Of Triangle To Blue
        glVertex3f( 1.0f,-1.0f, 0.0f);                  // Third Point Of The Triangle
    glEnd();                                            // Done Drawing The Triangle
    glLoadIdentity();                                   // Reset The Current Modelview Matrix
    glTranslatef(1.5f,0.0f,-6.0f);                      // Move Right 1.5 Units And Into The Screen 6.0
    glRotatef(rquad,1.0f,0.0f,0.0f);                    // Rotate The Quad On The X axis ( NEW )
    glColor3f(0.5f,0.5f,1.0f);                          // Set The Color To Blue One Time Only
    glBegin(GL_QUADS);                                  // Draw A Quad
        glVertex3f(-1.0f, 1.0f, 0.0f);                  // Top Left
        glVertex3f( 1.0f, 1.0f, 0.0f);                  // Top Right
        glVertex3f( 1.0f,-1.0f, 0.0f);                  // Bottom Right
        glVertex3f(-1.0f,-1.0f, 0.0f);                  // Bottom Left
    glEnd();                                            // Done Drawing The Quad
    rtri+=0.9f;                                         // Increase The Rotation Variable For The Triangle ( NEW )
    rquad-=0.75f;                                       // Decrease The Rotation Variable For The Quad ( NEW )
    return TRUE;                                        // Keep Going
}
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