Graphics/3D/Textured_Quad/source/main.cpp

#include <nds.h>
#include <stdlib.h>

//texture_bin.h is created automagicaly from the texture.bin placed in arm9/resources
//texture.bin is a raw 128x128 16 bit image.  I will release a tool for texture conversion 
//later
#include "texture_bin.h"

int main() {    
    
    int textureID;

    float rotateX = 0.0;
    float rotateY = 0.0;

    //set mode 0, enable BG0 and set it to 3D
    videoSetMode(MODE_0_3D);

    // initialize gl
    glInit();
    
    //enable textures
    glEnable(GL_TEXTURE_2D);
    
    // 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);

    //this should work the same as the normal gl call
    glViewport(0,0,255,191);
    
    vramSetBankA(VRAM_A_TEXTURE);

    glGenTextures(1, &textureID);
    glBindTexture(0, textureID);
    glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)texture_bin);
    
    
    //any floating point gl call is being converted to fixed prior to being implemented
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(70, 256.0 / 192.0, 0.1, 40);
    
    gluLookAt(  0.0, 0.0, 1.0,      //camera possition 
                0.0, 0.0, 0.0,      //look at
                0.0, 1.0, 0.0);     //up    
    
    while(1) {
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();

        //move it away from the camera
        glTranslatef32(0, 0, floattof32(-1));
                
        glRotateX(rotateX);
        glRotateY(rotateY);
        
        

        glMaterialf(GL_AMBIENT, RGB15(16,16,16));
        glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
        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();

        //not a real gl function and will likely change
        glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK);

        scanKeys();
        
        u16 keys = keysHeld();
        
        if((keys & KEY_UP)) rotateX += 3;
        if((keys & KEY_DOWN)) rotateX -= 3;
        if((keys & KEY_LEFT)) rotateY += 3;
        if((keys & KEY_RIGHT)) rotateY -= 3;
        
        glBindTexture(0, textureID);

        //draw the obj
        glBegin(GL_QUAD);
            glNormal(NORMAL_PACK(0,inttov10(-1),0));

            GFX_TEX_COORD = (TEXTURE_PACK(0, inttot16(128)));
            glVertex3v16(floattov16(-0.5),  floattov16(-0.5), 0 );
    
            GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128),inttot16(128)));
            glVertex3v16(floattov16(0.5),   floattov16(-0.5), 0 );
    
            GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128), 0));
            glVertex3v16(floattov16(0.5),   floattov16(0.5), 0 );

            GFX_TEX_COORD = (TEXTURE_PACK(0,0));
            glVertex3v16(floattov16(-0.5),  floattov16(0.5), 0 );
        
        glEnd();
        
        glPopMatrix(1);
            
        glFlush(0);

        swiWaitForVBlank();
    }

    return 0;
}//end main 
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