#include <nds.h>
#include <malloc.h>
#include <stdio.h>
#include <nds/arm9/image.h>
#include <nds/arm9/trig_lut.h>
#include "Mud_pcx.h"
#include "World_txt.h"
int DrawGLScene();
const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
float yrot;
float walkbias = 0;
float walkbiasangle = 0;
float lookupdown = 0.0f;
int texture[3];
typedef struct tagVERTEX
{
float x, y, z;
float u, v;
} VERTEX;
typedef struct tagTRIANGLE
{
VERTEX vertex[3];
} TRIANGLE;
typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE* triangle;
} SECTOR;
SECTOR sector1;
float sin(float angle)
{
int32 s = sinLerp((short)(angle * DEGREES_IN_CIRCLE / 360));
return f32tofloat(s);
}
float cos(float angle)
{
int32 c = cosLerp((short)(angle * DEGREES_IN_CIRCLE / 360));
return f32tofloat(c);
}
u8* file = (u8*)World_txt;
void myGetStr(char* buff, int size)
{
*buff = *file++;
while( (*buff != '\n') && (*buff != 0xD))
{
buff++;
*buff = *file++;
}
buff[0] = '\n';
buff[1] = 0;
}
void readstr(char *string)
{
do
{
myGetStr(string, 255);
} while ((string[0] == '/') || (string[0] == '\n' ));
return;
}
void SetupWorld()
{
float x, y, z, u, v;
int numtriangles;
char oneline[255];
readstr(oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
sector1.triangle = (TRIANGLE*)malloc(numtriangles*sizeof(TRIANGLE));
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
}
return;
}
int LoadGLTextures()
{
sImage pcx;
loadPCX((u8*)Mud_pcx, &pcx);
image8to16(&pcx);
glGenTextures(1, &texture[0]);
glBindTexture(0, texture[0]);
glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD | GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T, pcx.image.data8);
return TRUE;
}
int main() {
videoSetMode(MODE_0_3D);
vramSetBankA(VRAM_A_TEXTURE);
consoleDemoInit();
glInit();
glEnable(GL_TEXTURE_2D);
glEnable(GL_ANTIALIAS);
glClearColor(0,0,0,31);
glClearPolyID(63);
glClearDepth(0x7FFF);
glViewport(0,0,255,191);
LoadGLTextures();
SetupWorld();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0);
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));
glMaterialShinyness();
glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE | POLY_FORMAT_LIGHT0);
glMatrixMode(GL_MODELVIEW);
while (1)
{
scanKeys();
if (keysHeld() & KEY_A)
{
lookupdown -= 1.0f;
}
if (keysHeld() & KEY_B)
{
lookupdown += 1.0f;
}
if (keysHeld() & KEY_LEFT)
{
heading += 1.0f;
yrot = heading;
}
if (keysHeld() & KEY_RIGHT)
{
heading -= 1.0f;
yrot = heading;
}
if (keysHeld() & KEY_DOWN)
{
xpos += (float)sin(heading) * 0.05f;
zpos += (float)cos(heading) * 0.05f;
if (walkbiasangle >= 359.0f)
{
walkbiasangle = 0.0f;
}
else
{
walkbiasangle+= 10;
}
walkbias = (float)sin(walkbiasangle)/20.0f;
}
if (keysHeld() & KEY_UP)
{
xpos -= (float)sin(heading) * 0.05f;
zpos -= (float)cos(heading) * 0.05f;
if (walkbiasangle <= 1.0f)
{
walkbiasangle = 359.0f;
}
else
{
walkbiasangle-= 10;
}
walkbias = (float)sin(walkbiasangle)/20.0f;
}
glColor3f(1,1,1);
DrawGLScene();
glFlush(0);
swiWaitForVBlank();
}
return 0;
}
int DrawGLScene()
{
float x_m, y_m, z_m, u_m, v_m;
float xtrans = -xpos;
float ztrans = -zpos;
float ytrans = -walkbias-0.25f;
float sceneroty = 360.0f - yrot;
glLoadIdentity();
int numtriangles;
glRotatef(lookupdown,1.0f,0,0);
glRotatef(sceneroty,0,1.0f,0);
glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, texture[0]);
numtriangles = sector1.numtriangles;
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
return TRUE;
}