dccake/src/main.rs

226 lines
7.4 KiB
Rust

use kos::ffi::{
dc::maple,
MAPLE_FOREACH,
};
use gldc::{
gl::*, glext::*, glkos::*, glu::*,
};
// Include texture data generated by build script
static CLAW_DATA: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/exterior.vq"));
static DC_DATA: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/exterior.vq"));
static DCWIKI_DATA: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/exterior.vq"));
static GCC_DATA: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/interiors.vq"));
static KOS_DATA: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/caketops.vq"));
static RUST_DATA: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/slices.vq"));
fn main() {
unsafe {
// Initialize GLdc
glKosInit();
// Say hello to the world!
println!("\nHello, world from Rust! - gldc-cube example");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 640.0 / 480.0, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0, 0.0, 0.0, 0.5);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
let mut tex_claw: u32 = 0;
glGenTextures(1, &mut tex_claw);
glBindTexture(GL_TEXTURE_2D, tex_claw);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_565_VQ_TWID_KOS,
512, 512, 0, CLAW_DATA.len() as u32, CLAW_DATA.as_ptr() as *const c_void);
let mut tex_dc: u32 = 0;
glGenTextures(1, &mut tex_dc);
glBindTexture(GL_TEXTURE_2D, tex_dc);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_565_VQ_TWID_KOS,
512, 512, 0, DC_DATA.len() as u32, DC_DATA.as_ptr() as *const c_void);
let mut tex_dcwiki: u32 = 0;
glGenTextures(1, &mut tex_dcwiki);
glBindTexture(GL_TEXTURE_2D, tex_dcwiki);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_565_VQ_TWID_KOS,
512, 512, 0, DCWIKI_DATA.len() as u32, DCWIKI_DATA.as_ptr() as *const c_void);
let mut tex_gcc: u32 = 0;
glGenTextures(1, &mut tex_gcc);
glBindTexture(GL_TEXTURE_2D, tex_gcc);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_565_VQ_TWID_KOS,
512, 512, 0, GCC_DATA.len() as u32, GCC_DATA.as_ptr() as *const c_void);
let mut tex_kos: u32 = 0;
glGenTextures(1, &mut tex_kos);
glBindTexture(GL_TEXTURE_2D, tex_kos);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_565_VQ_TWID_KOS,
512, 512, 0, KOS_DATA.len() as u32, KOS_DATA.as_ptr() as *const c_void);
let mut tex_rust: u32 = 0;
glGenTextures(1, &mut tex_rust);
glBindTexture(GL_TEXTURE_2D, tex_rust);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_565_VQ_TWID_KOS,
512, 512, 0, RUST_DATA.len() as u32, RUST_DATA.as_ptr() as *const c_void);
let mut xrot: f32 = 0.0;
let mut yrot: f32 = 0.0;
let mut zrot: f32 = 0.0;
let mut draw_gl = || {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
glRotatef(xrot, 1.0, 0.0, 0.0);
glRotatef(yrot, 0.0, 1.0, 0.0);
glRotatef(zrot, 0.0, 0.0, 1.0);
// Front face
glBindTexture(GL_TEXTURE_2D, tex_claw);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(-1.0, -1.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(1.0, -1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
glEnd();
// Back face
glBindTexture(GL_TEXTURE_2D, tex_gcc);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0, -1.0, -1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, 1.0, -1.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, -1.0, -1.0);
glEnd();
// Top face
glBindTexture(GL_TEXTURE_2D, tex_dcwiki);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(-1.0, 1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(-1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(1.0, 1.0, -1.0);
glEnd();
// Bottom face
glBindTexture(GL_TEXTURE_2D, tex_kos);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, -1.0, -1.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, -1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, -1.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0, -1.0, 1.0);
glEnd();
// Right face
glBindTexture(GL_TEXTURE_2D, tex_dc);
glBegin(GL_QUADS);
glColor3f(0.0, 1.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(1.0, -1.0, -1.0);
glColor3f(0.3, 0.5, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(1.0, 1.0, -1.0);
glColor3f(1.0, 0.3, 0.5);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glColor3f(0.5, 0.5, 0.5);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, -1.0, 1.0);
glEnd();
// Left face
glBindTexture(GL_TEXTURE_2D, tex_rust);
glBegin(GL_QUADS);
glColor3f(1.0, 0.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(-1.0, -1.0, -1.0);
glColor3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0, -1.0, 1.0);
glColor3f(0.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
glColor3f(0.0, 0.0, 1.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(-1.0, 1.0, -1.0);
glEnd();
xrot += 56.0;
yrot += 44.0;
zrot += 72.0;
};
// Done setting up, now let's loop!
loop {
let mut done = false;
MAPLE_FOREACH!(maple::MAPLE_FUNC_CONTROLLER, maple::controller::cont_state_t, state, || {
if ((*state).buttons & maple::controller::CONT_START) != 0 {
println!("Start pressed! Quitting...");
done = true;
}
});
if done == true {
break;
}
draw_gl();
glKosSwapBuffers();
}
// Clean up our textures
glDeleteTextures(1, &mut tex_claw);
glDeleteTextures(1, &mut tex_dc);
glDeleteTextures(1, &mut tex_dcwiki);
glDeleteTextures(1, &mut tex_gcc);
glDeleteTextures(1, &mut tex_kos);
glDeleteTextures(1, &mut tex_rust);
}
println!("Bye!");
}