/*---------------------------------------------------------------------------*
  Project:  TwlSDK - GX - demos - UnitTours/3D_Pol_Transparent
  File:     main.c

  Copyright 2003-2008 Nintendo.  All rights reserved.

  These coded instructions, statements, and computer programs contain
  proprietary information of Nintendo of America Inc. and/or Nintendo
  Company Ltd., and are protected by Federal copyright law.  They may
  not be disclosed to third parties or copied or duplicated in any form,
  in whole or in part, without the prior written consent of Nintendo.

  $Date:: 2008-09-17#$
  $Rev: 8556 $
  $Author: okubata_ryoma $
 *---------------------------------------------------------------------------*/

//---------------------------------------------------------------------------
// A sample that displays transparent polygons(wireframes):
//
// If alpha test is off and alpha is zero, polygons are displayed as wireframes.
// This sample displays wireframes in two manners(culling back/culling none).
// Since wireframes are displayed as a part of a plane,
// the reverse side of polygons is not displayed in the case of culling back.
//
// HOWTO:
// 1. Speficy 0 for alpha by G3_PolygonAttr.
//---------------------------------------------------------------------------

#ifdef SDK_TWL
#include <twl.h>
#else
#include <nitro.h>
#endif
#include "DEMO.h"

s16     gCubeGeometry[3 * 8] = {
    FX16_ONE, FX16_ONE, FX16_ONE,
    FX16_ONE, FX16_ONE, -FX16_ONE,
    FX16_ONE, -FX16_ONE, FX16_ONE,
    FX16_ONE, -FX16_ONE, -FX16_ONE,
    -FX16_ONE, FX16_ONE, FX16_ONE,
    -FX16_ONE, FX16_ONE, -FX16_ONE,
    -FX16_ONE, -FX16_ONE, FX16_ONE,
    -FX16_ONE, -FX16_ONE, -FX16_ONE
};


static void vtx(int idx)
{
    G3_Vtx(gCubeGeometry[idx * 3], gCubeGeometry[idx * 3 + 1], gCubeGeometry[idx * 3 + 2]);
}

static void quad(int idx0, int idx1, int idx2, int idx3)
{
    vtx(idx0);
    vtx(idx1);
    vtx(idx2);
    vtx(idx3);
}

#ifdef SDK_TWL
void TwlMain(void)
#else
void NitroMain(void)
#endif
{
    u16     Rotate = 0;                // for rotating cubes(0-65535)

    //---------------------------------------------------------------------------
    // Initialize:
    // They enable IRQ interrupts, initialize VRAM, and set BG #0 for 3D mode.
    //---------------------------------------------------------------------------
    DEMOInitCommon();
    DEMOInitVRAM();
    DEMOInitDisplay3D();

    DEMOStartDisplay();
    while (1)
    {
        G3X_Reset();
        Rotate += 256;

        //---------------------------------------------------------------------------
        // Set up camera matrix
        //---------------------------------------------------------------------------
        {
            VecFx32 Eye = { 0, 0, FX32_ONE };   // Eye position
            VecFx32 at = { 0, 0, 0 };  // Viewpoint
            VecFx32 vUp = { 0, FX32_ONE, 0 };   // Up

            G3_LookAt(&Eye, &vUp, &at, NULL);
        }

        G3_PushMtx();
        G3_Translate(0, 0, -5 * FX32_ONE);

        //---------------------------------------------------------------------------
        // Draw the left cube:
        //
        // Some wire frames are not visible because of culling back.
        //---------------------------------------------------------------------------
        G3_PushMtx();
        {
            fx16    s = FX_SinIdx(Rotate);
            fx16    c = FX_CosIdx(Rotate);

            G3_Translate(-3 * (FX32_ONE >> 1), 0, 0);

            G3_RotX(s, c);
            G3_RotY(s, c);
            G3_RotZ(s, c);

        }

        G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31),     // diffuse
                                GX_RGB(16, 16, 16),     // ambient
                                TRUE   // use diffuse as vtx color if TRUE
            );

        G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16),     // specular
                                GX_RGB(0, 0, 0),        // emission
                                FALSE  // use shininess table if TRUE
            );

        G3_PolygonAttr(GX_LIGHTMASK_NONE,       // no lights
                       GX_POLYGONMODE_MODULATE, // modulation mode
                       GX_CULL_BACK,   // cull back
                       0,              // polygon ID(0 - 63)
                       0,              // alpha(0 - 31)
                       0               // OR of GXPolygonAttrMisc's value
            );

        G3_Begin(GX_BEGIN_QUADS);

        {
            quad(2, 0, 4, 6);
            quad(7, 5, 1, 3);
            quad(6, 4, 5, 7);
            quad(3, 1, 0, 2);
            quad(5, 4, 0, 1);
            quad(6, 7, 3, 2);
        }

        G3_End();

        G3_PopMtx(1);

        //---------------------------------------------------------------------------
        // Draw the right cube:
        //
        // All wire frames are visible if GX_CULL_NONE specified
        //---------------------------------------------------------------------------
        G3_PushMtx();

        {
            fx16    s = FX_SinIdx(Rotate);
            fx16    c = FX_CosIdx(Rotate);

            G3_Translate(3 * (FX32_ONE >> 1), 0, 0);

            G3_RotX(s, c);
            G3_RotY(s, c);
            G3_RotZ(s, c);

        }

        G3_MaterialColorDiffAmb(GX_RGB(31, 31, 31),     // diffuse
                                GX_RGB(16, 16, 16),     // ambient
                                TRUE   // use diffuse as vtx color if TRUE
            );
        G3_MaterialColorSpecEmi(GX_RGB(16, 16, 16),     // specular
                                GX_RGB(0, 0, 0),        // emission
                                FALSE  // use shininess table if TRUE
            );

        G3_PolygonAttr(GX_LIGHTMASK_NONE,       // no lights
                       GX_POLYGONMODE_MODULATE, // modulation mode
                       GX_CULL_NONE,   // cull none
                       0,              // polygon ID(0 - 63)
                       0,              // alpha(0 - 31)
                       0               // OR of GXPolygonAttrMisc's value
            );

        G3_Begin(GX_BEGIN_QUADS);

        {
            quad(2, 0, 4, 6);
            quad(7, 5, 1, 3);
            quad(6, 4, 5, 7);
            quad(3, 1, 0, 2);
            quad(5, 4, 0, 1);
            quad(6, 7, 3, 2);
        }

        G3_End();

        G3_PopMtx(1);

        G3_PopMtx(1);

        // swapping the polygon list RAM, the vertex RAM, etc.
        G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W);

#ifdef SDK_AUTOTEST
        GX_SetBankForLCDC(GX_VRAM_LCDC_C);
        EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C);
        EXT_TestScreenShot(100, 0xE07B93A9);
        EXT_TestTickCounter();
#endif //SDK_AUTOTEST

        OS_WaitVBlankIntr();           // Waiting the end of VBlank interrupt
    }
}

//---------------------------------------------------------------------------
// VBlank interrupt function:
//
// Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction.
// OS_EnableIrqMask selects IRQ interrupts to enable, and
// OS_EnableIrq enables IRQ interrupts.
// Notice that you have to call 'OS_SetIrqCheckFlag' to check a VBlank interrupt.
//---------------------------------------------------------------------------
void VBlankIntr(void)
{
    OS_SetIrqCheckFlag(OS_IE_V_BLANK); // checking VBlank interrupt
}
