test_main.c
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/*************************************************************
test_main.c : Nintendo 64 Music Tools Library Sample
(c) Copyright 1998, Software Creations (Holdings) Ltd.
Version 3.11
EFFECTS demo main source file. This demo illustrates how to
use sound effects from different sound effect banks.
Once executed use button A to start a random sound effect.
Use button B to silence all sound effects.
**************************************************************/
/* include system files */
#ifndef F3DEX_GBI
#define F3DEX_GBI
#endif
#include <ultra64.h>
#include <sched.h>
#include <libmus.h>
/* include program test files */
#include "test_rom.h"
/* prototypes */
void IdleThread (void *ignored);
void GameThread (void *ignored);
void MainLoop (void);
void ProcessController (void);
int Randomish (int limit);
/* macros - stack sizes */
#define BOOTSTACK_SIZE (STACKSIZE)
#define MAINSTACK_SIZE (STACKSIZE)
/* macros - size of the DMA queue */
#define DMA_QUEUE_SIZE 200
/* macros - all geometry modes */
#define GEOM_ALL G_SHADE|G_SHADING_SMOOTH|G_CULL_BOTH|G_FOG|G_LIGHTING|G_TEXTURE_GEN|G_TEXTURE_GEN_LINEAR|G_LOD
/* macros - load projection and model matrices */
#define LOAD_PROJ (G_MTX_PROJECTION|G_MTX_LOAD|G_MTX_NOPUSH)
#define LOAD_MODEL (G_MTX_MODELVIEW|G_MTX_LOAD|G_MTX_NOPUSH)
/* typedefs - graphics task message */
typedef union
{
short type;
OSScMsg app;
} message_t;
/* typedefs - graphics information */
typedef struct
{
OSScTask task;
message_t mess;
unsigned short *screen;
} info_t;
/* workspace - threads */
OSThread game_thread;
OSThread idle_thread;
/* workspace - thread stacks */
u64 bootStack [BOOTSTACK_SIZE/8];
u64 idleThreadStack [MAINSTACK_SIZE/8];
u64 scheduleStack [OS_SC_STACKSIZE/8];
#define SERIAL_MESGS 4
/* workspace - message queues */
OSMesgQueue pi_queue;
OSMesg pi_messages [DMA_QUEUE_SIZE];
OSMesgQueue gfx_queue;
OSMesg gfx_messages [MAX_MESGS];
OSMesgQueue dma_queue;
OSMesg dma_messages [MAX_MESGS];
OSMesgQueue serial_queue;
OSMesg serial_messages [SERIAL_MESGS];
/* workspace - double buffered graphic information */
info_t info[2];
/* workspace - scheduler */
OSSched sc;
/* workspace - controllers */
OSContPad controller_data [MAXCONTROLLERS];
OSContStatus controller_status[MAXCONTROLLERS];
/* Entry point */
void boot(void *arg)
{
osInitialize();
osCreateThread(&idle_thread, 1, IdleThread, NULL,idleThreadStack+(MAINSTACK_SIZE/8), (OSPri)MAIN_PRIORITY);
osStartThread(&idle_thread);
}
/* idle thread - start game become idle */
void IdleThread(void *ignore)
{
/* start PI manager for ROM access */
osCreatePiManager((OSPri) OS_PRIORITY_PIMGR, &pi_queue, pi_messages, DMA_QUEUE_SIZE);
/* create game thread and start it */
osCreateThread(&game_thread, 6, GameThread, NULL, bootStack+BOOTSTACK_SIZE/8, (OSPri)GAME_PRIORITY);
osStartThread(&game_thread);
/* become idle thread */
osSetThreadPri(0, 0);
for(;;);
}
// game thread...
void GameThread(void *ignore)
{
OSScClient client;
u8 pattern;
int mode;
/* create message queues */
osCreateMesgQueue(&dma_queue, dma_messages, MAX_MESGS);
osCreateMesgQueue(&serial_queue, serial_messages, 4);
osSetEventMesg(OS_EVENT_SI, &serial_queue, (OSMesg)1);
/* initialize default scheduler using "osTvType" */
if (osTvType==0)
mode = OS_VI_PAL_LAN1; /* --- PROGRAMMING CAUTION --- */
else if (osTvType==1) /* Applications must not use "ovTvType" to switch the TV */
mode = OS_VI_NTSC_LAN1; /* system from NTSC to PAL or PAL to NTSC. A Game Pak must */
else /* not be compatible with both NTSC and PAL formats. */
mode = OS_VI_MPAL_LAN1;
osCreateScheduler(&sc, (void *)(scheduleStack+OS_SC_STACKSIZE/8), SCHEDULER_PRIORITY, mode, 1);
info[0].mess.type = OS_SC_DONE_MSG;
info[0].screen = cfb_A;
info[1].mess.type = OS_SC_DONE_MSG;
info[1].screen = cfb_B;
osCreateMesgQueue(&gfx_queue, gfx_messages, MAX_MESGS);
osScAddClient(&sc, &client, &gfx_queue);
osContInit(&serial_queue, &pattern, &controller_status[0]);
/* call main loop (never returns from this) */
MainLoop();
}
// workspace for MainLoop...
u64 glist[2][100];
Vp vp0 =
{
(SCREEN_XSIZE/2)*4, (SCREEN_YSIZE/2)*4, G_MAXZ/2, 0, /* scale */
(SCREEN_XSIZE/2)*4, (SCREEN_YSIZE/2)*4, G_MAXZ/2, 0, /* translate */
};
Vtx tri[]=
{
{ -64, 64,-5,0,0,0,0,0xff,0,0xff},
{ 64, 64,-5,0,0,0,0,0,0,0xff},
{ 64,-64,-5,0,0,0,0xff,0,0,0xff},
};
//==========================================================================
//
// Main Loop
//
//==========================================================================
/* song handle */
unsigned long current_handle;
unsigned long loop_count;
unsigned long song_count;
void MainLoop(void)
{
u64 *glistp, *glist_start;
int i, frame, drawing_flag;
float angle;
u32 work;
OSScTask *task;
Mtx projection_2d, mtxwork, model_2d[2];
message_t *end_msg;
u32 bgcols[4];
frame = drawing_flag = 0;
angle = 0.0;
/* initialise for 2D */
guOrtho(&projection_2d, 0.0, 320.0, 240.0, 0.0, -200.0, 200.0, 1.0);
/* initialise music player */
InitMusicDriver();
/* set songs and effects global volume level */
MusSetMasterVolume(MUSFLAG_SONGS, 0x2fff);
MusSetMasterVolume(MUSFLAG_EFFECTS, 0x7fff);
/* start song */
current_handle = MusStartSong(tune_buf1);
loop_count = song_count = 0;
/* loop for ever */
while (1)
{
loop_count++;
/* retriger song after a while if it stops */
if (MusAsk(MUSFLAG_SONGS))
{
song_count = loop_count;
}
else
{
if (loop_count-song_count>20)
current_handle = MusStartSong(tune_buf1);
}
/* process controller 1 every frame */
ProcessController();
frame ^= 1;
/* rotating triangle */
guTranslate(&model_2d[frame], 160.0, 120.0, 0.0);
guRotate(&mtxwork, angle, 0.0F,0.0F,1.0F);
guMtxCatL(&mtxwork, &model_2d[frame], &model_2d[frame]);
angle += 1.0;
if (angle>=360.0)
angle-=360.0;
glist_start = glistp = &glist[frame][0];
/* special video tackle */
osViSetSpecialFeatures(OS_VI_DITHER_FILTER_ON);
osViSetSpecialFeatures(OS_VI_GAMMA_OFF | OS_VI_GAMMA_DITHER_OFF);
/* setup segments */
gSPSegment(glistp++, 0, 0);
gSPSegment(glistp++, CFB_SEG, OS_K0_TO_PHYSICAL(cfb_A) );
/* set defaults */
gSPViewport(glistp++, &vp0);
gSPClearGeometryMode (glistp++,GEOM_ALL);
gSPTexture (glistp++,0, 0, 0, 0, G_OFF);
gSPSetGeometryMode(glistp++,G_SHADE | G_SHADING_SMOOTH);
gDPSetCycleType (glistp++,G_CYC_1CYCLE);
gDPPipelineMode (glistp++,G_PM_1PRIMITIVE);
gDPSetScissor (glistp++,G_SC_NON_INTERLACE, 0, 0, 320, 240);
gDPSetTextureLOD (glistp++,G_TL_TILE);
gDPSetTextureLUT (glistp++,G_TT_NONE);
gDPSetTextureDetail (glistp++,G_TD_CLAMP);
gDPSetTexturePersp (glistp++,G_TP_PERSP);
gDPSetTextureFilter (glistp++,G_TF_BILERP);
gDPSetTextureConvert (glistp++,G_TC_FILT);
gDPSetCombineMode (glistp++,G_CC_SHADE, G_CC_SHADE);
gDPSetCombineKey (glistp++,G_CK_NONE);
gDPSetAlphaCompare (glistp++,G_AC_NONE);
gDPSetColorDither (glistp++,G_CD_DISABLE);
/* set colour buffer address */
gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, osVirtualToPhysical(frame ? cfb_B : cfb_A));
gDPPipeSync (glistp++);
/* clear screen */
work = GPACK_RGBA5551(0, 0, 0,1);
gDPSetCycleType (glistp++,G_CYC_FILL);
gDPSetFillColor(glistp++, (work<<16) | work);
gDPFillRectangle (glistp++,0, 0, 320-1, 240-1);
gDPPipeSync(glistp++);
/* now setup to draw something */
gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&projection_2d), LOAD_PROJ);
gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&model_2d[frame]), LOAD_MODEL);
gDPSetCycleType(glistp++, G_CYC_1CYCLE);
gDPSetRenderMode(glistp++, G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2);
/* draw simple triangle */
gDPPipeSync(glistp++);
gSPVertex(glistp++, OS_K0_TO_PHYSICAL(&tri[0]),3,0);
gSP1Triangle(glistp++, 0, 1, 2, 0);
gDPFullSync(glistp++);
gSPEndDisplayList(glistp++);
/* make sure previous draw list is complete */
if (drawing_flag)
{
do
{
osRecvMesg(&gfx_queue, (OSMesg *)&end_msg, OS_MESG_BLOCK);
} while (end_msg->type!=OS_SC_DONE_MSG);
}
drawing_flag = 1;
/* create graphic task */
task = &info[frame].task;
task->list.t.data_ptr = (u64 *) glist_start;
task->list.t.data_size = glistp-glist_start;
task->list.t.type = M_GFXTASK;
task->list.t.flags = 0x0;
task->list.t.ucode_boot = (u64 *)rspbootTextStart;
task->list.t.ucode_boot_size = ((int) rspbootTextEnd - (int) rspbootTextStart);
task->list.t.ucode = (u64 *) gspF3DEX_fifoTextStart;
task->list.t.ucode_data = (u64 *) gspF3DEX_fifoDataStart;
task->list.t.ucode_size = 4096;
task->list.t.ucode_data_size = 2048;
task->list.t.dram_stack = NULL;
task->list.t.dram_stack_size = 0;
task->list.t.output_buff = fifo_buffer;
task->list.t.output_buff_size = &fifo_buffer[FIFO_DATA_SIZE/sizeof(u64)];
task->list.t.yield_data_ptr = yield_buffer;
task->list.t.yield_data_size = OS_YIELD_DATA_SIZE;
task->next = 0;
task->flags = OS_SC_NEEDS_RSP | OS_SC_NEEDS_RDP | OS_SC_LAST_TASK | OS_SC_SWAPBUFFER;
task->msgQ = &gfx_queue;
task->msg = (OSMesg)&info[frame].mess;
task->framebuffer = (void *)info[frame].screen;
/* start graphic task */
osWritebackDCacheAll();
osSendMesg(osScGetCmdQ(&sc), (OSMesg) task, OS_MESG_BLOCK);
}
}
void ProcessController(void)
{
static unsigned long controls[2]={CONT_A, CONT_B};
static int flags[2]={0,0};
int i;
int calc, *addr;
/* read controllers */
osContStartReadData(&serial_queue);
osRecvMesg(&serial_queue, NULL, OS_MESG_BLOCK);
osContGetReadData(controller_data);
/* process controller 1 */
for (i=0; i<2; i++)
{
if (controller_data[0].button&controls[i])
{
if (!flags[i])
{
flags[i]=1;
switch(i)
{
case 0: /* A - start effect */
calc = Randomish(3);
if (!calc)
addr = (int *)effect_buf1;
else if (calc==1)
addr = (int *)effect_buf2;
else
addr = (int *)effect_buf3;
calc = Randomish(MusFxBankNumberOfEffects(addr));
MusFxBankSetSingle(addr);
MusStartEffect(calc);
break;
case 1: /* B - stop all effects */
MusStop(MUSFLAG_EFFECTS,0);
while (MusAsk(MUSFLAG_EFFECTS));
break;
}
}
}
else
{
flags[i]=0;
}
}
}
int Randomish(int limit)
{
static unsigned long seed=1;
unsigned long calc;
seed = seed * 1103515245+12345;
calc = ((seed>>16)*limit)>>16;
return (calc);
}
/* end of file */