Beispiel #1
0
/**
 * Make a snapshot of the screen in a texture WITHOUT ALPHA LAYER.
 * @param posx top left corner of the grabbed part.
 * @param posy top left corner of the grabbed part.
 * @param tex A pointer to a texture representing the screen or NULL if an error occurs.
 * @param clear When this flag is set to true, the screen is cleared after copy.
 */
void  GRRLIB_Screen2Texture (int posx, int posy, GRRLIB_texImg *tex, bool clear) {
    if(tex->data != NULL) {
        GX_SetTexCopySrc(posx, posy, tex->w, tex->h);
        GX_SetTexCopyDst(tex->w, tex->h, GX_TF_RGBA8, GX_FALSE);
        GX_CopyTex(tex->data, GX_FALSE);
        GX_PixModeSync();
        GRRLIB_FlushTex(tex);
        if(clear) {
            GX_CopyDisp(xfb[!fb], GX_TRUE);
        }
    }
}
void
reduce_cubemap (cubemap_info *cubemap, int subdiv)
{
  int x, y, face;
  const u32 vtxfmt = GX_VTXFMT0;
  Mtx mvtmp;
  Mtx44 ortho;
  object_loc rect_loc;
  scene_info rect_scene;
  int half_subdiv = subdiv / 2;
  float scale_factor = 1.0 / ((float) half_subdiv - 0.5);
  
  /* Using an even number of subdivisions and spreading evenly from -1...1
     ensures we don't try to evaluate the singularity point at the back of the
     sphere.  */
  assert ((subdiv & 1) == 0);
  
  scene_set_pos (&rect_scene, (guVector) { 0, 0, -5 });
  scene_set_lookat (&rect_scene, (guVector) { 0, 0, 0 });
  scene_set_up (&rect_scene, (guVector) { 0, 1, 0 });
  
  scene_update_camera (&rect_scene);
  
  guOrtho (ortho, -1, 1, -1, 1, 1, 15);
  
  object_loc_initialise (&rect_loc, GX_PNMTX0);
  
  guMtxIdentity (mvtmp);
  
  object_set_matrices (&rect_scene, &rect_loc, rect_scene.camera, mvtmp, NULL,
		       ortho, GX_ORTHOGRAPHIC);
  
  GX_ClearVtxDesc ();
  GX_SetVtxDesc (GX_VA_POS, GX_DIRECT);
  GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
  
  GX_SetVtxAttrFmt (vtxfmt, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
  GX_SetVtxAttrFmt (vtxfmt, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
  
  GX_SetCullMode (GX_CULL_BACK);
  
  rendertarget_texture (cubemap->sphsize, cubemap->sphsize, cubemap->sphfmt,
			GX_FALSE, GX_PF_RGB8_Z24, GX_ZC_LINEAR);
  
  for (face = 0; face < 6; face++)
    {
      shader_load (cubemap->face_shader[face]);

      for (x = -half_subdiv; x < half_subdiv - 1; x++)
	{
          float a = ((float) x + 0.5) * scale_factor;
          float a1 = ((float) x + 1.5) * scale_factor;

	  GX_Begin (GX_TRIANGLESTRIP, vtxfmt, subdiv * 2);

	  for (y = -half_subdiv; y < half_subdiv; y++)
	    {
	      float b = ((float) y + 0.5) * scale_factor;
	      guVector tmp;

	      face_to_sphere (&tmp, face, a, b);
	      GX_Position3f32 (tmp.x, tmp.y, tmp.z);
	      GX_TexCoord2f32 ((a + 1.0) / 2.0, (b + 1.0) / 2.0);

	      face_to_sphere (&tmp, face, a1, b);
	      GX_Position3f32 (tmp.x, tmp.y, tmp.z);
	      GX_TexCoord2f32 ((a1 + 1.0) / 2.0, (b + 1.0) / 2.0);
	    }

	  GX_End ();
	}
    }
  
  GX_CopyTex (cubemap->sphtexels, GX_TRUE);
  GX_PixModeSync ();
}
Beispiel #3
0
static display_target
ghost_prepare_frame (sync_info *sync, void *params, int iparam)
{
  glass_data *gdata = (glass_data *) params;
  /*GXTexObj spiderweb_tex_obj;*/
  Mtx mvtmp, rot, mvtmp2;
  Mtx sep_scale;

  /*TPL_GetTexture (&spiderwebTPL, spiderweb, &spiderweb_tex_obj);*/

  GX_InvalidateTexAll ();
  
  rendertarget_texture (RTT_WIDTH, RTT_HEIGHT, COPYFMT, GX_FALSE,
			GX_PF_RGB8_Z24, GX_ZC_LINEAR);

  GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_FALSE);
  GX_SetBlendMode (GX_BM_NONE, GX_BL_ONE, GX_BL_ONE, GX_LO_SET);
  GX_SetColorUpdate (GX_TRUE);
  GX_SetAlphaUpdate (GX_FALSE);

  screenspace_rect (gdata->plain_texture_shader, GX_VTXFMT1, 0);
  
  GX_SetCopyClear ((GXColor) { 128, 128, 128, 0 }, 0x00ffffff);
  
  GX_CopyTex (gdata->grabbed_texture, GX_TRUE);
  
  GX_PixModeSync ();

  rendertarget_texture (RTT_WIDTH, RTT_HEIGHT, COPYFMT, GX_FALSE,
			GX_PF_RGB8_Z24, GX_ZC_LINEAR);

  GX_SetCopyClear ((GXColor) { 128, 128, 128, 0 }, 0x00ffffff);
  GX_SetColorUpdate (GX_TRUE);
  GX_SetAlphaUpdate (GX_FALSE);
  /* We need a grey background!  This isn't very efficient though.  */
  GX_CopyTex (gdata->grabbed_texture, GX_TRUE);

  GX_SetCopyClear ((GXColor) { 0, 0, 0, 0 }, 0x00ffffff);

  GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_FALSE);
  GX_SetBlendMode (GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
  GX_SetColorUpdate (GX_TRUE);
  GX_SetAlphaUpdate (GX_FALSE);
  GX_SetCullMode (GX_CULL_NONE);

  guMtxIdentity (mvtmp);
  guMtxRotAxisDeg (rot, &((guVector) { 0, 1, 0 }), gdata->thr);
  guMtxConcat (rot, mvtmp, mvtmp);
  guMtxRotAxisDeg (rot, &((guVector) { 1, 0, 0 }), gdata->thr * 0.7);
  guMtxConcat (rot, mvtmp, mvtmp);
  
  if (sync->time_offset < 1000)
    gdata->xoffset = -(float) (1000 - sync->time_offset) / 10.0;
  else if (sync->time_offset > 16000)
    gdata->xoffset = (float) (sync->time_offset - 16000) / 10.0;
  else
    gdata->xoffset = 0.0;
  
  /*guMtxScale (sep_scale, 6.0, 6.0, 6.0);*/
  set_sep_scale (sep_scale, sync);
  guMtxTransApply (mvtmp, mvtmp2, gdata->xoffset, 0, 0);
  object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2,
		       sep_scale, perspmat, GX_PERSPECTIVE);

  light_update (scene.camera, &light0);
  
  shader_load (gdata->refraction_shader);
  
  object_set_arrays (&blobby_thing_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0,
		     0);
  object_render (&blobby_thing_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0);

/*
  guMtxTransApply (mvtmp, mvtmp2, 13, 0, 0);
  object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2,
		       sep_scale, NULL, 0);
  object_render (&spooky_ghost_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0);

  guMtxTransApply (mvtmp, mvtmp2, -13, 0, 0);
  object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2,
		       sep_scale, NULL, 0);
  object_render (&spooky_ghost_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0);
*/

  GX_CopyTex (gdata->grabbed_texture, GX_TRUE);
  
  GX_PixModeSync ();

  return MAIN_BUFFER;
}