Beispiel #1
0
static void
greets_init_effect (void *params, backbuffer_info *bbuf)
{
  greets_data *gdata = (greets_data *) params;
  
  gdata->world = create_world (0);
  world_set_perspective (gdata->world, 60.0, 1.33f, 10.0f, 300.0f);
  world_set_pos_lookat_up (gdata->world,
			   (guVector) { 0, 0, 50 },
			   (guVector) { 0, 0, 0 },
			   (guVector) { 0, 1, 0 });

  TPL_OpenTPLFromMemory (&fontTPL, (void *) font_tpl, font_tpl_size);
  TPL_GetTexture (&fontTPL, font, &gdata->fontobj);
  GX_InitTexObjFilterMode (&gdata->fontobj, GX_LINEAR, GX_LINEAR);
  GX_InitTexObjWrapMode (&gdata->fontobj, GX_REPEAT, GX_REPEAT);
  
  gdata->tileidx = memalign (32, GX_GetTexBufferSize (TILES_W, TILES_H,
						      TILES_FMT, GX_FALSE, 0));
  GX_InitTexObj (&gdata->tileidxobj, gdata->tileidx, TILES_W, TILES_H,
		 TILES_FMT, GX_REPEAT, GX_REPEAT, GX_FALSE);
  GX_InitTexObjFilterMode (&gdata->tileidxobj, GX_NEAR, GX_NEAR);

  gdata->tile_shader = create_shader (&init_tile_shader, NULL);
  shader_append_texmap (gdata->tile_shader, &gdata->fontobj, GX_TEXMAP0);
  shader_append_texmap (gdata->tile_shader, &gdata->tileidxobj, GX_TEXMAP1);
  shader_append_texcoordgen (gdata->tile_shader, GX_TEXCOORD0, GX_TG_MTX2x4,
			     GX_TG_TEX0, GX_IDENTITY);
  memset (gdata->tileidx, 0, GX_GetTexBufferSize (TILES_W, TILES_H,
						  TILES_FMT, GX_FALSE, 0));
  init_ascii_to_char ();

  /*for (i = 0; i < 4; i++)
    put_text (gdata->tileidx, i, i, (unsigned char *) "OOOOOOOOOOOOOO");*/
  
  object_loc_initialise (&gdata->greets_loc, GX_PNMTX0);
}
Beispiel #2
0
skybox_info *
create_skybox (float radius, tev_setup_fn shader, void *private_data)
{
  skybox_info *skybox = malloc (sizeof (skybox_info));
  int i;
  tev_setup_fn use_shader = shader ? shader : &tex_shader_setup;
  
  TPL_OpenTPLFromMemory (&skyTPL, (void *) sky_tpl, sky_tpl_size);
  
  TPL_GetTexture (&skyTPL, sky_left, &skybox->tex[SKYBOX_LEFT]);
  TPL_GetTexture (&skyTPL, sky_front, &skybox->tex[SKYBOX_FRONT]);
  TPL_GetTexture (&skyTPL, sky_right, &skybox->tex[SKYBOX_RIGHT]);
  TPL_GetTexture (&skyTPL, sky_back, &skybox->tex[SKYBOX_BACK]);
  TPL_GetTexture (&skyTPL, sky_top, &skybox->tex[SKYBOX_TOP]);
  TPL_GetTexture (&skyTPL, sky_bottom, &skybox->tex[SKYBOX_BOTTOM]);

  for (i = 0; i < 6; i++)
    GX_InitTexObjWrapMode (&skybox->tex[i], GX_CLAMP, GX_CLAMP);

  for (i = 0; i < 6; i++)
    {
      skybox->shader_data[i].face = i;
      skybox->shader_data[i].private_data = private_data;
      skybox->face_shader[i] = create_shader (use_shader,
					      (void *) &skybox->shader_data[i]);
      shader_append_texmap (skybox->face_shader[i], &skybox->tex[i], faceno[i]);
      shader_append_texcoordgen (skybox->face_shader[i], GX_TEXCOORD0,
				 GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
    }

  skybox->radius = radius;

  object_loc_initialise (&skybox->skybox_loc, GX_PNMTX0);

  return skybox;
}
Beispiel #3
0
int main(int argc,char **argv) {

    f32 yscale,zt = 0;
    u32 xfbHeight;
    u32 fb = 0;
    f32 rquad = 0.0f;
    u32 first_frame = 1;
    GXTexObj texture;
    Mtx view; // view and perspective matrices
    Mtx model, modelview;
    Mtx44 perspective;
    void *gpfifo = NULL;
    GXColor background = {0, 0, 0, 0xff};
    guVector cam = {0.0F, 0.0F, 0.0F},
             up = {0.0F, 1.0F, 0.0F},
             look = {0.0F, 0.0F, -1.0F};
    TPLFile crateTPL;

    VIDEO_Init();
    WPAD_Init();

    rmode = VIDEO_GetPreferredMode(NULL);

    // allocate the fifo buffer
    gpfifo = memalign(32,DEFAULT_FIFO_SIZE);
    memset(gpfifo,0,DEFAULT_FIFO_SIZE);

    // allocate 2 framebuffers for double buffering
    frameBuffer[0] = SYS_AllocateFramebuffer(rmode);
    frameBuffer[1] = SYS_AllocateFramebuffer(rmode);

    // configure video
    VIDEO_Configure(rmode);
    VIDEO_SetNextFramebuffer(frameBuffer[fb]);
    VIDEO_Flush();
    VIDEO_WaitVSync();
    if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();

    fb ^= 1;

    // init the flipper
    GX_Init(gpfifo,DEFAULT_FIFO_SIZE);

    // clears the bg to color and clears the z buffer
    GX_SetCopyClear(background, 0x00ffffff);

    // other gx setup
    GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
    yscale = GX_GetYScaleFactor(rmode->efbHeight,rmode->xfbHeight);
    xfbHeight = GX_SetDispCopyYScale(yscale);
    GX_SetScissor(0,0,rmode->fbWidth,rmode->efbHeight);
    GX_SetDispCopySrc(0,0,rmode->fbWidth,rmode->efbHeight);
    GX_SetDispCopyDst(rmode->fbWidth,xfbHeight);
    GX_SetCopyFilter(rmode->aa,rmode->sample_pattern,GX_TRUE,rmode->vfilter);
    GX_SetFieldMode(rmode->field_rendering,((rmode->viHeight==2*rmode->xfbHeight)?GX_ENABLE:GX_DISABLE));

    if (rmode->aa)
        GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
    else
        GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);

    GX_SetCullMode(GX_CULL_NONE);
    GX_CopyDisp(frameBuffer[fb],GX_TRUE);
    GX_SetDispCopyGamma(GX_GM_1_0);

    // setup the vertex attribute table
    // describes the data
    // args: vat location 0-7, type of data, data format, size, scale
    // so for ex. in the first call we are sending position data with
    // 3 values X,Y,Z of size F32. scale sets the number of fractional
    // bits for non float data.
    GX_ClearVtxDesc();
    GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
    GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
    GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);

    GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
    GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
    GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0);

    GX_InvVtxCache();
    GX_InvalidateTexAll();
    TPL_OpenTPLFromMemory(&crateTPL, (void *)crate_tpl,crate_tpl_size);
    TPL_GetTexture(&crateTPL,crate,&texture);

    // setup our camera at the origin
    // looking down the -z axis with y up
    guLookAt(view, &cam, &up, &look);

    // setup our projection matrix
    // this creates a perspective matrix with a view angle of 90,
    // and aspect ratio based on the display resolution
    f32 w = rmode->viWidth;
    f32 h = rmode->viHeight;
    guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
    GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

    guVector cubeAxis = {1,1,1};

    while(1) {

        WPAD_ScanPads();
        if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
        else if (WPAD_ButtonsHeld(0)&WPAD_BUTTON_UP) zt -= 0.25f;
        else if (WPAD_ButtonsHeld(0)&WPAD_BUTTON_DOWN) zt += 0.25f;

        // set number of rasterized color channels
        GX_SetNumChans(1);

        //set number of textures to generate
        GX_SetNumTexGens(1);

        // setup texture coordinate generation
        // args: texcoord slot 0-7, matrix type, source to generate texture coordinates from, matrix to use
        GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);

        GX_SetTevOp(GX_TEVSTAGE0,GX_REPLACE);
        GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);

        GX_LoadTexObj(&texture, GX_TEXMAP0);

        guMtxIdentity(model);
        guMtxRotAxisDeg(model, &cubeAxis, rquad);
        guMtxTransApply(model, model, 0.0f,0.0f,zt-7.0f);
        guMtxConcat(view,model,modelview);
        // load the modelview matrix into matrix memory
        GX_LoadPosMtxImm(modelview, GX_PNMTX3);
        GX_SetCurrentMtx(GX_PNMTX3);

        GX_Begin(GX_QUADS, GX_VTXFMT0, 24);			// Draw a Cube

        GX_Position3f32(-1.0f, 1.0f, -1.0f);	// Top Left of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(-1.0f, 1.0f, 1.0f);	// Top Right of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(-1.0f, -1.0f, 1.0f);	// Bottom Right of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32(- 1.0f, -1.0f, -1.0f);		// Bottom Left of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( 1.0f,1.0f, -1.0f);	// Top Left of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(1.0f,-1.0f, -1.0f);	// Top Right of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(1.0f,-1.0f,1.0f);	// Bottom Right of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( 1.0f,1.0f,1.0f);	// Bottom Left of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( -1.0f, -1.0f, 1.0f);		// Top Right Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(1.0f, -1.0f, 1.0f);	// Top Left Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(1.0f,-1.0f, -1.0f);	// Bottom Left Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( -1.0f,-1.0f, -1.0f);	// Bottom Right Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( -1.0f,1.0f,1.0f);	// Bottom Left Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(-1.0f,1.0f,-1.0f);	// Bottom Right Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(1.0f, 1.0f,-1.0f);	// Top Right Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( 1.0f, 1.0f,1.0f);	// Top Left Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32(1.0f, -1.0f, -1.0f);	// Top Right Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(1.0f, 1.0f,-1.0f);	// Top Left Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(-1.0f,1.0f,-1.0f);	// Bottom Left Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32(-1.0f,-1.0f, -1.0f);	// Bottom Right Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( 1.0f, -1.0f,1.0f);	// Top Right Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32( -1.0f, -1.0f, 1.0f);		// Top Left Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32( -1.0f,1.0f, 1.0f);	// Bottom Left Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( 1.0f,1.0f,1.0f);	// Bottom Right Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(0.0f,1.0f);

        GX_End();									// Done Drawing The Quad

        GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
        GX_SetColorUpdate(GX_TRUE);
        GX_CopyDisp(frameBuffer[fb],GX_TRUE);

        GX_DrawDone();

        VIDEO_SetNextFramebuffer(frameBuffer[fb]);
        if(first_frame) {
            first_frame = 0;
            VIDEO_SetBlack(FALSE);
        }
        VIDEO_Flush();
        VIDEO_WaitVSync();
        fb ^= 1;

        rquad -= 0.15f;				// Decrease The Rotation Variable For The Quad     ( NEW )
    }
}
//---------------------------------------------------------------------------------
int main( int argc, char **argv ){
//---------------------------------------------------------------------------------
	u32	fb; 	// initial framebuffer index
	u32 first_frame;
	f32 yscale;
	u32 xfbHeight;
	Mtx44 perspective;
	Mtx GXmodelView2D;
	void *gp_fifo = NULL;

	GXColor background = {0, 0, 0, 0xff};

	int i;

	VIDEO_Init();
 
	rmode = VIDEO_GetPreferredMode(NULL);
	
	fb = 0;
	first_frame = 1;
	// allocate 2 framebuffers for double buffering
	frameBuffer[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
	frameBuffer[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));

	VIDEO_Configure(rmode);
	VIDEO_SetNextFramebuffer(frameBuffer[fb]);
	VIDEO_SetBlack(FALSE);
	VIDEO_Flush();
	VIDEO_WaitVSync();
	if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();

	fb ^= 1;

	// setup the fifo and then init the flipper
	gp_fifo = memalign(32,DEFAULT_FIFO_SIZE);
	memset(gp_fifo,0,DEFAULT_FIFO_SIZE);
 
	GX_Init(gp_fifo,DEFAULT_FIFO_SIZE);
 
	// clears the bg to color and clears the z buffer
	GX_SetCopyClear(background, 0x00ffffff);
 
	// other gx setup
	GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
	yscale = GX_GetYScaleFactor(rmode->efbHeight,rmode->xfbHeight);
	xfbHeight = GX_SetDispCopyYScale(yscale);
	GX_SetScissor(0,0,rmode->fbWidth,rmode->efbHeight);
	GX_SetDispCopySrc(0,0,rmode->fbWidth,rmode->efbHeight);
	GX_SetDispCopyDst(rmode->fbWidth,xfbHeight);
	GX_SetCopyFilter(rmode->aa,rmode->sample_pattern,GX_TRUE,rmode->vfilter);
	GX_SetFieldMode(rmode->field_rendering,((rmode->viHeight==2*rmode->xfbHeight)?GX_ENABLE:GX_DISABLE));

	if (rmode->aa)
		GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
	else
		GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);


	GX_SetCullMode(GX_CULL_NONE);
	GX_CopyDisp(frameBuffer[fb],GX_TRUE);
	GX_SetDispCopyGamma(GX_GM_1_0);

	// setup the vertex descriptor
	// tells the flipper to expect direct data
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XY, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
	

	GX_SetNumChans(1);
	GX_SetNumTexGens(1);
	GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE);
	GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
	GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);


	GX_InvalidateTexAll();

	TPLFile spriteTPL;
	TPL_OpenTPLFromMemory(&spriteTPL, (void *)textures_tpl,textures_tpl_size);
	TPL_GetTexture(&spriteTPL,ballsprites,&texObj);

	GX_LoadTexObj(&texObj, GX_TEXMAP0);

	guOrtho(perspective,0,479,0,639,0,300);
	GX_LoadProjectionMtx(perspective, GX_ORTHOGRAPHIC);

	PAD_Init();

	srand(time(NULL));

	for(i = 0; i < NUM_SPRITES; i++) {
		//random place and speed
		sprites[i].x = (rand() % (640 - 32 )) << 8;
		sprites[i].y = (rand() % (480 - 32 )) << 8 ;
		sprites[i].dx = (rand() & 0xFF) + 0x100;
		sprites[i].dy = (rand() & 0xFF) + 0x100;
		sprites[i].image = rand() & 3;

		if(rand() & 1)
			sprites[i].dx = -sprites[i].dx;
		if(rand() & 1)
			sprites[i].dy = -sprites[i].dy;
	}

	GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
	guMtxIdentity(GXmodelView2D);
	guMtxTransApply (GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -5.0F);
	GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0);

	GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
	GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
	GX_SetAlphaUpdate(GX_TRUE);
	GX_SetColorUpdate(GX_TRUE);

	while(1) {

		PAD_ScanPads();

		if (PAD_ButtonsDown(0) & PAD_BUTTON_START) exit(0);

		GX_InvVtxCache();
		GX_InvalidateTexAll();

		GX_ClearVtxDesc();
		GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
		GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);


		for(i = 0; i < NUM_SPRITES; i++) {
			sprites[i].x += sprites[i].dx;
			sprites[i].y += sprites[i].dy;
			
			//check for collision with the screen boundaries
			if(sprites[i].x < (1<<8) || sprites[i].x > ((640-32) << 8))
				sprites[i].dx = -sprites[i].dx;

			if(sprites[i].y < (1<<8) || sprites[i].y > ((480-32) << 8))
				sprites[i].dy = -sprites[i].dy;

			drawSpriteTex( sprites[i].x >> 8, sprites[i].y >> 8, 32, 32, sprites[i].image);
		}

		GX_DrawDone();
		
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);
		if(first_frame) {
			VIDEO_SetBlack(FALSE);
			first_frame = 0;
		}
		VIDEO_Flush();
		VIDEO_WaitVSync();
		fb ^= 1;		// flip framebuffer
	}
	return 0;
}
Beispiel #5
0
void init_textures() 
{
	TPL_OpenTPLFromMemory(&backdropTPL, (void *)backdrop_tpl, backdrop_tpl_size);
	TPL_GetTexture(&backdropTPL,backdrop,&backdropTexObj);
	TPL_OpenTPLFromMemory(&gcdvdsmallTPL, (void *)gcdvdsmall_tpl, gcdvdsmall_tpl_size);
	TPL_GetTexture(&gcdvdsmallTPL,gcdvdsmall,&gcdvdsmallTexObj);
	TPL_OpenTPLFromMemory(&sdsmallTPL, (void *)sdsmall_tpl, sdsmall_tpl_size);
	TPL_GetTexture(&sdsmallTPL,sdsmall,&sdsmallTexObj);
	TPL_OpenTPLFromMemory(&hddTPL, (void *)hdd_tpl, hdd_tpl_size);
	TPL_GetTexture(&hddTPL,hdd,&hddTexObj);
	TPL_OpenTPLFromMemory(&qoobTPL, (void *)qoob_tpl, qoob_tpl_size);
	TPL_GetTexture(&qoobTPL,qoob,&qoobTexObj);
	TPL_OpenTPLFromMemory(&wodeimgTPL, (void *)wodeimg_tpl, wodeimg_tpl_size);
	TPL_GetTexture(&wodeimgTPL,wodeimg,&wodeimgTexObj);
	TPL_OpenTPLFromMemory(&wiikeyTPL, (void *)wiikeyimg_tpl, wiikeyimg_tpl_size);
	TPL_GetTexture(&wiikeyTPL,wiikeyimg,&wiikeyTexObj);
	TPL_OpenTPLFromMemory(&systemTPL, (void *)systemimg_tpl, systemimg_tpl_size);
	TPL_GetTexture(&systemTPL,systemimg,&systemTexObj);
	TPL_OpenTPLFromMemory(&memcardTPL, (void *)memcardimg_tpl, memcardimg_tpl_size);
	TPL_GetTexture(&memcardTPL,memcardimg,&memcardTexObj);
	TPL_OpenTPLFromMemory(&usbgeckoTPL, (void *)usbgeckoimg_tpl, usbgeckoimg_tpl_size);
	TPL_GetTexture(&usbgeckoTPL,usbgeckoimg,&usbgeckoTexObj);
	TPL_OpenTPLFromMemory(&sambaTPL, (void *)sambaimg_tpl, sambaimg_tpl_size);
	TPL_GetTexture(&sambaTPL,sambaimg,&sambaTexObj);
	TPL_OpenTPLFromMemory(&btnnohilightTPL, (void *)btnnohilight_tpl, btnnohilight_tpl_size);
	TPL_GetTexture(&btnnohilightTPL,btnnohilight,&btnnohilightTexObj);
	TPL_OpenTPLFromMemory(&btnhilightTPL, (void *)btnhilight_tpl, btnhilight_tpl_size);
	TPL_GetTexture(&btnhilightTPL,btnhilight,&btnhilightTexObj);
	TPL_OpenTPLFromMemory(&btndeviceTPL, (void *)btndevice_tpl, btndevice_tpl_size);
	TPL_GetTexture(&btndeviceTPL,btndevice,&btndeviceTexObj);
	TPL_OpenTPLFromMemory(&btnsettingsTPL, (void *)btnsettings_tpl, btnsettings_tpl_size);
	TPL_GetTexture(&btnsettingsTPL,btnsettings,&btnsettingsTexObj);
	TPL_OpenTPLFromMemory(&btninfoTPL, (void *)btninfo_tpl, btninfo_tpl_size);
	TPL_GetTexture(&btninfoTPL,btninfo,&btninfoTexObj);
	TPL_OpenTPLFromMemory(&btnrefreshTPL, (void *)btnrefresh_tpl, btnrefresh_tpl_size);
	TPL_GetTexture(&btnrefreshTPL,btnrefresh,&btnrefreshTexObj);
	TPL_OpenTPLFromMemory(&btnexitTPL, (void *)btnexit_tpl, btnexit_tpl_size);
	TPL_GetTexture(&btnexitTPL,btnexit,&btnexitTexObj);
	TPL_OpenTPLFromMemory(&boxinnerTPL, (void *)boxinner_tpl, boxinner_tpl_size);
	TPL_GetTexture(&boxinnerTPL,boxinner,&boxinnerTexObj);
	GX_InitTexObjWrapMode(&boxinnerTexObj, GX_CLAMP, GX_CLAMP);
	TPL_OpenTPLFromMemory(&boxouterTPL, (void *)boxouter_tpl, boxouter_tpl_size);
	TPL_GetTexture(&boxouterTPL,boxouter,&boxouterTexObj);
	GX_InitTexObjWrapMode(&boxouterTexObj, GX_CLAMP, GX_CLAMP);
	TPL_OpenTPLFromMemory(&ntscjTPL, (void *)ntscj_tpl, ntscj_tpl_size);
	TPL_GetTexture(&ntscjTPL,ntscjimg,&ntscjTexObj);
	TPL_OpenTPLFromMemory(&ntscuTPL, (void *)ntscu_tpl, ntscu_tpl_size);
	TPL_GetTexture(&ntscuTPL,ntscuimg,&ntscuTexObj);
	TPL_OpenTPLFromMemory(&palTPL, (void *)pal_tpl, pal_tpl_size);
	TPL_GetTexture(&palTPL,palimg,&palTexObj);
	TPL_OpenTPLFromMemory(&checkedTPL, (void *)checked_32_tpl, checked_32_tpl_size);
	TPL_GetTexture(&checkedTPL,checked_32,&checkedTexObj);
	TPL_OpenTPLFromMemory(&uncheckedTPL, (void *)unchecked_32_tpl, unchecked_32_tpl_size);
	TPL_GetTexture(&uncheckedTPL,unchecked_32,&uncheckedTexObj);
}
Beispiel #6
0
int main(int argc,char **argv)
{
	f32 yscale;
	u32 xfbHeight;
	u32 fb = 0;
	u32 first_frame = 1;
	GXTexObj texture;
	Mtx view; // view and perspective matrices
	Mtx44 perspective;
	void *gpfifo = NULL;
	GXColor background = {0x00, 0x00, 0x00, 0xFF};
	guVector cam = {0.0F, 0.0F, 0.0F},
			up = {0.0F, 1.0F, 0.0F},
		  look = {0.0F, 0.0F, -1.0F};

	TPLFile cubeTPL;

	VIDEO_Init();
	PAD_Init();

	rmode = VIDEO_GetPreferredMode(NULL);

	// allocate the fifo buffer
	gpfifo = memalign(32,DEFAULT_FIFO_SIZE);
	memset(gpfifo,0,DEFAULT_FIFO_SIZE);

	// allocate 2 framebuffers for double buffering
	frameBuffer[0] = SYS_AllocateFramebuffer(rmode);
	frameBuffer[1] = SYS_AllocateFramebuffer(rmode);

	// configure video
	VIDEO_Configure(rmode);
	VIDEO_SetNextFramebuffer(frameBuffer[fb]);
	VIDEO_Flush();
	VIDEO_WaitVSync();
	if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();

	fb ^= 1;

	// init the flipper
	GX_Init(gpfifo,DEFAULT_FIFO_SIZE);
 
	// clears the bg to color and clears the z buffer
	GX_SetCopyClear(background,0x00FFFFFF);
 
	// other gx setup
	GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
	yscale = GX_GetYScaleFactor(rmode->efbHeight,rmode->xfbHeight);
	xfbHeight = GX_SetDispCopyYScale(yscale);
	GX_SetScissor(0,0,rmode->fbWidth,rmode->efbHeight);
	GX_SetDispCopySrc(0,0,rmode->fbWidth,rmode->efbHeight);
	GX_SetDispCopyDst(rmode->fbWidth,xfbHeight);
	GX_SetCopyFilter(rmode->aa,rmode->sample_pattern,GX_TRUE,rmode->vfilter);
	GX_SetFieldMode(rmode->field_rendering,((rmode->viHeight==2*rmode->xfbHeight)?GX_ENABLE:GX_DISABLE));
 
	if (rmode->aa) {
		GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
	} else {
		GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
	}

	GX_SetCullMode(GX_CULL_NONE);
	GX_CopyDisp(frameBuffer[fb],GX_TRUE);
	GX_SetDispCopyGamma(GX_GM_1_0);

	// setup the vertex attribute table
	// describes the data
	// args: vat location 0-7, type of data, data format, size, scale
	// so for ex. in the first call we are sending position data with
	// 3 values X,Y,Z of size F32. scale sets the number of fractional
	// bits for non float data.
	GX_ClearVtxDesc();
	GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);

	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGB, GX_RGB8, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);

	// set number of rasterized color channels
	GX_SetNumChans(1);

	//set number of textures to generate
	GX_SetNumTexGens(1);

    GX_InvVtxCache();
	GX_InvalidateTexAll();

	TPL_OpenTPLFromMemory(&cubeTPL, (void *)Cube_tpl,Cube_tpl_size);
	TPL_GetTexture(&cubeTPL,cube,&texture);
	// setup our camera at the origin
	// looking down the -z axis with y up
	guLookAt(view, &cam, &up, &look);
 
	// setup our projection matrix
	// this creates a perspective matrix with a view angle of 90,
	// and aspect ratio based on the display resolution
    f32 w = rmode->viWidth;
    f32 h = rmode->viHeight;
	guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
	GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

	if (BuildLists(texture)) { // Build the display lists
		exit(1);        // Exit if failed.
	}

	while(1) {

		PAD_ScanPads();

		if ( PAD_ButtonsDown(0) & PAD_BUTTON_START) {
			exit(0);
		}

		u16 directions = PAD_ButtonsHeld(0);
		if ( directions & PAD_BUTTON_LEFT ) yrot += 0.5f;
		if ( directions & PAD_BUTTON_RIGHT ) yrot -= 0.5f;
		if ( yrot > 360.f ) yrot -= 360.f;
		if ( yrot < 0 ) yrot += 360.f;

		if ( directions & PAD_BUTTON_UP ) xrot -= 0.5f;
		if ( directions & PAD_BUTTON_DOWN ) xrot += 0.5f;
		if ( xrot > 360.f ) xrot -= 360.f;
		if ( xrot < 0 ) xrot += 360.f;

		if(first_frame) {
			first_frame = 0;
			VIDEO_SetBlack(FALSE);
		}

		// draw things	
		DrawScene(view);

		GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
		GX_SetColorUpdate(GX_TRUE);
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		GX_DrawDone();

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);
		VIDEO_Flush();
 		VIDEO_WaitVSync();
		fb ^= 1;
	}
}
Beispiel #7
0
//---------------------------------------------------------------------------------
int main( int argc, char **argv ){
//---------------------------------------------------------------------------------
	f32 yscale;

	u32 xfbHeight;

	// various matrices for things like view
	Mtx	view,mv,mr;
	Mtx44 perspective;

	// the texure we're going to paint
	GXTexObj texture;
	TPLFile mudTPL;

	u32	fb = 0; 	// initial framebuffer index
	GXColor background = {0, 0, 0, 0xff};

	// init the vi.
	VIDEO_Init();

	rmode = VIDEO_GetPreferredMode(NULL);
	WPAD_Init();
	
	// allocate 2 framebuffers for double buffering
	frameBuffer[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
	frameBuffer[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));

	// configure video and wait for the screen to blank
	VIDEO_Configure(rmode);
	VIDEO_SetNextFramebuffer(frameBuffer[fb]);
	VIDEO_SetBlack(FALSE);
	VIDEO_Flush();
	VIDEO_WaitVSync();
	if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();

	// setup the fifo...
	void *gp_fifo = NULL;
	gp_fifo = memalign(32,DEFAULT_FIFO_SIZE);
	memset(gp_fifo,0,DEFAULT_FIFO_SIZE);
 
	// ...then init the flipper
	GX_Init(gp_fifo,DEFAULT_FIFO_SIZE);
 
	// clears the bg to color and clears the z buffer
	GX_SetCopyClear(background, 0x00ffffff);
 
	// other gx setup
	GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);
	yscale = GX_GetYScaleFactor(rmode->efbHeight,rmode->xfbHeight);
	xfbHeight = GX_SetDispCopyYScale(yscale);
	GX_SetScissor(0,0,rmode->fbWidth,rmode->efbHeight);
	GX_SetDispCopySrc(0,0,rmode->fbWidth,rmode->efbHeight);
	GX_SetDispCopyDst(rmode->fbWidth,xfbHeight);
	GX_SetCopyFilter(rmode->aa,rmode->sample_pattern,GX_TRUE,rmode->vfilter);
	GX_SetFieldMode(rmode->field_rendering,((rmode->viHeight==2*rmode->xfbHeight)?GX_ENABLE:GX_DISABLE));
 
 	if (rmode->aa)
        GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
    else
        GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
		
	GX_SetCullMode(GX_CULL_NONE);
	GX_CopyDisp(frameBuffer[fb],GX_TRUE);
	GX_SetDispCopyGamma(GX_GM_1_0);

	// setup the vertex attribute table
	// describes the data
	// args: vat location 0-7, type of data, data format, size, scale
	// so for ex. in the first call we are sending position data with
	// 3 values X,Y,Z of size F32. scale sets the number of fractional
	// bits for non float data.
    GX_InvVtxCache();
	GX_ClearVtxDesc();
	GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);

	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);

	// setup texture coordinate generation
	// args: texcoord slot 0-7, matrix type, source to generate texture coordinates from, matrix to use
	GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_TEX0, GX_IDENTITY);

	f32 w = rmode->viWidth;
	f32 h = rmode->viHeight;
	guLightPerspective(mv,45, (f32)w/h, 1.05F, 1.0F, 0.0F, 0.0F);
    guMtxTrans(mr, 0.0F, 0.0F, -1.0F);
    guMtxConcat(mv, mr, mv);
    GX_LoadTexMtxImm(mv, GX_TEXMTX0, GX_MTX3x4);

	GX_InvalidateTexAll();
	TPL_OpenTPLFromMemory(&mudTPL, (void *)mud_tpl,mud_tpl_size);
	TPL_GetTexture(&mudTPL,mud,&texture);
 
	// setup our camera at the origin
	// looking down the -z axis with y up
	guVector cam = {0.0F, 0.0F, 0.0F},
			up = {0.0F, 1.0F, 0.0F},
		  look = {0.0F, 0.0F, -1.0F};
	guLookAt(view, &cam, &up, &look);
 

	// setup our projection matrix
	// this creates a perspective matrix with a view angle of 90,
	// and aspect ratio based on the display resolution
	guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
	GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

	// get the room ready to render
	SetupWorld();
 
	while(1) {

		WPAD_ScanPads();

		s8 tpad = PAD_StickX(0);
		// Rotate left or right.
		if ((tpad < -8) || (tpad > 8)) yrot -= (float)tpad / 50.f;

		// NOTE: walkbiasangle = head bob
		tpad = PAD_StickY(0);
		// Go forward.
		if(tpad > 50) {
			xpos -= (float)sin(DegToRad(yrot)) * 0.05f; // Move on the x-plane based on player direction
			zpos -= (float)cos(DegToRad(yrot)) * 0.05f; // Move on the z-plane based on player direction
			if (walkbiasangle >= 359.0f) walkbiasangle = 0.0f; // Bring walkbiasangle back around
			else walkbiasangle += 10; // if walkbiasangle < 359 increase it by 10
			walkbias = (float)sin(DegToRad(walkbiasangle))/20.0f;
		}

		// Go backward
		if(tpad < -50) {
			xpos += (float)sin(DegToRad(yrot)) * 0.05f;
			zpos += (float)cos(DegToRad(yrot)) * 0.05f;
			if (walkbiasangle <= 1.0f) walkbiasangle = 359.0f;
			else walkbiasangle -= 10;
			walkbias = (float)sin(DegToRad(walkbiasangle))/20.0f;
		}

		tpad = PAD_SubStickY(0);
		// Tilt up/down
		if (((tpad > 8) || (tpad < -8)) && ((90 >= lookupdown) && (lookupdown >= -90))) {
			zdepth -= ((f32)tpad * 0.01f);
			lookupdown -= ((f32)tpad * 0.01f);
			if (lookupdown > 90)  lookupdown = 90.0F;
			if (lookupdown < -90) lookupdown = -90.0F;
		}

		if ( PAD_ButtonsDown(0) & PAD_BUTTON_START) {
			exit(0);
		}

		// do this before drawing
		GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);

		//set number of textures to generate
		GX_SetNumTexGens(1);

		// Draw things
		DrawScene(view,texture);

		GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
		GX_SetColorUpdate(GX_TRUE);
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		// do this stuff after drawing
		GX_DrawDone();
		
		fb ^= 1; // flip framebuffer

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);
 
		VIDEO_Flush();
 
		VIDEO_WaitVSync();


	}
	return 0;
}
Beispiel #8
0
// nyanise the system
void nyan()
{
	// subsystem
	VIDEO_Init();
	WPAD_Init();
	ASND_Init();
	MP3Player_Init();

	// video setup
	wichFb = 0;
	rmode = VIDEO_GetPreferredMode(NULL);
	xfb[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
	xfb[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
	VIDEO_Configure(rmode);
	VIDEO_SetNextFramebuffer(xfb[wichFb]);
	VIDEO_Flush();
	VIDEO_WaitVSync();
	if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();
	wichFb ^= 1;

	// setup the fifo and then init gx
	gp_fifo = memalign(32, DEFAULT_FIFO_SIZE);
	memset(gp_fifo, 0, DEFAULT_FIFO_SIZE);
 	GX_Init(gp_fifo, DEFAULT_FIFO_SIZE);
 	// other gx setup
	GX_SetViewport(0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1);
	yscale = GX_GetYScaleFactor(rmode->efbHeight, rmode->xfbHeight);
	xfbHeight = GX_SetDispCopyYScale(yscale);
	GX_SetScissor(0, 0, rmode->fbWidth, rmode->efbHeight);
	GX_SetDispCopySrc(0, 0, rmode->fbWidth, rmode->efbHeight);
	GX_SetDispCopyDst(rmode->fbWidth, xfbHeight);
	GX_SetCopyFilter(rmode->aa, rmode->sample_pattern, GX_TRUE, rmode->vfilter);
	GX_SetFieldMode(rmode->field_rendering, ((rmode->viHeight==2*rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
	if (rmode->aa)
		GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
	else
		GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
	GX_SetCullMode(GX_CULL_NONE);
	GX_CopyDisp(xfb[wichFb], GX_TRUE);
	GX_SetDispCopyGamma(GX_GM_1_0);
	GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
	GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
	GX_SetAlphaUpdate(GX_TRUE);
	GX_SetColorUpdate(GX_TRUE);
	GX_SetCopyClear(background, 0x00ffffff);

	// empty the vertex descriptor
	GX_InvVtxCache();
	GX_InvalidateTexAll();
	GX_ClearVtxDesc();
	GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XY, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
	// tev is like shadow for me (i don't really understand these Chans, and TevOps-nyan-thing things)
	GX_SetNumChans(1);
	GX_SetNumTexGens(1);
	GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE);
	GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
	GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
	GX_InvalidateTexAll();

	// Load the spriteSheet
	TPLFile spriteTPL;
	TPL_OpenTPLFromMemory(&spriteTPL, (void *)textures_tpl, textures_tpl_size);
	TPL_GetTexture(&spriteTPL, spritesheet, &spriteSheetTexture);
	// no filtering plz
	GX_InitTexObjLOD(&spriteSheetTexture, GX_NEAR, GX_NEAR,	0.0f, 0.0f,	0.0f, GX_FALSE,	GX_FALSE, GX_ANISO_1);
	GX_LoadTexObj(&spriteSheetTexture, GX_TEXMAP0); // Load texture in slot 0 into gx

	// Setup the view
	GX_SetViewport(0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1);
	guOrtho(perspective, 0, 479, 0, 639, 0, 300);
	GX_LoadProjectionMtx(perspective, GX_ORTHOGRAPHIC);

	startTime = ticks_to_millisecs(gettime());
	bkgTimeCounter = startTime;
	nyanTimeCounter = startTime;
	currentBkgStep = 0;
	currentNyanStep = 0;
}
Beispiel #9
0
static void
ghost_init_effect (void *params, backbuffer_info *bbuf)
{
  glass_data *gdata = (glass_data *) params;

  guPerspective (perspmat, 60, 1.33f, 10.0f, 500.0f);
  scene_update_camera (&scene);
  
  object_loc_initialise (&gdata->obj_loc, GX_PNMTX0);
  object_set_tex_norm_matrix (&gdata->obj_loc, GX_TEXMTX0);

  TPL_OpenTPLFromMemory (&mighty_zebuTPL, (void *) mighty_zebu_tpl,
			 mighty_zebu_tpl_size);
  
  /*TPL_OpenTPLFromMemory (&spiderwebTPL, (void *) spiderweb_tpl,
			 spiderweb_tpl_size);*/
  
  gdata->grabbed_texture = memalign (32, GX_GetTexBufferSize (RTT_WIDTH,
				     RTT_HEIGHT, USEFMT, GX_FALSE, 0));
  
  /* Set up refraction shader.  */
  gdata->refraction_shader = create_shader (&refraction_setup, NULL);
  shader_append_texmap (gdata->refraction_shader,
			get_utility_texture (UTIL_TEX_REFRACT),
			GX_TEXMAP2);
  shader_append_texcoordgen (gdata->refraction_shader, GX_TEXCOORD0,
			     GX_TG_MTX2x4, GX_TG_NRM, GX_TEXMTX0);

  /* Set up refraction post-pass shader.  */
  TPL_GetTexture (&mighty_zebuTPL, mighty_zebu, &gdata->mighty_zebu_tex_obj);

  GX_InitTexObjWrapMode (&gdata->mighty_zebu_tex_obj, GX_CLAMP, GX_CLAMP);
  GX_InitTexObjFilterMode (&gdata->mighty_zebu_tex_obj, GX_LINEAR, GX_LINEAR);
  
  gdata->plain_texture_shader = create_shader (&plain_texture_setup, NULL);
  shader_append_texmap (gdata->plain_texture_shader,
			&gdata->mighty_zebu_tex_obj, GX_TEXMAP0);
  shader_append_texcoordgen (gdata->plain_texture_shader,
			     GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0,
			     GX_IDENTITY);

  GX_InitTexObj (&gdata->grabbed_tex_obj, gdata->grabbed_texture, RTT_WIDTH,
		 RTT_HEIGHT, USEFMT, GX_CLAMP, GX_CLAMP, GX_FALSE);
  gdata->refraction_postpass_shader = create_shader (&refraction_postpass_setup,
						     NULL);
  shader_append_texmap (gdata->refraction_postpass_shader,
			&gdata->grabbed_tex_obj, GX_TEXMAP0);
  shader_append_texmap (gdata->refraction_postpass_shader,
			&gdata->mighty_zebu_tex_obj, GX_TEXMAP1);
  shader_append_texcoordgen (gdata->refraction_postpass_shader,
			     GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0,
			     GX_IDENTITY);
  shader_append_texcoordgen (gdata->refraction_postpass_shader,
			     GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX1,
			     GX_IDENTITY);

  /* Set up glass post-pass shader.  */
  gdata->glass_postpass_shader = create_shader (&glass_postpass, NULL);
  shader_append_texmap (gdata->glass_postpass_shader,
			get_utility_texture (UTIL_TEX_DARKENING), GX_TEXMAP3);
  shader_append_texcoordgen (gdata->glass_postpass_shader, GX_TEXCOORD0,
			     GX_TG_MTX2x4, GX_TG_NRM, GX_TEXMTX0);
}