Ejemplo n.º 1
0
// topscreen
void renderFrame()
{
	GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400);

	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
	GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
	GPU_SetBlendingColor(0,0,0,0);
	GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);

	GPUCMD_AddSingleParam(0x00010062, 0);
	GPUCMD_AddSingleParam(0x000F0118, 0);

	//setup shader
	SHDR_UseProgram(shader, 0);

	GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
	GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);

	GPU_SetTextureEnable(GPU_TEXUNIT0);

	GPU_SetTexEnv(0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVOPERANDS(0,0,0),
		GPU_TEVOPERANDS(0,0,0),
		GPU_MODULATE, GPU_MODULATE,
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);

	//texturing stuff
		GPU_SetTexture(GPU_TEXUNIT0, (u32*)osConvertVirtToPhys((u32)texData),128,128,GPU_TEXTURE_MAG_FILTER(GPU_NEAREST)|GPU_TEXTURE_MIN_FILTER(GPU_NEAREST),GPU_RGBA8);
		GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)texData),
			GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 3, GPU_FLOAT),
			0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3});

	//setup lighting (this is specific to our shader)
		vect3Df_s lightDir=vnormf(vect3Df(cos(lightAngle), -1.0f, sin(lightAngle)));
		GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightDirection", 0), (u32*)(float[]){0.0f, -lightDir.z, -lightDir.y, -lightDir.x}, 1);
Ejemplo n.º 2
0
void sf2d_bind_texture(const sf2d_texture *texture, GPU_TEXUNIT unit)
{
	GPU_SetTextureEnable(unit);

	GPU_SetTexEnv(
		0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_REPLACE, GPU_REPLACE,
		0xFFFFFFFF
	);

	GPU_SetTexture(
		unit,
		(u32 *)osConvertVirtToPhys((u32)texture->data),
		// width and height swapped?
		texture->pow2_h,
		texture->pow2_w,
		GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST),
		texture->pixel_format
	);
}
Ejemplo n.º 3
0
void gpuUpdateState() {
    u32 dirtyUpdate = dirtyState;
    dirtyState = 0;

    if(dirtyUpdate & STATE_VIEWPORT) {
        GPU_SetViewport((u32*) osConvertVirtToPhys((u32) gpuDepthBuffer), (u32*) osConvertVirtToPhys((u32) gpuFrameBuffer), viewportX, viewportY, viewportWidth, viewportHeight);
    }

    if(dirtyUpdate & STATE_SCISSOR_TEST) {
        GPU_SetScissorTest((GPU_SCISSORMODE) scissorMode, scissorX, scissorY, scissorWidth, scissorHeight);
    }

    if(dirtyUpdate & STATE_DEPTH_MAP) {
        GPU_DepthMap(depthNear, depthFar);
    }

    if(dirtyUpdate & STATE_CULL) {
        GPU_SetFaceCulling((GPU_CULLMODE) cullMode);
    }

    if(dirtyUpdate & STATE_STENCIL_TEST) {
        GPU_SetStencilTest(stencilEnable, (GPU_TESTFUNC) stencilFunc, stencilRef, stencilMask, stencilReplace);
        GPU_SetStencilOp((GPU_STENCILOP) stencilFail, (GPU_STENCILOP) stencilZFail, (GPU_STENCILOP) stencilZPass);
    }

    if(dirtyUpdate & STATE_BLEND) {
        GPU_SetBlendingColor(blendRed, blendGreen, blendBlue, blendAlpha);
        GPU_SetAlphaBlending((GPU_BLENDEQUATION) blendColorEquation, (GPU_BLENDEQUATION) blendAlphaEquation, (GPU_BLENDFACTOR) blendColorSrc, (GPU_BLENDFACTOR) blendColorDst, (GPU_BLENDFACTOR) blendAlphaSrc, (GPU_BLENDFACTOR) blendAlphaDst);
    }

    if(dirtyUpdate & STATE_ALPHA_TEST) {
        GPU_SetAlphaTest(alphaEnable, (GPU_TESTFUNC) alphaFunc, alphaRef);
    }

    if(dirtyUpdate & STATE_DEPTH_TEST_AND_MASK) {
        GPU_SetDepthTestAndWriteMask(depthEnable, (GPU_TESTFUNC) depthFunc, (GPU_WRITEMASK) componentMask);
    }

    if((dirtyUpdate & STATE_ACTIVE_SHADER) && activeShader != NULL && activeShader->dvlb != NULL) {
        shaderProgramUse(&activeShader->program);
    }

    if((dirtyUpdate & STATE_TEX_ENV) && dirtyTexEnvs != 0) {
        u32 texEnvs = dirtyTexEnvs;
        dirtyTexEnvs = 0;
        for(u8 env = 0; env < TEX_ENV_COUNT; env++) {
            if(texEnvs & (1 << env)) {
                GPU_SetTexEnv(env, texEnv[env].rgbSources, texEnv[env].alphaSources, texEnv[env].rgbOperands, texEnv[env].alphaOperands, (GPU_COMBINEFUNC) texEnv[env].rgbCombine, (GPU_COMBINEFUNC) texEnv[env].alphaCombine, texEnv[env].constantColor);
            }
        }
    }

    if((dirtyUpdate & STATE_TEXTURES) && dirtyTextures != 0) {
        u32 textures = dirtyTextures;
        dirtyTextures = 0;
        for(u8 unit = 0; unit < TEX_UNIT_COUNT; unit++) {
            if(textures & (1 << unit)) {
                TexUnit texUnit = unit == 0 ? TEXUNIT0 : unit == 1 ? TEXUNIT1 : TEXUNIT2;
                TextureData* textureData = activeTextures[unit];
                if(textureData != NULL && textureData->data != NULL) {
                    GPU_SetTexture((GPU_TEXUNIT) texUnit, (u32*) osConvertVirtToPhys((u32) textureData->data), (u16) textureData->height, (u16) textureData->width, textureData->params, (GPU_TEXCOLOR) textureData->format);
                    enabledTextures |= texUnit;
                } else {
                    enabledTextures &= ~texUnit;
                }
            }
        }

        GPU_SetTextureEnable((GPU_TEXUNIT) enabledTextures);
    }
}
Ejemplo n.º 4
0
void RenderTopScreen()
{
	// notes on the drawing process 
	// GPU hangs if we attempt to draw an even number of arrays :/ which is why we draw the border 'twice'
	// textures used here are actually 512x256. TODO: investigate if GPU_SetTexture() really has the params in the wrong order
	// or if we did something wrong.
	
	
	//general setup
	GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400);
	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00);
	GPU_SetDepthTest(false, GPU_ALWAYS, 0x1F);
	
	// ?
	GPUCMD_AddSingleParam(0x00010062, 0x00000000); //param always 0x0 according to code
	GPUCMD_AddSingleParam(0x000F0118, 0x00000000);
	
	//setup shader
	SHDR_UseProgram(shader, 0);
		
	//?
	GPUCMD_AddSingleParam(0x000F0100, 0x00E40100);
	GPUCMD_AddSingleParam(0x000F0101, 0x01010000);
	GPUCMD_AddSingleParam(0x000F0104, 0x00000010);
	
	//texturing stuff
	GPUCMD_AddSingleParam(0x0002006F, 0x00000100);
	GPUCMD_AddSingleParam(0x000F0080, 0x00011001); //enables/disables texturing
	//texenv
	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE0, 0, 0), 
		GPU_TEVSOURCES(GPU_CONSTANT, 0, 0),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_REPLACE, GPU_REPLACE, 
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);
	//texturing stuff
	GPU_SetTexture((u32*)osConvertVirtToPhys((u32)BorderTex),256,512,0,GPU_RGBA8); // texture is actually 512x256
	
	//setup matrices
	setUniformMatrix(0x24, mvMatrix);
	setUniformMatrix(0x20, projMatrix);
	
	// border
	GPU_SetAttributeBuffers(2, (u32*)osConvertVirtToPhys((u32)borderVertices),
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
		0xFFC, 0x10, 1, (u32[]){0x00000000}, (u64[]){0x10}, (u8[]){2});
		
	GPU_DrawArray(GPU_TRIANGLES, 3);
	GPU_DrawArray(GPU_TRIANGLES, 2*3);


	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00);
	GPU_SetDepthTest(false, GPU_ALWAYS, 0x1F);
	GPUCMD_AddSingleParam(0x00010062, 0x00000000);
	GPUCMD_AddSingleParam(0x000F0118, 0x00000000);
	GPUCMD_AddSingleParam(0x000F0100, 0x00000100);
	GPUCMD_AddSingleParam(0x000F0101, 0x01010000);
	GPUCMD_AddSingleParam(0x000F0104, 0x00000010);
	
	//texturing stuff
	GPUCMD_AddSingleParam(0x0002006F, 0x00000700); // enables/disables texcoord output
	GPUCMD_AddSingleParam(0x000F0080, 0x00011007); //enables/disables texturing
	// TEXTURE ENV STAGES
	// ---
	// blending operation: (Main.Color +- (Sub.Color * Main.Alpha)) * Sub.Alpha
	// Main.Alpha = 0/255 depending on color math
	// Sub.Alpha = 128/255 depending on color div2
	// note: the main/sub intensities are halved to prevent overflow during the operations.
	// (each TEV stage output is clamped to [0,255])
	// stage 4 makes up for this
	// ---
	// STAGE 1: Out.Color = Sub.Color * Main.Alpha, Out.Alpha = Sub.Alpha + (1-Main.Alpha) (cancel out div2 when color math doesn't happen)
	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE1, GPU_TEXTURE0, 0), 
		GPU_TEVSOURCES(GPU_TEXTURE1, GPU_TEXTURE0, 0),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,1,0), 
		GPU_MODULATE, 
		GPU_ADD, 
		0xFFFFFFFF);
	// STAGE 2: Out.Color = Main.Color +- Prev.Color, Out.Alpha = Prev.Alpha
	GPU_SetTexEnv(1, 
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PREVIOUS, 0), 
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		(PPU_ColorMath & 0x80) ? GPU_SUBTRACT:GPU_ADD, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 3: Out.Color = Prev.Color * Prev.Alpha, Out.Alpha = Prev.Alpha
	GPU_SetTexEnv(2, 
		GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0), 
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 4: Out.Color = Prev.Color + Prev.Color (doubling color intensity), Out.Alpha = Const.Alpha
	GPU_SetTexEnv(3, 
		GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0), 
		GPU_TEVSOURCES(GPU_CONSTANT, 0, 0),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_ADD, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 5: master brightness - Out.Color = Prev.Color * Bright.Alpha, Out.Alpha = Const.Alpha
	GPU_SetTexEnv(4, 
		GPU_TEVSOURCES(GPU_PREVIOUS, GPU_TEXTURE2, 0), 
		GPU_TEVSOURCES(GPU_CONSTANT, 0, 0),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 6: dummy
	GPU_SetDummyTexEnv(5);
	

	GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)screenVertices),
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 2, GPU_FLOAT),
		0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3});
		
	GPU_SetTexture((u32*)osConvertVirtToPhys((u32)MainScreenTex),256,512,0,GPU_RGBA8);
	GPU_SetTexture1((u32*)osConvertVirtToPhys((u32)SubScreenTex),256,512,0,GPU_RGBA8);
	GPU_SetTexture2((u32*)osConvertVirtToPhys((u32)BrightnessTex),256,8,0x200,GPU_A8);
	
	GPU_DrawArray(GPU_TRIANGLES, 2*3);
}