void glDisable(GLenum type){ switch(type) { case GL_DEPTH_TEST: depthtestenabled = GX_FALSE; break; case GL_LIGHTING: GX_SetNumChans(1); //keep this at one all time? GX_SetNumTevStages(1); if (tex2denabled){ GX_SetNumTexGens(1); //multitexturing so set to 1 for now GX_SetTevOp(GX_TEVSTAGE0,GX_REPLACE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); } else { GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE); } break; case GL_TEXTURE_2D: tex2denabled = false; GX_SetNumTexGens(0); //texturing is of so no textures GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); break; case GL_LIGHT0: gxlightenabled[0]=false; break; case GL_LIGHT1: gxlightenabled[1]=false; break; case GL_LIGHT2: gxlightenabled[2]=false; break; case GL_LIGHT3: gxlightenabled[3]=false; break; case GL_LIGHT4: gxlightenabled[4]=false; break; case GL_LIGHT5: gxlightenabled[5]=false; break; case GL_LIGHT6: gxlightenabled[6]=false; break; case GL_LIGHT7: gxlightenabled[7]=false; break; case GL_CULL_FACE: gxcullfaceanabled=false; break; }; }
/**************************************************************************** * Restore GX to 2D mode drawing ***************************************************************************/ void ReSetup_GX(void) { // channel control GX_SetNumChans(1); GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE); // texture gen. GX_SetNumTexGens(1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); // texture environment GX_SetNumTevStages(1); GX_SetNumIndStages(0); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0); GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_1_4); GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1); GX_SetTevDirect(GX_TEVSTAGE0); // swap table GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA); // alpha compare and blend mode GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET); }
void drawInit() { Mtx44 GXprojection2D; Mtx GXmodelView2D; // Reset various parameters from gfx plugin GX_SetCoPlanar(GX_DISABLE); GX_SetClipMode(GX_CLIP_ENABLE); // GX_SetScissor(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetAlphaCompare(GX_ALWAYS,0,GX_AOP_AND,GX_ALWAYS,0); guMtxIdentity(GXmodelView2D); GX_LoadTexMtxImm(GXmodelView2D,GX_TEXMTX0,GX_MTX2x4); GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0); guOrtho(GXprojection2D, 0, 479, 0, 639, 0, 700); GX_LoadProjectionMtx(GXprojection2D, GX_ORTHOGRAPHIC); // GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1); GX_SetZMode(GX_DISABLE,GX_ALWAYS,GX_TRUE); GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_PTNMTXIDX, GX_PNMTX0); GX_SetVtxDesc(GX_VA_TEX0MTXIDX, GX_TEXMTX0); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); //set vertex attribute formats here 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_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); //enable textures GX_SetNumChans (1); GX_SetNumTexGens (1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_SetNumTevStages (1); GX_SetTevOrder (GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); //set blend mode GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); //Fix src alpha GX_SetColorUpdate(GX_ENABLE); // GX_SetAlphaUpdate(GX_ENABLE); // GX_SetDstAlpha(GX_DISABLE, 0xFF); //set cull mode GX_SetCullMode (GX_CULL_NONE); }
static void init_vtx(GXRModeObj *mode) { GX_SetViewport(0, 0, mode->fbWidth, mode->efbHeight, 0, 1); GX_SetDispCopyYScale(GX_GetYScaleFactor(mode->efbHeight, mode->xfbHeight)); GX_SetScissor(0, 0, mode->fbWidth, mode->efbHeight); GX_SetDispCopySrc(0, 0, mode->fbWidth, mode->efbHeight); GX_SetDispCopyDst(mode->fbWidth, mode->xfbHeight); GX_SetCopyFilter(mode->aa, mode->sample_pattern, (mode->xfbMode == VI_XFBMODE_SF) ? GX_FALSE : GX_TRUE, mode->vfilter); GX_SetCopyClear((GXColor) { 0, 0, 0, 0xff }, GX_MAX_Z24); GX_SetFieldMode(mode->field_rendering, (mode->viHeight == 2 * mode->xfbHeight) ? GX_ENABLE : GX_DISABLE); GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR); GX_SetZMode(GX_ENABLE, GX_ALWAYS, GX_ENABLE); GX_SetColorUpdate(GX_TRUE); GX_SetAlphaUpdate(GX_FALSE); Mtx44 m; guOrtho(m, 1, -1, -1, 1, 0.4, 0.6); GX_LoadProjectionMtx(m, GX_ORTHOGRAPHIC); GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_INDEX8); GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX8); 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_SetArray(GX_VA_POS, verts, 3 * sizeof(float)); GX_SetArray(GX_VA_TEX0, tex_coords, 2 * sizeof(float)); GX_SetNumTexGens(1); GX_SetNumChans(0); GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL); GX_InvVtxCache(); GX_Flush(); }
void glEnable(GLenum type){ u8 gxlightmask = 0x00000000; u8 gxlightmaskspec = 0x00000000; int lightcounter = 0; int countlights =0; switch(type) { case GL_DEPTH_TEST: depthtestenabled = GX_TRUE; break; case GL_LIGHTING: //getting opengl lights to work on gx // //xg has only one light color (a diffuse one) //opengl lights have the following colors: diffuse, ambient and specular //also opengl has a global ambient color independend of a individual light //gx has 2 material colors: diffuse (mat) and ambient (can also be considered part of light?) //opengl material have the followning colors: diffuse, ambient, specular and emission //so we (may) have problem (or call it a challenge) //now how does opengl calculate light with all these colors //vertex color = material emission // + global ambient scaled by material ambient // + ambient, diffuse, specular contributions from light(s), properly attinuated // //let us take these apart. // //material emission is like a constant color. So we can just add this in a tev stage. The only problem is how to add a color to a specific stage?) // //global ambient scaled by material ambient //this is global ambient * material ambient so we can feed that result to an tev stage. // //Now comes the hard part as each color is used in the light calulation. And we only have once color in gx. //Maybe we are lucky as each colors term is added to each other and only then used in light calculation //So we might get away with just adding the 3 colors upfront and feed that as color to the light source //But first let see how these terms are calculated. // //Ambient Term = light ambient * material ambient = GXChanAmbColor ? //Diffuse Term = surface * (light diffuse * material diffuse) light diffues = light color | material diffuse = GXChanMatColor (let gx handle this) //Specular Term = normal.shininess * (light specular * material specular) (let gx handle this, but add lspec*mspec to GXChanMatColor) // //now we could use 3 light to emulate 1 opengl light but that would not be helpfull //so maybe there is an other way also gx material misses color components // //gx has max to channels //each can be setup differently so we can have on chanel for normal diffuse //and the other for specular. But we only have on light color so unless the specular color equals light color this it not usefull) //maybe some experiments with GXChanMatColor help with that? So light color to none and all color CHANMatColor? // //also we have multiple tev stages. //as we have used 2 channels we have to use 3 stages //stage 1 = emissive + global ambient scaled by material as constant color (maybe 2 stages?) //stage 2 = ambient + diffuse //stage 3 = specular // //So this might do the trick in theory. Now on to practice... //<h0lyRS> did you try setting specular to channel GX_COLOR1A1, and diffuse to GX_COLOR0A0, so you can blend them anyway you want? //this could add an extra color? //one way is adding the specular light, other way is multiplying //Setup lightmask with enabled lights (thanks h0lyRS) for (lightcounter =0; lightcounter < 4; lightcounter++){ if(gxlightenabled[lightcounter]){ //when light is enabled gxlightmask |= (GX_LIGHT0 << lightcounter); gxlightmaskspec |= (GX_LIGHT0 << (lightcounter+4) ); //countlights++; } }; // gxlightmask |= (GX_LIGHT0 << 0); // gxlightmaskspec |= (GX_LIGHT0 << 1); //Setup light system/channels GX_SetNumChans(2); //dependend on if there is a specular color/effect needed //channel 1 (ambient + diffuse) GX_SetChanCtrl(GX_COLOR0A0,GX_TRUE,GX_SRC_REG,GX_SRC_REG,gxlightmask,GX_DF_CLAMP,GX_AF_SPOT); //channel 2 (specular) GX_SetChanCtrl(GX_COLOR1A1,GX_ENABLE,GX_SRC_REG,GX_SRC_REG,gxlightmaskspec,GX_DF_CLAMP,GX_AF_SPEC); //Setup TEV-shader //Setup the number of tev stages needed int numtevstages = 0; if (tex2denabled){ numtevstages = 5; } else { numtevstages = 4; } GX_SetNumTevStages(numtevstages); //each extra color takes another stage? //stage 1 (global ambient light) //color GX_SetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_C0); //shagkur method GX_SetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //alpha GX_SetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0); //shagkur method GX_SetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //tevorder GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); //only use color //end stage 1 //stage 2 (global ambient light) //color GX_SetTevColorIn(GX_TEVSTAGE1, GX_CC_CPREV, GX_CC_ZERO, GX_CC_ZERO, GX_CC_C1); //shagkur method GX_SetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //alpha GX_SetTevAlphaIn(GX_TEVSTAGE1, GX_CA_APREV, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A1); //shagkur method GX_SetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //tevorder GX_SetTevOrder(GX_TEVSTAGE1, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); //only use color //end stage 2 //stage 3 (ambient and diffuse light from material and lights) //color GX_SetTevColorIn(GX_TEVSTAGE2, GX_CC_CPREV, GX_CC_ZERO, GX_CC_ZERO, GX_CC_RASC); GX_SetTevColorOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //alpha GX_SetTevAlphaIn(GX_TEVSTAGE2, GX_CA_APREV, GX_CA_ZERO, GX_CA_ZERO, GX_CC_RASA); GX_SetTevAlphaOp(GX_TEVSTAGE2, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //tevorder GX_SetTevOrder(GX_TEVSTAGE2, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); //only use color // end stage 3 //stage 4 (specular light) // color - blend GX_SetTevColorOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //GX_SetTevColorIn(GX_TEVSTAGE3, GX_CC_CPREV, GX_CC_ZERO, GX_CC_ZERO, GX_CC_RASC); // GX_SetTevColorIn(GX_TEVSTAGE3,GX_CC_ZERO,GX_CC_RASC,GX_CC_CPREV,GX_CC_ZERO); GX_SetTevColorIn(GX_TEVSTAGE3,GX_CC_ZERO,GX_CC_RASC,GX_CC_ONE,GX_CC_CPREV); // alpha - nop GX_SetTevAlphaOp(GX_TEVSTAGE3, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_ENABLE, GX_TEVPREV); //GX_SetTevAlphaIn(GX_TEVSTAGE3, GX_CA_APREV, GX_CA_ZERO, GX_CA_ZERO, GX_CA_RASA); //shagkur method GX_SetTevAlphaIn(GX_TEVSTAGE3,GX_CA_ZERO,GX_CA_RASA,GX_CA_APREV,GX_CA_ZERO); GX_SetTevOrder(GX_TEVSTAGE3, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR1A1); // end stage 4 if (tex2denabled){ // stage 5 (textures) GX_SetTevOrder(GX_TEVSTAGE4, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); //use texture GX_SetTevOp(GX_TEVSTAGE4, GX_MODULATE); //blend with previous stage // end stage 5 } break; case GL_TEXTURE_2D: tex2denabled = true; GX_SetNumTexGens(1); //multitexturing so set to 1 for now GX_SetTevOp(GX_TEVSTAGE0,GX_REPLACE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); break; case GL_LIGHT0: gxlightenabled[0]=true; break; case GL_LIGHT1: gxlightenabled[1]=true; break; case GL_LIGHT2: gxlightenabled[2]=true; break; case GL_LIGHT3: gxlightenabled[3]=true; break; case GL_LIGHT4: gxlightenabled[4]=true; break; case GL_LIGHT5: gxlightenabled[5]=true; break; case GL_LIGHT6: gxlightenabled[6]=true; break; case GL_LIGHT7: gxlightenabled[7]=true; break; case GL_CULL_FACE: gxcullfaceanabled=true; break; }; }
void Textbox::SetupGX(const BannerResources& resources) const { GX_ClearVtxDesc(); GX_InvVtxCache(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); // channel control GX_SetNumChans(1); GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE); // texture gen. GX_SetNumTexGens(1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); // texture environment GX_SetNumTevStages(1); GX_SetNumIndStages(0); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0); GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_1_4); GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1); GX_SetTevDirect(GX_TEVSTAGE0); // swap table GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA); // alpha compare and blend mode GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET); if(header->material_index < resources.materials.size()) { const Material::Header *matHead = resources.materials[header->material_index]->GetHeader(); if(!matHead) return; //GX_SetFog(0, 0.0f, 0.0f, 0.0f, 0.0f, (GXColor){0xff, 0xff, 0xff, 0xff}); GX_SetTevSwapModeTable(0, 0, 1, 2, 3); //GX_SetZTexture(0, 0x11, 0); GX_SetNumChans(1 ); GX_SetChanCtrl(4, 0, 0, 1, 0, 0, 2); GX_SetChanCtrl(5, 0, 0, 0, 0, 0, 2); GX_SetNumTexGens(1); GX_SetTexCoordGen2(0, 1, 4, 0x3c, 0, 0x7D); GX_SetNumIndStages(0); GX_SetBlendMode(1, 4, 5, 0xf); GX_SetNumTevStages(2); GX_SetTevDirect(0); GX_SetTevDirect(1); GX_SetTevSwapMode(0, 0, 0); GX_SetTevSwapMode(1, 0, 0); GX_SetTevOrder(0, 0, 0, 0xff); for( int i = 0; i < 2; i++ ) { // Devkitppc_r27 internal compiler error //GX_SetTevColor(i + 1, (GXColor){ LIMIT(matHead->color_regs[i].r, 0, 0xFF), // LIMIT(matHead->color_regs[i].g, 0, 0xFF), // LIMIT(matHead->color_regs[i].b, 0, 0xFF), // LIMIT(matHead->color_regs[i].a, 0, 0xFF) }); u8 r = (u8) LIMIT(matHead->color_regs[i].r, 0, 0xFF); u8 g = (u8) LIMIT(matHead->color_regs[i].g, 0, 0xFF); u8 b = (u8) LIMIT(matHead->color_regs[i].b, 0, 0xFF); u8 a = (u8) LIMIT(matHead->color_regs[i].a, 0, 0xFF); GX_SetTevColor((u8) (i + 1), (GXColor){r,g,b,a}); } GX_SetTevColorIn(0, 2, 4, 8, 0xf); GX_SetTevAlphaIn(0, 1, 2, 4, 7); GX_SetTevColorOp(0, 0, 0, 0, 1, 0); GX_SetTevAlphaOp(0, 0, 0, 0, 1, 0); GX_SetTevOrder(1, 0xff, 0xff, 4); GX_SetTevColorIn(1, 0xf, 0, 0xa, 0xf); GX_SetTevAlphaIn(1, 7, 0, 5, 7); GX_SetTevColorOp(1, 0, 0, 0, 1, 0); GX_SetTevAlphaOp(1, 0, 0, 0, 1, 0); } }
static int drawgx_window_create(sdl_window_info *window, int width, int height) { sdl_info *sdl = window->dxdata; u32 xfbHeight; f32 yscale; Mtx44 perspective; Mtx GXmodelView2D; GXColor background = {0, 0, 0, 0xff}; currfb = 0; // allocate memory for our structures sdl = malloc(sizeof(*sdl)); memset(sdl, 0, sizeof(*sdl)); window->dxdata = sdl; sdl->scale_mode = &scale_modes[window->scale_mode]; sdl->extra_flags = (window->fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE); sdl->extra_flags |= sdl->scale_mode->extra_flags; /*sdl->sdlsurf = SDL_SetVideoMode(width, height, 0, SDL_SWSURFACE | SDL_ANYFORMAT | sdl->extra_flags);*/ //sdl->sdlsurf = SDL_SetVideoMode(640, 480, 32, SDL_DOUBLEBUF); //if (!sdl->sdlsurf) // return 1; window->width = gx_screenWidth();//sdl->sdlsurf->w; window->height = 480;//sdl->sdlsurf->h; sdl->safe_hofs = (window->width - window->width * options_get_float(mame_options(), SDLOPTVAL_SAFEAREA)) / 2; sdl->safe_vofs = (window->height - window->height * options_get_float(mame_options(), SDLOPTVAL_SAFEAREA)) / 2; /*if (sdl->scale_mode->is_yuv) yuv_overlay_init(window);*/ sdl->yuv_lookup = NULL; sdl->blittimer = 0; //if (is_inited) return 0; //is_inited = 1; //drawgx_yuv_init(sdl); //SDL_QuitSubSystem(SDL_INIT_VIDEO); if (is_inited) return 0; is_inited = 1; VIDEO_Init(); VIDEO_SetBlack(true); vmode = VIDEO_GetPreferredMode(NULL); switch (vmode->viTVMode >> 2) { case VI_PAL: vmode = &TVPal574IntDfScale; vmode->xfbHeight = 480; vmode->viYOrigin = (VI_MAX_HEIGHT_PAL - 480)/2; vmode->viHeight = 480; break; case VI_NTSC: break; default: break; } VIDEO_Configure(vmode); xfb[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(vmode)); xfb[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(vmode)); VIDEO_ClearFrameBuffer(vmode, xfb[0], COLOR_BLACK); VIDEO_ClearFrameBuffer(vmode, xfb[1], COLOR_BLACK); VIDEO_SetNextFramebuffer(xfb[currfb]); VIDEO_Flush(); VIDEO_WaitVSync(); if (vmode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync(); else while (VIDEO_GetNextField()) VIDEO_WaitVSync(); gp_fifo = memalign(32, DEFAULT_FIFO_SIZE); memset(gp_fifo, 0, DEFAULT_FIFO_SIZE); GX_Init(gp_fifo, DEFAULT_FIFO_SIZE); atexit(drawgx_shutdown); GX_SetCopyClear(background, 0x00ffffff); // other gx setup GX_SetViewport(0,0,vmode->fbWidth,vmode->efbHeight,0,1); yscale = GX_GetYScaleFactor(vmode->efbHeight,vmode->xfbHeight); xfbHeight = GX_SetDispCopyYScale(yscale); GX_SetScissor(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetDispCopySrc(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetDispCopyDst(vmode->fbWidth,xfbHeight); GX_SetCopyFilter(vmode->aa,vmode->sample_pattern,GX_TRUE,vmode->vfilter); GX_SetFieldMode(vmode->field_rendering,((vmode->viHeight==2*vmode->xfbHeight)?GX_ENABLE:GX_DISABLE)); if (vmode->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[currfb],GX_TRUE); GX_SetDispCopyGamma(GX_GM_1_0); GX_SetNumChans(1); GX_SetNumTexGens(1); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); 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); guOrtho(perspective,0,479,0,gx_screenWidth()-1,0,300); GX_LoadProjectionMtx(perspective, GX_ORTHOGRAPHIC); guMtxIdentity(GXmodelView2D); guMtxTransApply (GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -5.0F); GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0); GX_SetViewport(0,0,vmode->fbWidth,vmode->efbHeight,0,1); GX_InvVtxCache(); GX_ClearVtxDesc(); GX_InvalidateTexAll(); 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_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); VIDEO_SetBlack(false); GX_InitTexObj(&blankTex, blanktex, 1, 1, GX_TF_RGB5A3, GX_CLAMP, GX_CLAMP, GX_FALSE); return 0; }
void DrawOBB(Mtx M_view, OBB& box, u32 color, bool drawAxes) { //for (int i = 0; i < 3; i++) //SYS_LOG(L"u%i={%.3f, %.3f, %.3f}", i, box.u[i].x, box.u[i].y, box.u[i].z); //SYS_LOG(L"color=%x", color); GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT5, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT5, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); // build and load model-view matrix Mtx M_modelView; guMtxIdentity(M_modelView); // rotation M_modelView[0][0] = box.u[0].x; M_modelView[0][1] = box.u[0].y; M_modelView[0][2] = box.u[0].z; M_modelView[1][0] = box.u[1].x; M_modelView[1][1] = box.u[1].y; M_modelView[1][2] = box.u[1].z; M_modelView[2][0] = box.u[2].x; M_modelView[2][1] = box.u[2].y; M_modelView[2][2] = box.u[2].z; // translation M_modelView[0][3] = box.c.x; M_modelView[1][3] = box.c.y; M_modelView[2][3] = box.c.z; guMtxConcat(M_view, M_modelView, M_modelView); GX_LoadPosMtxImm(M_modelView, GX_PNMTX0); GX_SetNumChans(1); // default, color = vertex color //GX_SetNumTexGens(0); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); u8 indices[8] = {0, 1, 0, 2, 1, 3, 2, 3}; f32* e = box.e; guVector v_bottom[4]; v_bottom[0] = _vec(-e[0], -e[1], +e[2]); v_bottom[1] = _vec(+e[0], -e[1], +e[2]); v_bottom[2] = _vec(-e[0], -e[1], -e[2]); v_bottom[3] = _vec(+e[0], -e[1], -e[2]); guVector v_top[4]; for (int i = 0; i < 4; i++) v_top[i] = _vec(v_bottom[i].x, e[1], v_bottom[i].z); GX_Begin(GX_LINES, GX_VTXFMT5, 24); // draw bottom for (u8 i = 0; i < 8; i += 2) { guVector& v0 = v_bottom[indices[i]]; guVector& v1 = v_bottom[indices[i+1]]; SendVertex(v0, color); SendVertex(v1, color); } // draw top for (u8 i = 0; i < 8; i += 2) { guVector& v0 = v_top[indices[i]]; guVector& v1 = v_top[indices[i+1]]; SendVertex(v0, color); SendVertex(v1, color); } // connect bottom vertices with the top ones for (u8 i = 0; i < 4; i++) { guVector& v0 = v_bottom[i]; guVector& v1 = v_top[i]; SendVertex(v0, color); SendVertex(v1, color); } GX_End(); if (!drawAxes) return; // axes const f32 len = 150; GX_Begin(GX_LINES, GX_VTXFMT5, 6); guVector zero = {0, 0, 0}; guVector x_unit = {len, 0, 0}; guVector y_unit = {0, len, 0}; guVector z_unit = {0, 0, len}; color = 0xFF0000FF; SendVertex(zero, color); SendVertex(x_unit, color); color = 0x00FF00FF; SendVertex(zero, color); SendVertex(y_unit, color); color = 0x0000FFFF; SendVertex(zero, color); SendVertex(z_unit, color); GX_End(); }
/**************************************************************************** * ResetVideo_Menu * * Reset the video/rendering mode for the menu ****************************************************************************/ void ResetVideo_Menu() { Mtx44 p; f32 yscale; u32 xfbHeight; VIDEO_Configure (vmode); VIDEO_Flush(); VIDEO_WaitVSync(); if (vmode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync(); else while (VIDEO_GetNextField()) VIDEO_WaitVSync(); // clears the bg to color and clears the z buffer GXColor background = {0, 0, 0, 255}; GX_SetCopyClear (background, 0x00ffffff); yscale = GX_GetYScaleFactor(vmode->efbHeight,vmode->xfbHeight); xfbHeight = GX_SetDispCopyYScale(yscale); GX_SetScissor(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetDispCopySrc(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetDispCopyDst(vmode->fbWidth,xfbHeight); GX_SetCopyFilter(vmode->aa,vmode->sample_pattern,GX_TRUE,vmode->vfilter); GX_SetFieldMode(vmode->field_rendering,((vmode->viHeight==2*vmode->xfbHeight)?GX_ENABLE:GX_DISABLE)); if (vmode->aa) GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR); else GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR); // setup the vertex descriptor // tells the flipper to expect direct data GX_ClearVtxDesc(); GX_InvVtxCache (); GX_InvalidateTexAll(); GX_SetVtxDesc(GX_VA_TEX0, GX_NONE); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc (GX_VA_CLR0, GX_DIRECT); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE); GX_SetNumChans(1); GX_SetNumTexGens(1); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); guMtxIdentity(GXmodelView2D); guMtxTransApply (GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -200.0F); GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0); guOrtho(p,0,479,0,639,0,300); GX_LoadProjectionMtx(p, GX_ORTHOGRAPHIC); GX_SetViewport(0,0,vmode->fbWidth,vmode->efbHeight,0,1); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetAlphaUpdate(GX_TRUE); }
/** * Taken from the devkitPPC template... */ void WiiEnvironment::setup() { // Mtx view; Mtx model, modelview; GXColor background = {0, 0, 0, 0xff}; // init the vi. VIDEO_Init(); WPAD_Init(); WPAD_SetDataFormat( WPAD_CHAN_0, WPAD_FMT_BTNS_ACC ); rmode = VIDEO_GetPreferredMode(NULL); // Attempt to initiate the fat filesystem... if ( !fatInitDefault() ) { // TODO: Logging somehow? exit( 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(); // setup the fifo and then init the flipper void *gp_fifo = NULL; 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)); 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_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); // 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_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0); GX_SetNumChans(1); GX_SetNumTexGens(0); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); // setup our camera at the origin // looking down the -z axis with y up guVector cam = {0.0F, 0.0F, -100.0F}, up = {0.0F, 1.0F, 0.0F}, look = {0.0F, 0.0F, 0.0F}; 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 f32 w = rmode->viWidth; f32 h = rmode->viHeight; guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F); GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE); }
int BuildLists(GXTexObj texture) { // Make the new display list // For display lists, each command has an associated "cost" in bytes. // Add all these up to calculate the size of your display list before rounding up. // eke-eke says GX_Begin() costs 3 bytes (u8 + u16) // According to my research: // GX_Position3f32() is 12 bytes (f32*3) // GX_Normal3f32() is 12 bytes (f32*3) // GX_Color3f32() is actually 3 bytes ((f32 -> u8) * 3) // GX_TexCoord2f32() is 8 bytes (f32*2) // GX_End() seems to cost zero (there's no actual code in it) // Size -must- be multiple of 32, so (12*24) + (12*24) + (3*24) + (8*24) + 3 = 843 // Rounded up to the nearest 32 is 864. // NOTE: Actual size may be up to 63 bytes -larger- than you calculate it to be due to padding and cache alignment. for (int i=0; i<5;i++) { boxList[i] = memalign(32,896); memset(boxList[i],0,896); DCInvalidateRange(boxList[i],896); GX_BeginDispList(boxList[i],896); GX_Begin(GX_QUADS,GX_VTXFMT0,24); // Start drawing // Bottom face GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right GX_Position3f32( 1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left GX_Position3f32( 1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left GX_Position3f32(-1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right // Front face GX_Position3f32(-1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left GX_Position3f32( 1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right GX_Position3f32( 1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right GX_Position3f32(-1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left // Back face GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right GX_Position3f32(-1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right GX_Position3f32( 1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left GX_Position3f32( 1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left // Right face GX_Position3f32( 1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right GX_Position3f32( 1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right GX_Position3f32( 1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left GX_Position3f32( 1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left // Left face GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom right GX_Position3f32(-1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Top right GX_Position3f32(-1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top left GX_Position3f32(-1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Bottom left // Top face GX_Position3f32(-1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left GX_Position3f32(-1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left GX_Position3f32( 1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom rught GX_Position3f32( 1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1); GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right GX_End(); // Done drawing quads // GX_EndDispList() returns the size of the display list, so store that value and use it with GX_CallDispList(). boxSize[i] = GX_EndDispList(); // Done building the box list if (boxSize[i] == 0) return 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); // Set up TEV to paint the textures properly. GX_SetTevOp(GX_TEVSTAGE0,GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); // Load up the textures (just one this time). GX_LoadTexObj(&texture, GX_TEXMAP0); return 0; }
void Particle_Render(Mtx M_view, ParticleSystem* psystem, Camera* camera) { // setup TEV 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_VTXFMT6, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT6, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt(GX_VTXFMT6, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); // load model-view matrix Mtx M_modelView; guMtxIdentity(M_modelView); GX_LoadPosMtxImm(M_modelView, GX_PNMTX0); // setup tev GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetAlphaUpdate(GX_TRUE); GX_SetNumChans(1); GX_SetTevColorIn( GX_TEVSTAGE0, GX_CC_TEXC, // a GX_CC_RASC, // b GX_CC_TEXA, // c GX_CC_ZERO); // d GX_SetTevColorOp( GX_TEVSTAGE0, // stage GX_TEV_ADD, // op GX_TB_ZERO, // bias GX_CS_SCALE_2, // scale GX_ENABLE, // clamp 0-255 GX_TEVPREV); // output reg GX_SetTevAlphaIn( GX_TEVSTAGE0, GX_CA_ZERO, // a GX_CA_TEXA, // b GX_CA_RASA, // c GX_CA_ZERO); // d GX_SetTevAlphaOp( GX_TEVSTAGE0, // stage GX_TEV_ADD, // op GX_TB_ZERO, // bias GX_CS_SCALE_1, // scale GX_ENABLE, // clamp 0-255 GX_TEVPREV); // output reg GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetNumTexGens(1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_LoadTexObj(&psystem->texture, GX_TEXMAP0); int n = psystem->n_particles; f32 texCoords[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; GX_InvVtxCache(); Vec3 camPos = camera->position(); Mtx axisMtx; System::LogClear(); Particle_Sort(M_view, psystem); GX_Begin(GX_QUADS, GX_VTXFMT6, n*4); for (int k = 0; k < n; k++) { int i = psystem->binsAllocations[k].particleIdx; //System::Log(L"p%d", i); Vec3& p = psystem->positions[i]; f32 lifetime = psystem->lifetimes[i]; f32 age = psystem->ages[i]; f32 ratio = age/lifetime; Vec3 forward = Math3D::normalized(camPos - p); Vec3 worldUp = Vec3(0, 1, 0); Vec3 right = Math3D::normalized(Math3D::cross(worldUp, forward)); Vec3 up = Math3D::cross(forward, right); Mtx pm; guMtxCopy(M_view, pm); guMtxTranspose(pm, pm); pm[0][3] = p.x; pm[1][3] = p.y; pm[2][3] = p.z; guMtxConcat(M_view, pm, pm); f32 rotation = psystem->rotations[i]; if (psystem->rotationInterpolator) rotation = psystem->rotationInterpolator->getValue(rotation, ratio); f32 size = psystem->sizes[i]; if (psystem->sizeInterpolator) size = psystem->sizeInterpolator->getValue(size, ratio); if (psystem->colorInterpolator) psystem->colors[i] = psystem->colorInterpolator->getValue(ratio); Matrix34 M_rot = Math3D::matrixRotationZ(rotation); f32 hs = size*0.5f; Vec3 p0(-hs, +hs, 0); Vec3 p1(-hs, -hs, 0); Vec3 p2(+hs, -hs, 0); Vec3 p3(+hs, +hs, 0); Vec3 vs[4] = {p0, p1, p2, p3}; for (int i = 0; i < 4; i++) { vs[i] = M_rot * vs[i]; vs[i] = Math3D::matrixVecMul(pm, vs[i]); } for (int i = 0; i < 4; i++) { f32* coords = &texCoords[2*i]; SendVertex(vs[i], psystem->colors[i], coords[0], coords[1]); } } GX_End(); return; }
inline void Material::ApplyTevStages(bool modulate_colors) const { u32 tev_stages_cnt = 0; if(flags->tev_stages) { // tev stages for(u32 i = 0; i < flags->tev_stages; ++i) { const TevStage &ts = tev_stages[i]; GX_SetTevOrder(i, ts.texcoord, ts.tex_map | (ts.lowBit << 8), ts.color ); GX_SetTevSwapMode(i, ts.ras_sel, ts.tex_sel); GX_SetTevColorIn(i, ts.color_in.a, ts.color_in.b, ts.color_in.c, ts.color_in.d); GX_SetTevColorOp(i, ts.color_in.tevop, ts.color_in.tevbias, ts.color_in.tevscale, ts.color_in.clamp, ts.color_in.tevregid ); GX_SetTevKColorSel(i, ts.color_in.sel ); GX_SetTevAlphaIn(i, ts.alpha_in.a, ts.alpha_in.b, ts.alpha_in.c, ts.alpha_in.d); GX_SetTevAlphaOp(i, ts.alpha_in.tevop, ts.alpha_in.tevbias, ts.alpha_in.tevscale, ts.alpha_in.clamp, ts.alpha_in.tevregid ); GX_SetTevKAlphaSel(i, ts.alpha_in.sel ); GX_SetTevIndirect(i, ts.ind.indtexid, ts.ind.format, ts.ind.bias, ts.ind.mtxid, ts.ind.wrap_s, ts.ind.wrap_t, ts.ind.addprev, ts.ind.utclod, ts.ind.a); tev_stages_cnt++; } } else { if(flags->texture_map == 0) { // 1st stage GX_SetTevOrder(GX_TEVSTAGE0, 0xFF, 0xFF, 4); GX_SetTevColorIn(GX_TEVSTAGE0, 0xF, 4, 0xA, 0xF); GX_SetTevAlphaIn(GX_TEVSTAGE0, 0x7, 2, 0x5, 0x7); tev_stages_cnt++; } else if(flags->texture_map == 1) { // 1st stage GX_SetTevOrder(GX_TEVSTAGE0, 0, 0, 0xFF); GX_SetTevColorIn(GX_TEVSTAGE0, 2, 4, 8, 0xF); GX_SetTevAlphaIn(GX_TEVSTAGE0, 1, 2, 4, 7); tev_stages_cnt++; // 2nd stage if(modulate_colors) { GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xFF, 0xFF, 4); GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 0xF, 0, 0xA, 0xF); GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 7, 0, 5, 7); tev_stages_cnt++; } } else if(flags->texture_map == 2) { // 1st stage GX_SetTevOrder(GX_TEVSTAGE0, 0, 0, 0xFF); GX_SetTevColorIn(GX_TEVSTAGE0, 0xF, 0xF, 0xF, 8); GX_SetTevAlphaIn(GX_TEVSTAGE0, 7, 7, 7, 4); tev_stages_cnt++; // 2nd stage GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 1, 1, 0xFF); GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 8, 0, 0xE, 0xF); GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 4, 0, 6, 7); GX_SetTevKColorSel(GX_TEVSTAGE0 + tev_stages_cnt, 0x1f); GX_SetTevKAlphaSel(GX_TEVSTAGE0 + tev_stages_cnt, 0x1f); tev_stages_cnt++; // 3rd stage if(modulate_colors) { GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xFF, 0xFF, 4); GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 0xF, 0, 0xA, 0xF); GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 7, 0, 5, 7); tev_stages_cnt++; } } else { u32 TevKDefault[] = { 0x1F, 0x1B, 0x17, 0x13, 0x1E, 0x1A, 0x16, 0x12 }; for(int i = 0; i < flags->texture_map; i++) { GX_SetTevOrder(i, i, i, 0xff ); GX_SetTevColorIn(i, 0xf, 8, 0xe, i ? 0xf : 0 ); GX_SetTevAlphaIn(i, 7, 4, 6, i ? 7 : 0 ); GX_SetTevKColorSel(i, TevKDefault[i] ); GX_SetTevKAlphaSel(i, TevKDefault[i] ); tev_stages_cnt++; } GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xff, 0xff, 0xff ); GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 2, 4, 0, 0xf ); GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 1, 2, 0, 7 ); tev_stages_cnt++; if(modulate_colors) { GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xFF, 0xFF, 4); GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 0xF, 0, 0xA, 0xF); GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 7, 0, 5, 7); tev_stages_cnt++; } } for(u32 i = 0; i < tev_stages_cnt; i++) { GX_SetTevColorOp(GX_TEVSTAGE0 + i, 0, 0, 0, 1, 0); GX_SetTevAlphaOp(GX_TEVSTAGE0 + i, 0, 0, 0, 1, 0); GX_SetTevDirect(GX_TEVSTAGE0 + i); GX_SetTevSwapMode(GX_TEVSTAGE0 + i, 0, 0); } } // enable correct number of tev stages GX_SetNumTevStages(tev_stages_cnt); }
// Perform the actual scene drawing. void DrawScene(Mtx v, GXTexObj texture) { // Draw things // FIXME: Need to clear first? // FIXME: Check datatype sizes f32 x_m,y_m,z_m,u_m,v_m; // Float types for temp x, y, z, u and v vertices f32 xtrans = -xpos; // Used for player translation on the x axis f32 ztrans = -zpos; // Used for player translation on the z axis f32 ytrans = -walkbias-0.25f; // Used for bouncing motion up and down f32 sceneroty = 360.0f - yrot; // 360 degree angle for player direction int numtriangles; // Integer to hold the number of triangles Mtx m; // Model matrix Mtx mt; // Model rotated matrix Mtx mv; // Modelview matrix guVector axis; // Vector for axis we're rotating on SetLight(v,LightColors[0],LightColors[1],LightColors[2]); // Set up TEV to paint the textures properly. GX_SetTevOp(GX_TEVSTAGE0,GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); // Load up the textures (just one this time). GX_LoadTexObj(&texture, GX_TEXMAP0); //glRotatef(lookupdown,1.0f,0,0); axis.x = 1.0f; axis.y = 0; axis.z = 0; guMtxIdentity(m); guMtxRotAxisDeg(m, &axis, lookupdown); guMtxConcat(m,v,mv); //glrotatef(sceneroty,0,1.0f,0); axis.x = 0; axis.y = 1.0f; axis.z = 0; guMtxIdentity(m); guMtxRotAxisDeg(m, &axis, sceneroty); guMtxConcat(mv,m,mv); // Translate the camera view guMtxApplyTrans(mv,mt,xtrans,ytrans,ztrans); //glTranslatef(xtrans,ytrans,ztrans); //guMtxIdentity(m); //guMtxTrans(m, xtrans, ytrans, ztrans); //guMtxConcat(v,m,v); // load the modelview matrix into matrix memory GX_LoadPosMtxImm(mt, GX_PNMTX0); numtriangles = sector1.numtriangles; // HACK: v tex coord is inverted so textures are rightside up. for (int loop_m = 0; loop_m < numtriangles; loop_m++) { GX_Begin(GX_TRIANGLES,GX_VTXFMT0,3); x_m = sector1.triangle[loop_m].vertex[0].x; y_m = sector1.triangle[loop_m].vertex[0].y; z_m = sector1.triangle[loop_m].vertex[0].z; u_m = sector1.triangle[loop_m].vertex[0].u; v_m = sector1.triangle[loop_m].vertex[0].v; GX_Position3f32(x_m,y_m,z_m); GX_Normal3f32((f32)0,(f32)0,(f32)1); //GX_Color3f32(0.7f,0.7f,0.7f); GX_TexCoord2f32(u_m,-v_m); x_m = sector1.triangle[loop_m].vertex[1].x; y_m = sector1.triangle[loop_m].vertex[1].y; z_m = sector1.triangle[loop_m].vertex[1].z; u_m = sector1.triangle[loop_m].vertex[1].u; v_m = sector1.triangle[loop_m].vertex[1].v; GX_Position3f32(x_m,y_m,z_m); GX_Normal3f32((f32)0,(f32)0,(f32)1); //GX_Color3f32(0.7f,0.7f,0.7f); GX_TexCoord2f32(u_m,-v_m); x_m = sector1.triangle[loop_m].vertex[2].x; y_m = sector1.triangle[loop_m].vertex[2].y; z_m = sector1.triangle[loop_m].vertex[2].z; u_m = sector1.triangle[loop_m].vertex[2].u; v_m = sector1.triangle[loop_m].vertex[2].v; GX_Position3f32(x_m,y_m,z_m); GX_Normal3f32((f32)0,(f32)0,(f32)1); //GX_Color3f32(0.7f,0.7f,0.7f); GX_TexCoord2f32(u_m,-v_m); GX_End(); } return; }
// 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; }
//--------------------------------------------------------------------------------- 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; }
void DrawAABB(MtxP M_model, Mtx M_view, AABB& box, u32 color) { GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT5, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT5, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); // build and load model-view matrix Mtx M_modelView; guMtxIdentity(M_modelView); guMtxConcat(M_view, M_model, M_modelView); GX_LoadPosMtxImm(M_modelView, GX_PNMTX0); GX_SetNumChans(1); // default, color = vertex color //GX_SetNumTexGens(0); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); u8 indices[8] = {0, 1, 0, 2, 1, 3, 2, 3}; guVector& m = box.min; f32* d = box.d; guVector v_bottom[4]; v_bottom[0] = _vec(m.x, m.y, m.z); v_bottom[1] = _vec(m.x + d[0], m.y, m.z); v_bottom[2] = _vec(m.x, m.y, m.z + d[2]); v_bottom[3] = _vec(m.x + d[0], m.y, m.z + d[2]); guVector v_top[4]; for (int i = 0; i < 4; i++) v_top[i] = _vec(v_bottom[i].x, v_bottom[i].y + d[1], v_bottom[i].z); GX_Begin(GX_LINES, GX_VTXFMT5, 24); // draw bottom for (u8 i = 0; i < 8; i += 2) { guVector& v0 = v_bottom[indices[i]]; guVector& v1 = v_bottom[indices[i+1]]; SendVertex(v0, color); SendVertex(v1, color); } // draw top for (u8 i = 0; i < 8; i += 2) { guVector& v0 = v_top[indices[i]]; guVector& v1 = v_top[indices[i+1]]; SendVertex(v0, color); SendVertex(v1, color); } // connect bottom vertices with the top ones for (u8 i = 0; i < 4; i++) { guVector& v0 = v_bottom[i]; guVector& v1 = v_top[i]; SendVertex(v0, color); SendVertex(v1, color); } GX_End(); }
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 ){ //--------------------------------------------------------------------------------- f32 yscale; u32 xfbHeight; Mtx view; Mtx44 perspective; Mtx model, modelview; float rtri = 0.0f , rquad = 0.0f; u32 fb = 0; // initial framebuffer index GXColor background = {0, 0, 0, 0xff}; // init the vi. VIDEO_Init(); WPAD_Init(); rmode = VIDEO_GetPreferredMode(NULL); // 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(); // setup the fifo and then init the flipper void *gp_fifo = NULL; 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)); 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_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); // 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_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0); GX_SetNumChans(1); GX_SetNumTexGens(0); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR); // 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 f32 w = rmode->viWidth; f32 h = rmode->viHeight; guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F); GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE); guVector Yaxis = {0,1,0}; guVector Xaxis = {1,0,0}; while(1) { WPAD_ScanPads(); if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0); // do this before drawing GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1); guMtxIdentity(model); guMtxRotAxisDeg(model, &Yaxis, rtri); guMtxTransApply(model, model, -1.5f,0.0f,-6.0f); guMtxConcat(view,model,modelview); // load the modelview matrix into matrix memory GX_LoadPosMtxImm(modelview, GX_PNMTX0); GX_Begin(GX_TRIANGLES, GX_VTXFMT0, 3); GX_Position3f32( 0.0f, 1.0f, 0.0f); // Top GX_Color3f32(1.0f,0.0f,0.0f); // Set The Color To Red GX_Position3f32(-1.0f,-1.0f, 0.0f); // Bottom Left GX_Color3f32(0.0f,1.0f,0.0f); // Set The Color To Green GX_Position3f32( 1.0f,-1.0f, 0.0f); // Bottom Right GX_Color3f32(0.0f,0.0f,1.0f); // Set The Color To Blue GX_End(); guMtxIdentity(model); guMtxRotAxisDeg(model, &Xaxis, rquad); guMtxTransApply(model, model, 1.5f,0.0f,-6.0f); guMtxConcat(view,model,modelview); // load the modelview matrix into matrix memory GX_LoadPosMtxImm(modelview, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); // Draw A Quad GX_Position3f32(-1.0f, 1.0f, 0.0f); // Top Left GX_Color3f32(0.5f,0.5f,1.0f); // Set The Color To Blue GX_Position3f32( 1.0f, 1.0f, 0.0f); // Top Right GX_Color3f32(0.5f,0.5f,1.0f); // Set The Color To Blue GX_Position3f32( 1.0f,-1.0f, 0.0f); // Bottom Right GX_Color3f32(0.5f,0.5f,1.0f); // Set The Color To Blue GX_Position3f32(-1.0f,-1.0f, 0.0f); // Bottom Left GX_Color3f32(0.5f,0.5f,1.0f); // Set The Color To Blue GX_End(); // Done Drawing The Quad // do this stuff after drawing GX_DrawDone(); fb ^= 1; // flip framebuffer GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); GX_CopyDisp(frameBuffer[fb],GX_TRUE); VIDEO_SetNextFramebuffer(frameBuffer[fb]); VIDEO_Flush(); VIDEO_WaitVSync(); rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW ) rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW ) } return 0; }