inline void Material::ApplyChannelControl(u8 render_alpha, bool &modulate_colors) const { if(flags->channel_control) { GX_SetChanCtrl(0, 0, 0, chan_control->color_matsrc, 0, 0, 2 ); GX_SetChanCtrl(2, 0, 0, chan_control->alpha_matsrc, 0, 0, 2 ); if(chan_control->alpha_matsrc != 1 && chan_control->color_matsrc != 1) modulate_colors = false; if(!chan_control->alpha_matsrc || !chan_control->color_matsrc) { GXColor matColor = (GXColor){0xff, 0xff, 0xff, MultiplyAlpha(0xff, render_alpha) }; if(flags->material_color) matColor = (GXColor){ mat_color->r, mat_color->g, mat_color->b, MultiplyAlpha(mat_color->a, render_alpha) }; GX_SetChanMatColor(4, matColor); if((*(u32 *)&matColor) == 0xFFFFFFFF) modulate_colors = true; } } else { GX_SetChanCtrl(4, 0, 0, 1, 0, 0, 2); } GX_SetNumChans(1); }
inline void QuadPane::SetVertex(int ind, float x, float y, u8 render_alpha) const { // position GX_Position3f32(x, y, 0.f); const GXColor &vertex_color = header->vertex_colors[ind]; // color GX_Color4u8(vertex_color.r, vertex_color.g, vertex_color.b, MultiplyAlpha(vertex_color.a, render_alpha)); // texture coord for(u32 i = 0; i < header->tex_coord_count; i++) GX_TexCoord2f32(tex_coords[i].coords[ind].s, tex_coords[i].coords[ind].t); }
void PixmanBitmap::ConvertImage(int& width, int& height, void*& pixels, bool transparent) { const DynamicFormat& img_format = transparent ? image_format : opaque_image_format; // premultiply alpha for (int y = 0; y < height; y++) { uint8* dst = (uint8*) pixels + y * width * 4; for (int x = 0; x < width; x++) { uint8 &r = *dst++; uint8 &g = *dst++; uint8 &b = *dst++; uint8 &a = *dst++; MultiplyAlpha(r, g, b, a); } } PixmanBitmap src(pixels, width, height, 0, img_format); Clear(); Blit(0, 0, &src, src.GetRect(), 255); free(pixels); }
void Textbox::Draw(const BannerResources& resources, u8 parent_alpha, const float ws_scale, Mtx &modelview) const { if(!text) return; if(header->font_index >= resources.fonts.size()) return; WiiFont *font = resources.fonts[header->font_index]; if(!font->IsLoaded()) return; // Ugly...but doing it by going through all panes is more ugly // TODO: move it to somewhere else if(lineWidths.empty()) ((Textbox *) this)->SetTextWidth(font); if(lineWidths.empty()) return; SetupGX(resources); GX_LoadPosMtxImm(modelview, GX_PNMTX0); // Setup text color GXColor color0 = { header->color[0].r, header->color[0].g, header->color[0].b, MultiplyAlpha(header->color[0].a, parent_alpha) }; GXColor color1 = { header->color[1].r, header->color[1].g, header->color[1].b, MultiplyAlpha(header->color[1].a, parent_alpha) }; u32 lastSheetIdx = 0xffff; float scale = header->font_size /(float)font->CharacterHeight(); // use complete text width if not aligned to middle float textWidth = (GetAlignHor() == 1) ? lineWidths[0] : frameWidth; // position offset calculation for first line...why the hell is it that complex? float xPos = -0.5f * ( GetOriginX() * GetWidth() * ws_scale + GetAlignHor() * (-GetWidth() * ws_scale + textWidth) ); float yPos = -0.5f * ( GetAlignVer() * -frameHeight + GetHeight() * (GetAlignVer() - (2 - GetOriginY())) ) - header->font_size; // store the character width here for later use, it's constant over the text float charWidth = scale * (float)font->CharacterWidth(); int lineNumber = 0; for(const u16 *txtString = text; *txtString != 0; txtString++) { if(*txtString == '\n') { lineNumber++; // use complete text width if not aligned to middle textWidth = (GetAlignHor() == 1) ? lineWidths[lineNumber] : frameWidth; // calculate text position depending on line width xPos = -0.5f * (GetOriginX() * GetWidth() * ws_scale + GetAlignHor() * (-GetWidth() * ws_scale + textWidth)); // go one line down yPos -= (header->font_size + header->space_line); continue; } const WiiFont::CharInfo *charInfo = font->GetCharInfo(*txtString); if(!charInfo) continue; if(charInfo->sheetIdx != lastSheetIdx) { lastSheetIdx = charInfo->sheetIdx; if(!font->Apply(charInfo->sheetIdx)) continue; } if(charInfo->unk) xPos += scale * (float)charInfo->advanceKerning; GX_Begin(GX_QUADS, GX_VTXFMT0, 4); GX_Position3f32(xPos, yPos, 0.f); GX_Color4u8(color1.r, color1.g, color1.b, color1.a); GX_TexCoord2f32(charInfo->s1, charInfo->t2); GX_Position3f32(xPos + charWidth, yPos, 0.f); GX_Color4u8(color1.r, color1.g, color1.b, color1.a); GX_TexCoord2f32(charInfo->s2, charInfo->t2); GX_Position3f32(xPos + charWidth, yPos + header->font_size, 0.f); GX_Color4u8(color0.r, color0.g, color0.b, color0.a); GX_TexCoord2f32(charInfo->s2, charInfo->t1); GX_Position3f32(xPos, yPos + header->font_size, 0.f); GX_Color4u8(color0.r, color0.g, color0.b, color0.a); GX_TexCoord2f32(charInfo->s1, charInfo->t1); GX_End(); xPos += scale * (float)charInfo->advanceGlyphX; } }
void Pane::Render(const Resources& resources, u8 parent_alpha, Mtx &modelview, bool widescreen, bool modify_alpha) const { if (!GetVisible() || GetHide()) return; u8 render_alpha = header->alpha; if(RootPane && parent_alpha != 0xFF) { render_alpha = MultiplyAlpha(header->alpha, parent_alpha); modify_alpha = true; } else if(!RootPane && modify_alpha) { render_alpha = MultiplyAlpha(header->alpha, parent_alpha); } else if(GetInfluencedAlpha() && header->alpha != 0xff) { modify_alpha = true; parent_alpha = MultiplyAlpha(header->alpha, parent_alpha); } float ws_scale = 1.0f; if( widescreen && GetWidescren() ) { ws_scale *= 0.82f; // should actually be 0.75? widescreen = false; } Mtx m1,m2,m3,m4; guMtxIdentity (m1); // Scale guMtxScaleApply(m1,m1, header->scale.x * ws_scale, header->scale.y, 1.f); // Rotate guMtxRotDeg ( m2, 'x', header->rotate.x ); guMtxRotDeg ( m3, 'y', header->rotate.y ); guMtxRotDeg ( m4, 'z', header->rotate.z ); guMtxConcat(m2, m3, m2); guMtxConcat(m2, m4, m2); guMtxConcat(m1, m2, m1); // Translate guMtxTransApply(m1,m1, header->translate.x, header->translate.y, header->translate.z); guMtxConcat (modelview, m1, pane_view); bool scissor = gxScissorForBindedLayouts; u32 scissorX = 0; u32 scissorY = 0; u32 scissorW = 0; u32 scissorH = 0; // calculate scissors if they will be used if( scissor ) { Mtx mv2, mv3; guMtxIdentity (mv2); guMtxIdentity (mv3); guMtxTransApply(mv2,mv2, -0.5f * GetOriginX() * GetWidth(), -0.5f * GetOriginY() * GetHeight(), 0.f); guMtxTransApply(mv3,mv3, 0.5f * GetOriginX() * GetWidth(), 0.5f * GetOriginY() * GetHeight(), 0.f); guMtxScaleApply(mv2, mv2, 1.0f, -1.0f, 1.0f); guMtxScaleApply(mv3, mv3, 1.0f, -1.0f, 1.0f); guMtxConcat (pane_view, mv2, mv2); guMtxConcat (pane_view, mv3, mv3); f32 viewport[6]; f32 projection[7]; GX_GetViewportv(viewport); GX_GetProjectionv(MainProjection, projection, GX_ORTHOGRAPHIC); guVector vecTL; guVector vecBR; GX_Project(0.0f, 0.0f, 0.0f, mv2, projection, viewport, &vecTL.x, &vecTL.y, &vecTL.z); GX_Project(0.0f, 0.0f, 0.0f, mv3, projection, viewport, &vecBR.x, &vecBR.y, &vecBR.z); // round up scissor box offset and round down the size scissorX = (u32)(0.5f + std::max(vecTL.x, 0.0f)); scissorY = (u32)(0.5f + std::max(vecTL.y, 0.0f)); scissorW = (u32)std::max(vecBR.x - vecTL.x, 0.0f); scissorH = (u32)std::max(vecBR.y - vecTL.y, 0.0f); GX_SetScissor( scissorX, scissorY, scissorW, scissorH ); } // binded layouts dont inheiret the modified widescreen setting bool realWS = ( _CONF_GetAspectRatio() == CONF_ASPECT_16_9 ); // draw binded layouts that appear under this one foreach( Layout *l, bindedLayoutsUnder ) { l->RenderWithCurrentMtx( pane_view, realWS ); }
uint32 PixmanBitmap::GetUint32Color(uint8 r, uint8 g, uint8 b, uint8 a) const { MultiplyAlpha(r, g, b, a); return pixel_format.rgba_to_uint32(r, g, b, a); }