200, 200, 200, /* white light */ 1, 1, -1); /* * This display list initializes the RDP the first time. After this, only * the contents of the texture memory is undefined. * Note that some of the RDP state is initialized everytime the gfx * microcode is loaded. See gspFast3D (3P) for details */ Gfx rdpstateinit_dl[] = { /* set all of the attribute registers to zero */ gsDPSetEnvColor(0,0,0,0), gsDPSetPrimColor(0,0,0,0,0,0), gsDPSetBlendColor(0,0,0,0), gsDPSetFogColor(0,0,0,0), gsDPSetFillColor(0), gsDPSetPrimDepth(0,0), gsDPSetConvert(0,0,0,0,0,0), gsDPSetKeyR(0,0,0), gsDPSetKeyGB(0,0,0,0,0,0), /* set combine mode */ gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE), /* initialize the scissor box */ gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WD, SCREEN_HT), /* initialize all the texture tile descriptors to zero */ gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0),
static int draw_proc(struct menu_item *item, struct menu_draw_params *draw_params) { static Gfx null_dl = gsSPEndDisplayList(); struct item_data *data = item->data; /* handle input */ if (!input_bind_held(COMMAND_PREVROOM) && !input_bind_held(COMMAND_NEXTROOM)) { uint16_t pad = input_pad(); if (pad & BUTTON_Z) { if (pad & BUTTON_D_UP) data->y += 50.f; if (pad & BUTTON_D_DOWN) data->y += -50.f; if (pad & BUTTON_D_LEFT) { data->x -= cos(data->yaw) * 50.f; data->z += sin(data->yaw) * 50.f; } if (pad & BUTTON_D_RIGHT) { data->x -= cos(data->yaw) * -50.f; data->z += sin(data->yaw) * -50.f; } } else { if (pad & BUTTON_D_UP) { data->x -= sin(data->yaw) * 50.f; data->z -= cos(data->yaw) * 50.f; } if (pad & BUTTON_D_DOWN) { data->x -= sin(data->yaw) * -50.f; data->z -= cos(data->yaw) * -50.f; } if (pad & BUTTON_D_LEFT) data->yaw += .2f; if (pad & BUTTON_D_RIGHT) data->yaw -= .2f; } } /* load resources */ if (data->state == STATE_LOAD) { /* initialize segment table */ z64_stab_t stab = z64_stab; /* load scene */ if (data->scene_index != data->scene_next || !data->scene_file) { if (data->scene_file) free(data->scene_file); data->scene_index = data->scene_next; data->room_index = -1; z64_scene_table_t *scene_entry = &z64_scene_table[data->scene_index]; uint32_t scene_vrom_start = scene_entry->scene_vrom_start; uint32_t scene_vrom_end = scene_entry->scene_vrom_end; uint32_t scene_vrom_size = scene_vrom_end - scene_vrom_start; data->scene_file = malloc(scene_vrom_size); zu_getfile(scene_vrom_start, data->scene_file, scene_vrom_size); } stab.seg[Z64_SEG_SCENE] = MIPS_KSEG0_TO_PHYS(data->scene_file); /* populate room list */ struct zu_file room_files[0x100]; zu_scene_rooms(zu_sr_header(data->scene_file, z64_file.scene_setup_index, &stab), room_files, 0x100, &data->n_rooms, &stab); /* load room */ if (data->room_index != data->room_next || !data->room_file) { if (data->room_file) { free(data->room_file); zu_mesh_destroy(&data->room_mesh); } data->room_index = data->room_next; uint32_t room_vrom_start = room_files[data->room_index].vrom_start; uint32_t room_vrom_end = room_files[data->room_index].vrom_end; uint32_t room_vrom_size = room_vrom_end - room_vrom_start; data->room_file = malloc(room_vrom_size); zu_getfile(room_vrom_start, data->room_file, room_vrom_size); stab.seg[Z64_SEG_ROOM] = MIPS_KSEG0_TO_PHYS(data->room_file); /* populate mesh */ zu_room_mesh(zu_sr_header(data->room_file, z64_file.scene_setup_index, &stab), &data->room_mesh, &stab); /* populate vertex list */ struct zu_vlist vlist; zu_vlist_init(&vlist); stab.seg[0x08] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x09] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0A] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0B] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0C] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0D] = MIPS_KSEG0_TO_PHYS(&null_dl); for (int i = 0; i < ZU_MESH_TYPES; ++i) for (int j = 0; j < data->room_mesh.all[i].size; ++j) zu_vlist_add_dl(&vlist, &stab, zu_seg_locate(&stab, data->room_mesh.all[i].dlists[j])); /* compute bounding box */ struct zu_bbox bbox; zu_vlist_bbox(&vlist, &bbox); /* set orientation */ { data->x = (bbox.x1 + bbox.x2) / 2.f; data->y = (bbox.y1 + bbox.y2) / 2.f; data->z = (bbox.z1 + bbox.z2) / 2.f; data->yaw = 0.f; } zu_vlist_destroy(&vlist); } /* proceed to rendering */ data->state = STATE_RENDER; } /* render room */ if (data->state == STATE_RENDER && data->room_file) { /* initialize rcp for rendering rooms */ static void *zbuf = NULL; if (!zbuf) zbuf = memalign(64, 2 * Z64_SCREEN_WIDTH * Z64_SCREEN_HEIGHT); gDisplayListAppend(&data->gfx.poly_opa.p, /* clear z buffer */ gsDPPipeSync(), gsDPSetCycleType(G_CYC_FILL), gsDPSetRenderMode(G_RM_NOOP, G_RM_NOOP2), gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, Z64_SCREEN_WIDTH, zbuf), gsDPSetFillColor((GPACK_ZDZ(G_MAXFBZ, 0) << 16) | GPACK_ZDZ(G_MAXFBZ, 0)), gsDPFillRectangle(0, 0, Z64_SCREEN_WIDTH - 1, Z64_SCREEN_HEIGHT - 1), gsDPPipeSync(), gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, Z64_SCREEN_WIDTH, ZU_MAKE_SEG(Z64_SEG_CIMG, 0)), gsDPSetDepthImage(zbuf), /* rsp settings */ gsSPSegment(Z64_SEG_SCENE, data->scene_file), gsSPSegment(Z64_SEG_ROOM, data->room_file), gsSPSegment(0x08, &null_dl), gsSPSegment(0x09, &null_dl), gsSPSegment(0x0A, &null_dl), gsSPSegment(0x0B, &null_dl), gsSPSegment(0x0C, &null_dl), gsSPSegment(0x0D, &null_dl), gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH), /* rdp settings */ gsDPSetAlphaCompare(G_AC_NONE), gsDPSetDepthSource(G_ZS_PIXEL), gsDPSetAlphaDither(G_AD_DISABLE), gsDPSetColorDither(G_CD_DISABLE), gsDPSetCombineKey(G_OFF), gsDPSetTextureConvert(G_TC_FILT), gsDPSetTextureFilter(G_TF_BILERP), gsDPSetTextureLOD(G_TL_TILE), gsDPSetTexturePersp(G_TP_PERSP), gsDPSetCycleType(G_CYC_2CYCLE), gsDPPipelineMode(G_PM_NPRIMITIVE), gsDPSetEnvColor(0xFF, 0xFF, 0xFF, 0xFF), gsDPSetFogColor(0x00, 0x00, 0x00, 0x00), gsDPSetScissor(G_SC_NON_INTERLACE, 32, 32, Z64_SCREEN_WIDTH - 32, Z64_SCREEN_HEIGHT - 32), ); /* create projection matrix */ { Mtx m; MtxF mf; MtxF mt; guPerspectiveF(&mf, NULL, atanf(2.f), (float)Z64_SCREEN_WIDTH / (float)Z64_SCREEN_HEIGHT, 50.f, 5000.f, 1.f); { guScaleF(&mt, data->scale, data->scale, data->scale); guMtxCatF(&mt, &mf, &mf); } { guRotateF(&mt, M_PI / 6.f, 1.f, 0.f, 0.f); guMtxCatF(&mt, &mf, &mf); } { guTranslateF(&mt, 0.f, -100.f, -200.f); guMtxCatF(&mt, &mf, &mf); } { guRotateF(&mt, -data->yaw, 0.f, 1.f, 0.f); guMtxCatF(&mt, &mf, &mf); } { guTranslateF(&mt, -data->x, -data->y, -data->z); guMtxCatF(&mt, &mf, &mf); } guMtxF2L(&mf, &m); gSPMatrix(data->gfx.poly_opa.p++, gDisplayListData(&data->gfx.poly_opa.d, m), G_MTX_PROJECTION | G_MTX_LOAD); gSPMatrix(data->gfx.poly_xlu.p++, gDisplayListData(&data->gfx.poly_xlu.d, m), G_MTX_PROJECTION | G_MTX_LOAD); } /* create modelview matrix */ { Mtx m; guMtxIdent(&m); gSPMatrix(data->gfx.poly_opa.p++, gDisplayListData(&data->gfx.poly_opa.d, m), G_MTX_MODELVIEW | G_MTX_LOAD); gSPMatrix(data->gfx.poly_xlu.p++, gDisplayListData(&data->gfx.poly_xlu.d, m), G_MTX_MODELVIEW | G_MTX_LOAD); } /* configure lights */ zu_gfx_inject(&data->gfx); set_lighting(); /* execute scene config */ z64_scene_config_table[z64_scene_table[ z64_game.scene_index].scene_config](&z64_game); zu_gfx_restore(&data->gfx); /* draw scene */ for (int i = 0; i < ZU_MESH_TYPES; ++i) for (int j = 0; j < data->room_mesh.all[i].size; ++j) { if (i == ZU_MESH_OPA || i == ZU_MESH_NEAR) { gSPDisplayList(data->gfx.poly_opa.p++, data->room_mesh.all[i].dlists[j]); } else if (i == ZU_MESH_XLU || i == ZU_MESH_FAR) { gSPDisplayList(data->gfx.poly_xlu.p++, data->room_mesh.all[i].dlists[j]); } } /* draw actors */ if (z64_game.pause_state == 0) { zu_gfx_inject(&data->gfx); z64_DrawActors(&z64_game, &z64_game.actor_ctxt); zu_gfx_restore(&data->gfx); } /* draw additional stuff */ draw_crosshair(item); /* flush */ gfx_disp(gsSPDisplayList(zu_gfx_flush(&data->gfx))); /* restore rcp modes */ gfx_mode_init(); /* draw info */ gfx_mode_set(GFX_MODE_COLOR, GPACK_RGBA8888(0xC0, 0xC0, 0xC0, draw_params->alpha)); gfx_printf(draw_params->font, 36, 44, "scene %i", data->scene_index); gfx_printf(draw_params->font, 36, 44 + menu_get_cell_height(item->owner, 1), "room %i", data->room_index); } /* wait for rendering to finish before unloading */ if (data->state == STATE_UNLOAD) data->state = STATE_LOAD; return 1; }