/* near_ in GBI format * * File: near_.c * Create Date: 1/22/1997 11:28:34 */ #include "near_.h" Gfx near__dl[] = { gsDPPipeSync(), gsDPSetCycleType(G_CYC_1CYCLE), gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2), gsSPClearGeometryMode((G_SHADE|G_SHADING_SMOOTH|G_LIGHTING|G_TEXTURE_GEN|G_TEXTURE_GEN_LINEAR|G_CULL_BOTH|G_FOG)), gsSPSetGeometryMode( G_ZBUFFER | G_CULL_BACK | G_SHADE | G_SHADING_SMOOTH | G_LIGHTING ), gsDPSetColorDither(G_CD_BAYER), gsDPSetCombineMode(G_CC_MULPRIMSHADE, G_CC_MULPRIMSHADE), /* N64-SHADE-TYPE-G */ gsSPVertex(&near__v[0],16,0), gsDPSetPrimColor(0,0,255,255,0,255), gsSP2Triangles(3,5,2,0,5,3,4,0), /* #<FACE 157> and #<FACE 90> */ gsSP2Triangles(0,15,13,0,15,12,6,0), /* #<FACE 174> and #<FACE 145> */ gsSP2Triangles(7,15,6,0,14,15,7,0), /* #<FACE 144> and #<FACE 143> */ gsSP2Triangles(1,10,15,0,8,11,15,0), /* #<FACE 118> and #<FACE 117> */ gsSP2Triangles(9,8,15,0,10,9,15,0), /* #<FACE 116> and #<FACE 115> */ gsSP2Triangles(12,15,11,0,14,13,15,0), /* #<FACE 100> and #<FACE 74> */ gsSP1Triangle(15,0,1,0), /* #<FACE 73> */ gsSPVertex(&near__v[16],10,6), gsSP2Triangles(15,13,0,0,14,1,0,0), /* #<FACE 201> and #<FACE 175> */ gsSP2Triangles(6,3,11,0,7,3,6,0), /* #<FACE 240> and #<FACE 239> */ gsSP2Triangles(8,3,7,0,9,3,8,0), /* #<FACE 238> and #<FACE 237> */ gsSP2Triangles(3,9,10,0,12,3,10,0), /* #<FACE 231> and #<FACE 230> */ gsSP2Triangles(3,2,11,0,12,4,3,0), /* #<FACE 204> and #<FACE 158> */ gsSPVertex(&near__v[26],13,0),
static void draw_crosshair(struct menu_item *item) { struct item_data *data = item->data; struct gfx_texture *texture = resource_get(RES_TEXTURE_CROSSHAIR); /* define meshes */ static Vtx lat_mesh[] = { gdSPDefVtx(-16, 0, 16, 0, 0), gdSPDefVtx(16, 0, 16, 62, 0), gdSPDefVtx(-16, 0, -16, 0, 62), gdSPDefVtx(16, 0, -16, 62, 62), }; static Vtx vert_mesh[] = { gdSPDefVtx(-16, 16, 0, 0, 0), gdSPDefVtx(16, 16, 0, 62, 0), gdSPDefVtx(-16, -16, 0, 0, 62), gdSPDefVtx(16, -16, 0, 62, 62), }; /* create modelview matrices */ float xscale = 1.5f; float yscale = 1.5f; float zscale = 1.5f; Mtx m; MtxF mf; MtxF mt; { guTranslateF(&mf, data->x, data->y, data->z); } { guScaleF(&mt, xscale, yscale, zscale); guMtxCatF(&mt, &mf, &mf); } guMtxF2L(&mf, &m); Mtx *p_latz_mtx = gDisplayListData(&data->gfx.poly_xlu.d, m); { guRotateF(&mt, -M_PI / 2.f, 0.f, 1.f, 0.f); guMtxCatF(&mt, &mf, &mf); } guMtxF2L(&mf, &m); Mtx *p_latx_mtx = gDisplayListData(&data->gfx.poly_xlu.d, m); { guTranslateF(&mf, data->x, data->y, data->z); } { guRotateF(&mt, data->yaw, 0.f, 1.f, 0.f); guMtxCatF(&mt, &mf, &mf); } { guScaleF(&mt, xscale, yscale, zscale); guMtxCatF(&mt, &mf, &mf); } guMtxF2L(&mf, &m); Mtx *p_vert_mtx = gDisplayListData(&data->gfx.poly_xlu.d, m); /* build dlist */ gDisplayListAppend(&data->gfx.poly_xlu.p, gsDPPipeSync(), /* rsp state */ gsSPLoadGeometryMode(G_ZBUFFER), /* rdp state */ gsDPSetCycleType(G_CYC_1CYCLE), /* texture engine */ gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON), gsDPSetTexturePersp(G_TP_PERSP), gsDPSetTextureDetail(G_TD_CLAMP), gsDPSetTextureLUT(G_TT_NONE), /* texture filter */ gsDPSetTextureFilter(G_TF_BILERP), gsDPSetTextureConvert(G_TC_FILT), /* color combiner */ gsDPSetCombineMode(G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM), /* blender */ gsDPSetAlphaCompare(G_AC_NONE), gsDPSetDepthSource(G_ZS_PIXEL), gsDPSetRenderMode(G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2), /* memory interface */ gsDPSetColorDither(G_CD_DISABLE), gsDPSetAlphaDither(G_AD_DISABLE), /* load meshes */ gsSPMatrix(p_latx_mtx, G_MTX_MODELVIEW | G_MTX_LOAD), gsSPVertex(&lat_mesh, 4, 0), gsSPMatrix(p_vert_mtx, G_MTX_MODELVIEW | G_MTX_LOAD), gsSPVertex(&vert_mesh, 4, 4), gsSPMatrix(p_latz_mtx, G_MTX_MODELVIEW | G_MTX_LOAD), gsSPVertex(&lat_mesh, 4, 8), ); /* render navigation indicator primitives */ gDPSetPrimColor(data->gfx.poly_xlu.p++, 0, 0, 0xFF, 0xFF, 0xFF, 0x40); if (input_pad() & BUTTON_Z) { gfx_disp_rdp_load_tile(&data->gfx.poly_xlu.p, texture, 2); gSP2Triangles(data->gfx.poly_xlu.p++, 4, 5, 6, 0, 6, 5, 7, 0); } else { gfx_disp_rdp_load_tile(&data->gfx.poly_xlu.p, texture, 1); gSP2Triangles(data->gfx.poly_xlu.p++, 0, 1, 2, 0, 2, 1, 3, 0); } /* render crosshair primitives */ gfx_disp_rdp_load_tile(&data->gfx.poly_xlu.p, texture, 0); gDisplayListAppend(&data->gfx.poly_xlu.p, gsDPSetPrimColor(0, 0, 0x00, 0x00, 0xFF, 0x40), gsSP2Triangles(8, 9, 10, 0, 10, 9, 11, 0), gsDPPipeSync(), gsDPSetPrimColor(0, 0, 0xFF, 0x00, 0x00, 0x40), gsSP2Triangles(0, 1, 2, 0, 2, 1, 3, 0), gsDPPipeSync(), gsDPSetPrimColor(0, 0, 0x00, 0xFF, 0x00, 0x40), gsSP2Triangles(4, 5, 6, 0, 6, 5, 7, 0), ); }
/*============================================================================ NINTENDO64 TECHNICAL SUPPORT CENTER NINTENDO64 SAMPLE PROGRAM 1 Copyright (C) 1997, NINTENDO Co,Ltd. ============================================================================*/ #include "fiter_1s1.h" #define G_CC_MULPRIMSHADE PRIMITIVE,0,SHADE,0,PRIMITIVE,0,SHADE,0 Gfx fiter_1_dl[] = { gsDPPipeSync(), gsDPSetCycleType(G_CYC_2CYCLE), gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2), gsSPClearGeometryMode((G_SHADE|G_SHADING_SMOOTH|G_LIGHTING|G_TEXTURE_GEN|G_TEXTURE_GEN_LINEAR|G_CULL_BOTH|G_FOG)), gsSPSetGeometryMode( G_ZBUFFER | G_CULL_BACK | G_SHADE | G_SHADING_SMOOTH | G_LIGHTING | G_FOG), gsDPSetColorDither(G_CD_BAYER), gsDPSetCombineMode(G_CC_MULPRIMSHADE, G_CC_MULPRIMSHADE), /* N64-SHADE-TYPE-G */ gsDPPipeSync(), gsSPVertex(&fiter_1s1_v[0],16,0), gsDPSetPrimColor(0,0,230,230,230,255), gsSP1Triangle(1,5,3,0), /* #<FACE 78> */ gsSP1Triangle(4,5,6,0), /* #<FACE 77> */ gsSP1Triangle(0,2,5,0), /* #<FACE 75> */ gsSP1Triangle(14,15,10,0), /* #<FACE 222> */ gsSP1Triangle(7,13,14,0), /* #<FACE 219> */ gsSP1Triangle(12,14,9,0), /* #<FACE 217> */ gsSP1Triangle(7,14,8,0), /* #<FACE 216> */ gsSP1Triangle(8,14,11,0), /* #<FACE 109> */
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; }