void glTranslatef( GLfloat x, GLfloat y, GLfloat z ) { Mtx temp; guMtxIdentity(temp); guMtxTrans(temp, x, y, z); guMtxConcat(model,temp,model); }
PlayerShot::PlayerShot() : BaseObject(0.0f, 0.0f, 0.0f){ direction.x = direction.y = 0.0f; direction.z = -1.0f; prevPos.x = prevPos.y = prevPos.z = 0.0f; ax = ay = az = 0.0f; model = 0; guMtxIdentity(rotationMtx); }
PlayerShot::PlayerShot(Model * model, f32 x, f32 y, f32 z) : BaseObject(x, y, z){ direction.x = direction.y = 0.0f; direction.z = -1.0f; prevPos.x = prevPos.y = prevPos.z = 0.0f; ax = ay = az = 0.0f; this->model = model; guMtxIdentity(rotationMtx); }
void DrawScene(Mtx view) { Mtx model,modelview; // Various matrices guVector axis; // Axis to rotate on // BUG: Light ignores underlying polygon colors. SetLight(view); // Setup the light for (yloop = 1; yloop < 6; yloop++) { // Loop through the y plane for (xloop = 0; xloop < yloop; xloop++) { // Loop through the x plane // Position the cubes on the screen guMtxIdentity(model); axis.x = 1.0f; axis.y = 0; axis.z = 0; guMtxRotAxisDeg(model,&axis,(45.0f-(2.0f*(float)yloop)+xrot)); // Tilt the cubes up and down axis.x = 0; axis.y = 1.0f; guMtxRotAxisDeg(model,&axis,(45.0f+yrot)); // Spin cubes left and right guMtxTransApply(model,model,(1.4f+((float)xloop*2.8f)-((float)yloop*1.4f)),(((6.0f-(float)yloop)*2.2f)-7.0f),-20.0f); guMtxConcat(model,view,modelview); GX_LoadPosMtxImm(modelview, GX_PNMTX0); GX_CallDispList(boxList[yloop-1],boxSize[yloop-1]); // Draw the box } } }
// rulez nyan scene int main(int argc, char **argv) { bool nyaning = true; // self explain nyan(); MP3Player_PlayBuffer(nyannyannyan_mp3, nyannyannyan_mp3_size, NULL); VIDEO_SetBlack(FALSE); while(nyaning) { u64 cticks = ticks_to_millisecs(gettime()); // Loop the sound if ended if(!MP3Player_IsPlaying()) MP3Player_PlayBuffer(nyannyannyan_mp3, nyannyannyan_mp3_size, NULL); //Check wiimote input WPAD_ScanPads(); u32 pressed = WPAD_ButtonsDown(0); if (pressed & WPAD_BUTTON_HOME) nyaning = false; // blackscreen until 3,8s like the youtube video (not extreme precison ;)) if(cticks < startTime+3900) continue; // bkg frame counter (tick each 100ms) if(cticks > bkgTimeCounter+100) { bkgTimeCounter = cticks; currentBkgStep = (currentBkgStep+1) % BKG_STEP; } // nyan frame counter (tick each 60ms) if(cticks > nyanTimeCounter+60) { nyanTimeCounter = cticks; currentNyanStep = (currentNyanStep+1) % NYAN_STEP; } // Set the 2d matrix guMtxIdentity(GXmodelView2D); GX_LoadPosMtxImm(GXmodelView2D, GX_PNMTX0); // nyan f32 move = delta % BKG_SIZE; f32 x = -move; while(x < rmode->fbWidth) { drawBkgSprite(x, currentBkgStep); x += BKG_SIZE; } // nyan nyan drawNyan(-5, 240 - ((NYAN_HEIGHT*8)/2), currentNyanStep); // Copy & switch fb GX_DrawDone(); GX_CopyDisp(xfb[wichFb], GX_TRUE); VIDEO_SetNextFramebuffer(xfb[wichFb]); VIDEO_Flush(); VIDEO_WaitVSync(); wichFb ^= 1; delta += 8; } return 0; }
void glScalef (GLfloat x, GLfloat y, GLfloat z){ Mtx temp; guMtxIdentity(temp); guMtxScale(temp, x, y, z); guMtxConcat(model,temp,model); }
void Util3D::Trans(f32 xpos, f32 ypos) { Mtx Matrix, Final; guMtxIdentity(Matrix); guMtxTrans(Matrix,xpos, ypos, 0 ); // Position guMtxConcat(Singleton<WiiManager>::GetInstanceByRef().GetCamera()->GetcameraMatrix(),Matrix,Final); GX_LoadPosMtxImm (Final, GX_PNMTX0); }
static void render_texture (greets_data *gdata, float zpos, float scroll) { world_info *world = gdata->world; Mtx mvtmp; extern Mtx tube_rotmtx; guMtxIdentity (mvtmp); guMtxConcat (mvtmp, tube_rotmtx, mvtmp); object_set_matrices (&world->scene, &gdata->greets_loc, world->scene.camera, mvtmp, NULL, world->projection, world->projection_type); 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_XYZ, GX_F32, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetCullMode (GX_CULL_NONE); scroll = scroll * 8.0f; scroll = scroll - floorf (scroll); scroll = scroll * 1./8; GX_Begin (GX_TRIANGLESTRIP, GX_VTXFMT0, 4); GX_Position3f32 (-40, 8, 0); GX_TexCoord2f32 (scroll, 0); GX_Position3f32 (40, 8, 0); GX_TexCoord2f32 (4 + scroll, 0); GX_Position3f32 (-40, -8, 0); GX_TexCoord2f32 (scroll, 0.5); GX_Position3f32 (40, -8, 0); GX_TexCoord2f32 (4 + scroll, 0.5); GX_End (); GX_Begin (GX_TRIANGLESTRIP, GX_VTXFMT0, 4); GX_Position3f32 (-40, 0, 8); GX_TexCoord2f32 (scroll, 0); GX_Position3f32 (40, 0, 8); GX_TexCoord2f32 (4 + scroll, 0); GX_Position3f32 (-40, 0, -8); GX_TexCoord2f32 (scroll, 0.5); GX_Position3f32 (40, 0, -8); GX_TexCoord2f32 (4 + scroll, 0.5); GX_End (); }
void prepairForSeriousDrawing(){ // do this before drawing GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1); guMtxIdentity(model); 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); }
void glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { Mtx temp; guVector axis; axis.x = x; axis.y = y; axis.z = z; guMtxIdentity(temp); guMtxRotAxisDeg(temp, &axis, angle); guMtxConcat(model,temp,model); }
void Enemy::Draw(Mtx44 view) { Mtx44 model, modelview; guMtxIdentity(model); guMtxIdentity(modelview); guMtxTransApply(model, model, this->x, this->y, this->z); guMtxConcat(view, model, modelview); GX_LoadPosMtxImm(modelview, GX_PNMTX0); GX_LoadTexObj(this->tex, GX_TEXMAP0); f32 width, height; width = this->w / 2.0f; height = this->h / 2.0f; GX_Begin(GX_QUADS, GX_VTXFMT0, 4); GX_Position3f32(-width, height, 0); GX_Color4u8(255, 255, 255, 255); if( this->velx > 0 ) GX_TexCoord2f32(1, 0); else GX_TexCoord2f32(0, 0); GX_Position3f32(width, height, 0); GX_Color4u8(255, 255, 255, 255); if( this->velx > 0 ) GX_TexCoord2f32(0, 0); else GX_TexCoord2f32(1, 0); GX_Position3f32(width, -height, 0); GX_Color4u8(255, 255, 255, 255); if( this->velx > 0 ) GX_TexCoord2f32(0, 1); else GX_TexCoord2f32(1, 1); GX_Position3f32(-width, -height, 0); GX_Color4u8(255, 255, 255, 255); if( this->velx > 0 ) GX_TexCoord2f32(1, 1); else GX_TexCoord2f32(0, 1); GX_End(); }
/**************************************************************************** * Menu_DrawImg * * Draws the specified image on screen using GX ***************************************************************************/ void Menu_DrawImg(f32 xpos, f32 ypos, f32 zpos, f32 width, f32 height, u8 data[], f32 degrees, f32 scaleX, f32 scaleY, u8 alpha, int XX1, int YY1, int XX2, int YY2, int XX3, int YY3, int XX4, int YY4) { if (data == NULL) return; GX_LoadProjectionMtx(FSProjection2D, GX_ORTHOGRAPHIC); GXTexObj texObj; GX_InitTexObj(&texObj, data, width, height, GX_TF_RGBA8, GX_CLAMP, GX_CLAMP, GX_FALSE); GX_LoadTexObj(&texObj, GX_TEXMAP0); GX_ClearVtxDesc(); GX_InvVtxCache(); GX_InvalidateTexAll(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); Mtx m, m1, m2, mv; width *= 0.5f; height *= 0.5f; guMtxIdentity(m1); guMtxScaleApply(m1, m1, scaleX, scaleY, 1.0f); guVector axis = (guVector) {0 , 0, 1}; guMtxRotAxisDeg (m2, &axis, degrees); guMtxConcat(m1, m2, m); guMtxTransApply(m, m, xpos + width + 0.5f, ypos + height + 0.5f, zpos); guMtxConcat(FSModelView2D, m, mv); GX_LoadPosMtxImm(mv, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); GX_Position3f32(-width + XX1, -height + YY1, 0); GX_Color4u8(0xFF, 0xFF, 0xFF, alpha); GX_TexCoord2f32(0, 0); GX_Position3f32(width + XX2, -height + YY2, 0); GX_Color4u8(0xFF, 0xFF, 0xFF, alpha); GX_TexCoord2f32(1, 0); GX_Position3f32(width + XX3, height + YY3, 0); GX_Color4u8(0xFF, 0xFF, 0xFF, alpha); GX_TexCoord2f32(1, 1); GX_Position3f32(-width + XX4, height + YY4, 0); GX_Color4u8(0xFF, 0xFF, 0xFF, alpha); GX_TexCoord2f32(0, 1); GX_End(); }
/**************************************************************************** * Menu_DrawImg * * Draws the specified image on screen using GX ***************************************************************************/ void Menu_DrawImg(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], f32 degrees, f32 scaleX, f32 scaleY, u8 alpha) { if(data == NULL) return; GXTexObj texObj; GX_InitTexObj(&texObj, data, width, height, GX_TF_RGBA8, GX_CLAMP, GX_CLAMP, GX_FALSE); GX_LoadTexObj(&texObj, GX_TEXMAP0); GX_InvalidateTexAll(); GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE); GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT); Mtx m,m1,m2, mv; width >>= 1; height >>= 1; guMtxIdentity (m1); guMtxScaleApply(m1,m1,scaleX,scaleY,1.0); guVector axis = (guVector) {0 , 0, 1 }; guMtxRotAxisDeg (m2, &axis, degrees); guMtxConcat(m2,m1,m); guMtxTransApply(m,m, xpos+width,ypos+height,0); guMtxConcat (GXmodelView2D, m, mv); GX_LoadPosMtxImm (mv, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0,4); GX_Position3f32(-width, -height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(0, 0); GX_Position3f32(width, -height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(1, 0); GX_Position3f32(width, height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(1, 1); GX_Position3f32(-width, height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(0, 1); GX_End(); GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); GX_SetVtxDesc (GX_VA_TEX0, GX_NONE); }
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); }
void draw_sun( f32 x, f32 y, f32 r, f32 ang, u8 *col ) { int i; Mtx m, mv; circle( x, y, r, col, 1, 100, 0.0f ); guMtxIdentity( m ); guMtxRotAxisRad( m, &rotax, ang ); guMtxTransApply( m, m, x, y, 0 ); guMtxConcat( GXmodelView2D, m, mv ); GX_LoadPosMtxImm( mv, GX_PNMTX0 ); GX_Begin( GX_QUADS, GX_VTXFMT0, NUMRAYS*4 ); for( i=0; i<NUMRAYS; i++ ) { GX_Position3f32( sunrays[i*4 ].x , sunrays[i*4 ].y , 0.0f ); GX_Color4u8( col[0], col[1], col[2], 0xff ); GX_Position3f32( sunrays[i*4+1].x , sunrays[i*4+1].y , 0.0f ); GX_Color4u8( col[0], col[1], col[2], 0xff ); GX_Position3f32( sunrays[i*4+2].x*0.9f, sunrays[i*4+2].y*0.9f, 0.0f ); GX_Color4u8( col[0], col[1], col[2], 0xff ); GX_Position3f32( sunrays[i*4+3].x*0.9f, sunrays[i*4+3].y*0.9f, 0.0f ); GX_Color4u8( col[0], col[1], col[2], 0xff ); } GX_End(); for( i=0; i<NUMRAYS; i++ ) { GX_Begin( GX_LINESTRIP, GX_VTXFMT0, 4 ); GX_Position3f32( sunrays[i*4+3].x, sunrays[i*4+3].y, 0.0f ); GX_Color4u8( 0, 0, 0, 0xff ); GX_Position3f32( sunrays[i*4 ].x, sunrays[i*4 ].y, 0.0f ); GX_Color4u8( 0, 0, 0, 0xff ); GX_Position3f32( sunrays[i*4+1].x, sunrays[i*4+1].y, 0.0f ); GX_Color4u8( 0, 0, 0, 0xff ); GX_Position3f32( sunrays[i*4+2].x, sunrays[i*4+2].y, 0.0f ); GX_Color4u8( 0, 0, 0, 0xff ); GX_End(); } GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); GX_SetVtxDesc (GX_VA_TEX0, GX_NONE); }
void QuadPane::Draw(const BannerResources& resources, u8 render_alpha, const float ws_scale, Mtx &modelview, u16 material_index, u8 texture_flip) const { if(!header) return; if (material_index < resources.materials.size()) { bool modulate_color = IsModulateColor(header->vertex_colors, render_alpha); resources.materials[material_index]->Apply(resources, render_alpha, modulate_color); } Mtx m, mv; guMtxIdentity (m); guMtxTransApply(m,m, -0.5f * GetOriginX(), -0.5f * GetOriginY(), 0.f); guMtxScaleApply(m,m, GetWidth(), GetHeight(), 1.f); guMtxConcat (modelview, m, mv); GX_LoadPosMtxImm (mv, GX_PNMTX0); GX_ClearVtxDesc(); GX_InvVtxCache(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); for(u32 i = 0; i < header->tex_coord_count; i++) GX_SetVtxDesc(GX_VA_TEX0+i, GX_DIRECT); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); if(texture_flip) { SetVertex(0, 0.f, 0.f, render_alpha); SetVertex(1, 1.f, 0.f, render_alpha); SetVertex(3, 1.f, 1.f, render_alpha); SetVertex(2, 0.f, 1.f, render_alpha); } else { SetVertex(2, 0.f, 0.f, render_alpha); SetVertex(3, 1.f, 0.f, render_alpha); SetVertex(1, 1.f, 1.f, render_alpha); SetVertex(0, 0.f, 1.f, render_alpha); } GX_End(); }
void BannerWindow::Init(u8 *font1, u8 *font2) { MaxAnimSteps = 30; returnVal = -1; reducedVol = false; ScreenProps.x = 620; //620 ScreenProps.y = 400; //400 sysFont1 = font1; sysFont2 = font2; ShowBanner = true; guMtxIdentity(modelview); guMtxTransApply(modelview, modelview, (!m_vid.wide() || m_vid.vid_50hz()) ? 0.0f : 2.0f, m_vid.vid_50hz() ? -1.0f : 0.0f, 0.0F); AnimPosX = 0.5f * (ScreenProps.x - fIconWidth); AnimPosY = 0.5f * (ScreenProps.y - fIconHeight); AnimationRunning = false; Brightness = 0; // this just looks better for banner/icon ratio xDiff = 0.5f * (m_vid.wide() ? (m_vid.vid_50hz() ? 616 : 620.0f) : 608.0f); yDiff = 0.5f * (m_vid.vid_50hz() ? 448.0f : 470.0f); iconWidth = fIconWidth - 20; iconHeight = fIconHeight - 20; ratioX = xDiff * 2.f / iconWidth; ratioY = yDiff * 2.f / iconHeight; stepx1 = ((ScreenProps.x * 0.1f - xDiff) - (AnimPosX + 0.5f * fIconWidth - 0.5f * iconWidth)) * ratioX; stepx2 = ((ScreenProps.x * 0.1f + xDiff) - (AnimPosX + 0.5f * fIconWidth + 0.5f * iconWidth)) * ratioX; stepy1 = ((ScreenProps.y * 0.9f - yDiff) - (AnimPosY + 0.5f * fIconHeight - 0.5f * iconHeight)) * ratioY; stepy2 = ((ScreenProps.y * 0.9f + yDiff) - (AnimPosY + 0.5f * fIconHeight + 0.5f * iconHeight)) * ratioY; gameBanner.Clear(); if(!FontLoaded) { gameBanner.LoadFont(sysFont1, sysFont2); FontLoaded = true; } }
void draw_star( f32 scale, f32 angle, f32 x, f32 y, u8 *col, u8 alpha ) { int i, j; Mtx m,m1,m2,mv; guMtxIdentity(m1); guMtxScaleApply( m1, m1, scale, scale, 1.0f ); guMtxRotAxisRad( m2, &rotax, angle ); guMtxConcat( m2, m1, m); guMtxTransApply( m, m, x, y, 0 ); guMtxConcat( GXmodelView2D, m, mv ); GX_LoadPosMtxImm( mv, GX_PNMTX0 ); GX_Begin( GX_TRIANGLES, GX_VTXFMT0, 3*NUM_STAR_POLYS ); for( i=0; i<NUM_STAR_POLYS*3; i++ ) { j = star_polys[i]*2; GX_Position3f32( star_pts[j], star_pts[j+1], 0.0f ); GX_Color4u8( col[0], col[1], col[2], alpha ); } GX_End(); GX_Begin( GX_LINESTRIP, GX_VTXFMT0, NUM_STAR_EDGES ); for( i=0; i<NUM_STAR_EDGES; i++ ) { j = star_edges[i]*2; GX_Position3f32( star_pts[j], star_pts[j+1], 0.0f ); GX_Color4u8( 0, 0, 0, alpha ); } GX_End(); GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); GX_SetVtxDesc (GX_VA_TEX0, GX_NONE); }
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(); }
//--------------------------------------------------------------------------------- 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 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 ); }
void glLoadIdentity(void) { guMtxIdentity(model); }
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(); }
/* * GX render callback */ void wii_render_callback() { GX_SetVtxDesc( GX_VA_POS, GX_DIRECT ); GX_SetVtxDesc( GX_VA_CLR0, GX_DIRECT ); GX_SetVtxDesc( GX_VA_TEX0, GX_NONE ); Mtx m; // model matrix. Mtx mv; // modelview matrix. guMtxIdentity( m ); guMtxTransApply( m, m, 0, 0, -100 ); guMtxConcat( gx_view, m, mv ); GX_LoadPosMtxImm( mv, GX_PNMTX0 ); // Diff switches wii_atari_display_diff_switches(); // // Debug // static int dbg_count = 0; if( wii_debug && !wii_testframe ) { static char text[256] = ""; static char text2[256] = ""; dbg_count++; if( dbg_count % 60 == 0 ) { /* a: %d, %d, c: 0x%x,0x%x,0x%x*/ /* wii_sound_length, wii_convert_length, memory_ram[CTLSWB], riot_drb, memory_ram[SWCHB] */ sprintf( text, "v: %.2f, hs: %d, %d, timer: %d, wsync: %s, %d, stl: %s, mar: %d, cpu: %d, ext: %d, rnd: %d, hb: %d", wii_fps_counter, high_score_set, hs_sram_write_count, ( riot_timer_count % 1000 ), ( dbg_wsync ? "1" : "0" ), dbg_wsync_count, ( dbg_cycle_stealing ? "1" : "0" ), dbg_maria_cycles, dbg_p6502_cycles, dbg_saved_cycles, RANDOM, cartridge_hblank ); } //sprintf( text, "video: %.2f", wii_fps_counter ); wii_gx_drawtext( -310, 210, 14, text, ftgxWhite, 0 ); if( lightgun_enabled ) { //ir_t ir; //WPAD_IR(WPAD_CHAN_0, &ir); sprintf( text2, "lightgun: %d, %d, %d, %.2f, %d, [%d, %d]", /*"lightgun: %d, %d, %d, %.2f, %d, [%d, %d] %d, %d, %d, %d", */ cartridge_crosshair_x, cartridge_crosshair_y, lightgun_scanline, lightgun_cycle, wii_dbg_scanlines, wii_ir_x, wii_ir_y /*, ir.vres[0], ir.vres[1], ir.offset[0], ir.offset[1]*/ ); wii_gx_drawtext( -310, -210, 14, text2, ftgxWhite, 0 ); } } }
void BoxCover::Draw() { u8 BoxAlpha = (int) (alpha+alphaDyn) & 0xFF; GX_LoadProjectionMtx(projection, GX_PERSPECTIVE); GX_ClearVtxDesc(); GX_InvVtxCache(); GX_SetVtxDesc(GX_VA_POS, GX_INDEX8); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX8); //! don't draw inside of the box GX_SetCullMode(GX_CULL_FRONT); Mtx modelView; Mtx modelView2; Mtx modelView3; guVector cubeAxis = {0,0,1}; guVector cubeAxis2 = {0,1,0}; guVector cubeAxis3 = {1,0,0}; guMtxIdentity(modelView); guMtxRotAxisDeg(modelView3, &cubeAxis3, RotX-Animation2); guMtxRotAxisDeg(modelView2, &cubeAxis2, RotY+Animation2+xoffsetDyn/2.0f); guMtxRotAxisDeg(modelView, &cubeAxis, RotZ-Animation); guMtxConcat(modelView3, modelView2, modelView2); guMtxConcat(modelView2, modelView, modelView); if(Settings.widescreen) guMtxScaleApply(modelView, modelView, Settings.WSFactor, 1.0f, 1.0f); guMtxTransApply(modelView, modelView, PosX+xoffsetDyn/680.0f+movePosX, PosY+yoffsetDyn/680.0f+movePosY, PosZ); guMtxConcat(view,modelView,modelView); GX_LoadPosMtxImm(modelView, GX_PNMTX0); //! Border quads GX_LoadTexObj(&boxBorderTex, GX_TEXMAP0); GX_InvalidateTexAll(); GX_SetArray(GX_VA_POS, (void *) &g_boxMeshQ[0].pos, sizeof(g_boxMeshQ[0])); GX_SetArray(GX_VA_TEX0, (void *) &g_boxMeshQ[0].texCoord, sizeof(g_boxMeshQ[0])); GX_Begin(GX_QUADS, GX_VTXFMT0, g_boxMeshQSize); for (u32 j = 0; j < g_boxMeshQSize; ++j) { GX_Position1x8(j); GX_Color4u8(boxColor.r, boxColor.g, boxColor.b, BoxAlpha); GX_TexCoord1x8(j); } GX_End(); //! Border triangles GX_SetArray(GX_VA_POS, (void *) &g_boxMeshT[0].pos, sizeof(g_boxMeshT[0])); GX_SetArray(GX_VA_TEX0, (void *) &g_boxMeshT[0].texCoord, sizeof(g_boxMeshT[0])); GX_Begin(GX_TRIANGLES, GX_VTXFMT0, g_boxMeshTSize); for (u32 j = 0; j < g_boxMeshTSize; ++j) { GX_Position1x8(j); GX_Color4u8(boxColor.r, boxColor.g, boxColor.b, BoxAlpha); GX_TexCoord1x8(j); } GX_End(); //! Back Cover (Might be flat) GX_LoadTexObj(flatCover ? &defaultBoxTex : &coverTex, GX_TEXMAP0); GX_InvalidateTexAll(); GX_SetArray(GX_VA_POS, (void *) &g_boxBackCoverMesh[0].pos, sizeof(g_boxBackCoverMesh[0])); GX_SetArray(GX_VA_TEX0, (void *) &g_boxBackCoverMesh[0].texCoord, sizeof(g_boxBackCoverMesh[0])); GX_Begin(GX_QUADS, GX_VTXFMT0, g_boxBackCoverMeshSize); for (u32 j = 0; j < g_boxBackCoverMeshSize; ++j) { GX_Position1x8(j); if(flatCover) GX_Color4u8(boxColor.r, boxColor.g, boxColor.b, BoxAlpha); else GX_Color4u8(0xff, 0xff, 0xff, BoxAlpha); GX_TexCoord1x8(j); } GX_End(); if(flatCover) { //! Front Flat Cover GX_LoadTexObj(&coverTex, GX_TEXMAP0); GX_InvalidateTexAll(); GX_SetArray(GX_VA_POS, (void *) &g_flatCoverMesh[0].pos, sizeof(g_flatCoverMesh[0])); GX_SetArray(GX_VA_TEX0, (void *) &g_flatCoverMesh[0].texCoord, sizeof(g_flatCoverMesh[0])); GX_Begin(GX_QUADS, GX_VTXFMT0, g_flatCoverMeshSize); for (u32 j = 0; j < g_flatCoverMeshSize; ++j) { GX_Position1x8(j); GX_Color4u8(0xff, 0xff, 0xff, 0xff); GX_TexCoord1x8(j); } GX_End(); } else { //! Front Cover GX_SetArray(GX_VA_POS, (void *) &g_boxCoverMesh[0].pos, sizeof(g_boxCoverMesh[0])); GX_SetArray(GX_VA_TEX0, (void *) &g_boxCoverMesh[0].texCoord, sizeof(g_boxCoverMesh[0])); GX_Begin(GX_QUADS, GX_VTXFMT0, g_boxCoverMeshSize); for (u32 j = 0; j < g_boxCoverMeshSize; ++j) { GX_Position1x8(j); GX_Color4u8(0xff, 0xff, 0xff, BoxAlpha); GX_TexCoord1x8(j); } GX_End(); } //! stop cull GX_SetCullMode(GX_CULL_NONE); UpdateEffects(); }
/**************************************************************************** * 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); }
void reduce_cubemap (cubemap_info *cubemap, int subdiv) { int x, y, face; const u32 vtxfmt = GX_VTXFMT0; Mtx mvtmp; Mtx44 ortho; object_loc rect_loc; scene_info rect_scene; int half_subdiv = subdiv / 2; float scale_factor = 1.0 / ((float) half_subdiv - 0.5); /* Using an even number of subdivisions and spreading evenly from -1...1 ensures we don't try to evaluate the singularity point at the back of the sphere. */ assert ((subdiv & 1) == 0); scene_set_pos (&rect_scene, (guVector) { 0, 0, -5 }); scene_set_lookat (&rect_scene, (guVector) { 0, 0, 0 }); scene_set_up (&rect_scene, (guVector) { 0, 1, 0 }); scene_update_camera (&rect_scene); guOrtho (ortho, -1, 1, -1, 1, 1, 15); object_loc_initialise (&rect_loc, GX_PNMTX0); guMtxIdentity (mvtmp); object_set_matrices (&rect_scene, &rect_loc, rect_scene.camera, mvtmp, NULL, ortho, GX_ORTHOGRAPHIC); GX_ClearVtxDesc (); GX_SetVtxDesc (GX_VA_POS, GX_DIRECT); GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT); GX_SetVtxAttrFmt (vtxfmt, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt (vtxfmt, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetCullMode (GX_CULL_BACK); rendertarget_texture (cubemap->sphsize, cubemap->sphsize, cubemap->sphfmt, GX_FALSE, GX_PF_RGB8_Z24, GX_ZC_LINEAR); for (face = 0; face < 6; face++) { shader_load (cubemap->face_shader[face]); for (x = -half_subdiv; x < half_subdiv - 1; x++) { float a = ((float) x + 0.5) * scale_factor; float a1 = ((float) x + 1.5) * scale_factor; GX_Begin (GX_TRIANGLESTRIP, vtxfmt, subdiv * 2); for (y = -half_subdiv; y < half_subdiv; y++) { float b = ((float) y + 0.5) * scale_factor; guVector tmp; face_to_sphere (&tmp, face, a, b); GX_Position3f32 (tmp.x, tmp.y, tmp.z); GX_TexCoord2f32 ((a + 1.0) / 2.0, (b + 1.0) / 2.0); face_to_sphere (&tmp, face, a1, b); GX_Position3f32 (tmp.x, tmp.y, tmp.z); GX_TexCoord2f32 ((a1 + 1.0) / 2.0, (b + 1.0) / 2.0); } GX_End (); } } GX_CopyTex (cubemap->sphtexels, GX_TRUE); GX_PixModeSync (); }
void MilkdropWaveform::Draw(RenderContext &context) { WaveformMath(context); #ifdef _WII_ #else glMatrixMode( GL_MODELVIEW ); //glPushMatrix(); glLoadIdentity(); #endif if(modulateAlphaByVolume) ModulateOpacityByVolume(context); else temp_a = a; MaximizeColors(context); #ifndef _WII_ if(dots==1) glEnable(GL_LINE_STIPPLE); #else u8 format = GX_TO_ZERO; if(dots==1) format = GX_TO_ONE; // ??? correct ??? #endif #ifdef _WII_ //Thick wave drawing if (thick==1) WII_SetLineWidth( (context.texsize < 512 ) ? 2 : 2*context.texsize/512,format); else WII_SetLineWidth( (context.texsize < 512 ) ? 1 : context.texsize/512,format); //Additive wave drawing (vice overwrite) if (additive)GX_SetBlendMode(GX_BM_BLEND,GX_BL_SRCALPHA, GX_BL_ONE,GX_LO_CLEAR); else GX_SetBlendMode(GX_BM_BLEND,GX_BL_SRCALPHA, GX_BL_INVSRCALPHA,GX_LO_CLEAR); #else //Thick wave drawing if (thick==1) glLineWidth( (context.texsize < 512 ) ? 2 : 2*context.texsize/512); else glLineWidth( (context.texsize < 512 ) ? 1 : context.texsize/512); //Additive wave drawing (vice overwrite) if (additive)glBlendFunc(GL_SRC_ALPHA, GL_ONE); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #endif #ifdef _WII_ guMtxIdentity(modelview); guVector cubeAxis = {0, 0, 1}; guMtxTransApply(modelview, modelview, .5, .5, 0); guMtxRotAxisDeg(modelview, &cubeAxis, rot); guMtxScaleApply(modelview,modelview,aspectScale, 1.0, 1.0); guMtxTransApply(modelview, modelview, -.5, -.5, 0); if (loop) WII_VertArrays(GX_LINESTRIP,&wavearray[0][0],0,0,0,samples,2); else WII_VertArrays(GX_LINESTRIP,&wavearray[0][0],0,0,0,samples,2); if (two_waves) { if (loop) WII_VertArrays(GX_LINESTRIP,&wavearray2[0][0],0,0,0,samples,2); else WII_VertArrays(GX_LINESTRIP,&wavearray2[0][0],0,0,0,samples,2); } // glPopMatrix(); #else glTranslatef(.5, .5, 0); glRotatef(rot, 0, 0, 1); glScalef(aspectScale, 1.0, 1.0); glTranslatef(-.5, -.5, 0); glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2,GL_FLOAT,0,wavearray); if (loop) glDrawArrays(GL_LINE_LOOP,0,samples); else glDrawArrays(GL_LINE_STRIP,0,samples); if (two_waves) { glVertexPointer(2,GL_FLOAT,0,wavearray2); if (loop) glDrawArrays(GL_LINE_LOOP,0,samples); else glDrawArrays(GL_LINE_STRIP,0,samples); } #ifndef USE_GLES1 if(dots==1) glDisable(GL_LINE_STIPPLE); #endif //glPopMatrix(); #endif }
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 ) } }
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; }