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); }
inline void Material::ApplyTexCoordGens(void) const { // texture coord gen for(u32 i = 0; i != flags->texture_coord_gen; ++i) { const TextureCoordGen &tcg = texture_coord_gens[i]; GX_SetTexCoordGen(GX_TEXCOORD0 + i, tcg.tgen_typ, tcg.tgen_src, tcg.mtxsrc); const u8 mtrx = (tcg.mtxsrc - GX_TEXMTX0) / 3; if (tcg.tgen_typ == 1 && tcg.mtxsrc != GX_IDENTITY && mtrx < flags->texture_srt) { const TextureSrt& srt = texture_srts[mtrx]; const float rotate_rad = DegToRad(srt.rotate); const float cosF = cosf(rotate_rad); const float sinF = sinf(rotate_rad); // setup texture matrix Mtx m; m[0][0] = srt.scale_x * cosF; m[0][1] = srt.scale_y * -sinF; m[0][2] = 0.0f; m[0][3] = -0.5f * (m[0][0] + m[0][1]) + srt.translate_x + 0.5f; m[1][0] = srt.scale_x * sinF; m[1][1] = srt.scale_y * cosF; m[1][2] = 0.0f; m[1][3] = -0.5f * (m[1][0] + m[1][1]) + srt.translate_y + 0.5f; m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f; GX_LoadTexMtxImm(m, tcg.mtxsrc, GX_MTX3x4); } } GX_SetNumTexGens(flags->texture_coord_gen); }
//--------------------------------------------------------------------------------- int main( int argc, char **argv ){ //--------------------------------------------------------------------------------- f32 yscale; u32 xfbHeight; // various matrices for things like view Mtx view,mv,mr; Mtx44 perspective; // the texure we're going to paint GXTexObj texture; TPLFile mudTPL; u32 fb = 0; // initial framebuffer index GXColor background = {0, 0, 0, 0xff}; // init the vi. VIDEO_Init(); rmode = VIDEO_GetPreferredMode(NULL); WPAD_Init(); // allocate 2 framebuffers for double buffering frameBuffer[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode)); frameBuffer[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode)); // configure video and wait for the screen to blank 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... void *gp_fifo = NULL; gp_fifo = memalign(32,DEFAULT_FIFO_SIZE); memset(gp_fifo,0,DEFAULT_FIFO_SIZE); // ...then init the flipper 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 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_InvVtxCache(); GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_NRM, 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_NRM, GX_NRM_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); // 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_MTX3x4, GX_TG_TEX0, GX_IDENTITY); f32 w = rmode->viWidth; f32 h = rmode->viHeight; guLightPerspective(mv,45, (f32)w/h, 1.05F, 1.0F, 0.0F, 0.0F); guMtxTrans(mr, 0.0F, 0.0F, -1.0F); guMtxConcat(mv, mr, mv); GX_LoadTexMtxImm(mv, GX_TEXMTX0, GX_MTX3x4); GX_InvalidateTexAll(); TPL_OpenTPLFromMemory(&mudTPL, (void *)mud_tpl,mud_tpl_size); TPL_GetTexture(&mudTPL,mud,&texture); // 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 guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F); GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE); // get the room ready to render SetupWorld(); while(1) { WPAD_ScanPads(); s8 tpad = PAD_StickX(0); // Rotate left or right. if ((tpad < -8) || (tpad > 8)) yrot -= (float)tpad / 50.f; // NOTE: walkbiasangle = head bob tpad = PAD_StickY(0); // Go forward. if(tpad > 50) { xpos -= (float)sin(DegToRad(yrot)) * 0.05f; // Move on the x-plane based on player direction zpos -= (float)cos(DegToRad(yrot)) * 0.05f; // Move on the z-plane based on player direction if (walkbiasangle >= 359.0f) walkbiasangle = 0.0f; // Bring walkbiasangle back around else walkbiasangle += 10; // if walkbiasangle < 359 increase it by 10 walkbias = (float)sin(DegToRad(walkbiasangle))/20.0f; } // Go backward if(tpad < -50) { xpos += (float)sin(DegToRad(yrot)) * 0.05f; zpos += (float)cos(DegToRad(yrot)) * 0.05f; if (walkbiasangle <= 1.0f) walkbiasangle = 359.0f; else walkbiasangle -= 10; walkbias = (float)sin(DegToRad(walkbiasangle))/20.0f; } tpad = PAD_SubStickY(0); // Tilt up/down if (((tpad > 8) || (tpad < -8)) && ((90 >= lookupdown) && (lookupdown >= -90))) { zdepth -= ((f32)tpad * 0.01f); lookupdown -= ((f32)tpad * 0.01f); if (lookupdown > 90) lookupdown = 90.0F; if (lookupdown < -90) lookupdown = -90.0F; } if ( PAD_ButtonsDown(0) & PAD_BUTTON_START) { exit(0); } // do this before drawing GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1); //set number of textures to generate GX_SetNumTexGens(1); // Draw things DrawScene(view,texture); GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); GX_CopyDisp(frameBuffer[fb],GX_TRUE); // do this stuff after drawing GX_DrawDone(); fb ^= 1; // flip framebuffer VIDEO_SetNextFramebuffer(frameBuffer[fb]); VIDEO_Flush(); VIDEO_WaitVSync(); } return 0; }