/**************************************************************************** * Restore GX to 2D mode drawing ***************************************************************************/ void ReSetup_GX(void) { // channel control GX_SetNumChans(1); GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE); // texture gen. GX_SetNumTexGens(1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); // texture environment GX_SetNumTevStages(1); GX_SetNumIndStages(0); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0); GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_1_4); GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1); GX_SetTevDirect(GX_TEVSTAGE0); // swap table GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA); // alpha compare and blend mode GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET); }
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); }
/**************************************************************************** * 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); }
//--------------------------------------------------------------------------------- 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 Textbox::SetupGX(const BannerResources& resources) const { GX_ClearVtxDesc(); GX_InvVtxCache(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); // channel control GX_SetNumChans(1); GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE); // texture gen. GX_SetNumTexGens(1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); // texture environment GX_SetNumTevStages(1); GX_SetNumIndStages(0); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0); GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_1_4); GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1); GX_SetTevDirect(GX_TEVSTAGE0); // swap table GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA); // alpha compare and blend mode GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET); if(header->material_index < resources.materials.size()) { const Material::Header *matHead = resources.materials[header->material_index]->GetHeader(); if(!matHead) return; //GX_SetFog(0, 0.0f, 0.0f, 0.0f, 0.0f, (GXColor){0xff, 0xff, 0xff, 0xff}); GX_SetTevSwapModeTable(0, 0, 1, 2, 3); //GX_SetZTexture(0, 0x11, 0); GX_SetNumChans(1 ); GX_SetChanCtrl(4, 0, 0, 1, 0, 0, 2); GX_SetChanCtrl(5, 0, 0, 0, 0, 0, 2); GX_SetNumTexGens(1); GX_SetTexCoordGen2(0, 1, 4, 0x3c, 0, 0x7D); GX_SetNumIndStages(0); GX_SetBlendMode(1, 4, 5, 0xf); GX_SetNumTevStages(2); GX_SetTevDirect(0); GX_SetTevDirect(1); GX_SetTevSwapMode(0, 0, 0); GX_SetTevSwapMode(1, 0, 0); GX_SetTevOrder(0, 0, 0, 0xff); for( int i = 0; i < 2; i++ ) { // Devkitppc_r27 internal compiler error //GX_SetTevColor(i + 1, (GXColor){ LIMIT(matHead->color_regs[i].r, 0, 0xFF), // LIMIT(matHead->color_regs[i].g, 0, 0xFF), // LIMIT(matHead->color_regs[i].b, 0, 0xFF), // LIMIT(matHead->color_regs[i].a, 0, 0xFF) }); u8 r = (u8) LIMIT(matHead->color_regs[i].r, 0, 0xFF); u8 g = (u8) LIMIT(matHead->color_regs[i].g, 0, 0xFF); u8 b = (u8) LIMIT(matHead->color_regs[i].b, 0, 0xFF); u8 a = (u8) LIMIT(matHead->color_regs[i].a, 0, 0xFF); GX_SetTevColor((u8) (i + 1), (GXColor){r,g,b,a}); } GX_SetTevColorIn(0, 2, 4, 8, 0xf); GX_SetTevAlphaIn(0, 1, 2, 4, 7); GX_SetTevColorOp(0, 0, 0, 0, 1, 0); GX_SetTevAlphaOp(0, 0, 0, 0, 1, 0); GX_SetTevOrder(1, 0xff, 0xff, 4); GX_SetTevColorIn(1, 0xf, 0, 0xa, 0xf); GX_SetTevAlphaIn(1, 7, 0, 5, 7); GX_SetTevColorOp(1, 0, 0, 0, 1, 0); GX_SetTevAlphaOp(1, 0, 0, 0, 1, 0); } }
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; }
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 }
void REV_init() { //Local variables f32 yscale; u32 xfbHeight; //Load the right IOS, so keyboard works fin u32 iosVersion = IOS_GetVersion(); if(iosVersion != 36) { IOS_ReloadIOS(36); } //// VIDEO_Init();//Video Library Init PAD_Init();//Gamecube Pad Library Init WPAD_Init();//Wiimote Library Init rMode = VIDEO_GetPreferredMode(NULL);//Set render mode // 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 System VIDEO_Configure(rMode); VIDEO_SetNextFramebuffer(frameBuffer[fb]);//Initial Framebuffer VIDEO_Flush(); VIDEO_WaitVSync(); if(rMode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync(); fb ^= 1;//Set next index //Set up the FIFO void *gp_fifo = memalign(32,DEFAULT_FIFO_SIZE);//Allocate memset(gp_fifo,0,DEFAULT_FIFO_SIZE);//and Clear //Init GX hardware GX_Init(gp_fifo,DEFAULT_FIFO_SIZE); // clears the bg to color and clears the z buffer GX_SetCopyClear(DEF_BG_COLOR , 0x00ffffff); //More initialization w = rMode->viWidth; h = rMode->viHeight; yscale = GX_GetYScaleFactor(rMode->efbHeight,rMode->xfbHeight); xfbHeight = GX_SetDispCopyYScale(yscale); GX_SetDispCopySrc(0,0,rMode->fbWidth,rMode->efbHeight); GX_SetDispCopyDst(rMode->fbWidth,xfbHeight); GX_SetFieldMode(rMode->field_rendering,((h==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_CopyDisp(frameBuffer[fb],GX_TRUE); GX_SetDispCopyGamma(GX_GM_1_0); for(u8 i = 0; i < 4; i++) WPAD_SetVRes(i,w,h); //Hardware Initialized, now engine initialization //Init filesystem fatInitDefault(); //First create a Root mainRoot = new ROOT; mainRoot->init((f32)w,(f32)h); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetColorUpdate(GX_ENABLE); GX_SetAlphaUpdate(GX_ENABLE); GX_SetZCompLoc(GX_TRUE); GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE); init3dConfig(); init2dConfig(); init2D(w, h); transQueue = NULL; solidQueue = NULL; zQueue = NULL; REV_fontsInit(); KEYBOARD_Init(NULL); keyboardInit(); }
void REV_process(tMapQ3 * map) { //Variables f32 preWait = 0, postWait = 0; static u8 firstFrame = 1; TRACKER * auxT; setUp3D(); //Wait just before drawing (instead of after), this should enhance performance VIDEO_Flush(); preWait = (f32)(ticks_to_millisecs(gettime())); VIDEO_WaitVSync(); postWait = (f32)(ticks_to_millisecs(gettime())); GPUWaitTime = 0.001f * (postWait - preWait); //Update physics updatePhysics(); setBGColor(SC_BLUE); //Clasify objects into solid or transparent queues //This is done before everything else because this clasification is the same for every viewport clasify3D(mainRoot->rootNode); //Now we use the clasified queues to render shadows //if(mainRoot->shadowCaster) //mainRoot->shadowScene(); //Render each Viewport into it's texture GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); //GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE); std::multimap<CAMERA*, TRender2Texture*>::iterator iter = mainRoot->m_Render2Textures.begin(); for(;iter != mainRoot->m_Render2Textures.end(); ++iter) { (*iter).second->setForRender(perspective); (*iter).second->getCamera()->setForRender(view); //Before rendering the scene, render the skyBox GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE); mainRoot->skyBox.render((*iter).second->getCamera()); GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE); //Now render the map //GX_LoadPosMtxImm(view, GX_PNMTX0); //if(map) //renderQ3Map(tTex->cam->getPos(), map); //Now render objects GX_SetCullMode(GX_CULL_NONE); auxT = solidQueue; while(auxT) { render(auxT->target, (*iter).second->getCamera()->getPos()); auxT = auxT->next; } orderQueue((*iter).second->getCamera()); auxT = transQueue; while(auxT) { render(auxT->target, (*iter).second->getCamera()->getPos()); auxT = auxT->next; } //Copy the embeded frame buffer to the texture (*iter).second->copyTexture(); } while(solidQueue) { auxT = solidQueue; solidQueue = solidQueue->next; free(auxT); } while(transQueue) { auxT = transQueue; transQueue = transQueue->next; free(auxT); } setBGColor(SC_WHITE); //2D System //GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE); GX_SetCopyFilter(rMode->aa,rMode->sample_pattern,GX_TRUE,rMode->vfilter); GX_SetViewport(0,0, w, h,0,1); GX_SetScissor(0,0, w, h); guOrtho(perspective,0,h,0,w, 1.0,100.0); GX_LoadProjectionMtx(perspective, GX_ORTHOGRAPHIC); GX_SetCullMode(GX_CULL_NONE); setUp2D(); parse2D(mainRoot->rootN2D); order2D(); render2D(); GX_DrawDone(); GX_CopyDisp(frameBuffer[fb],GX_TRUE); VIDEO_SetNextFramebuffer(frameBuffer[fb]); //Set out black screen after first frame if(firstFrame) { firstFrame = 0; VIDEO_SetBlack(FALSE); } fb ^= 1; }
void Particle_Render(Mtx M_view, ParticleSystem* psystem, Camera* camera) { // setup TEV 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_VTXFMT6, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT6, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt(GX_VTXFMT6, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); // load model-view matrix Mtx M_modelView; guMtxIdentity(M_modelView); GX_LoadPosMtxImm(M_modelView, GX_PNMTX0); // setup tev GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetAlphaUpdate(GX_TRUE); GX_SetNumChans(1); GX_SetTevColorIn( GX_TEVSTAGE0, GX_CC_TEXC, // a GX_CC_RASC, // b GX_CC_TEXA, // c GX_CC_ZERO); // d GX_SetTevColorOp( GX_TEVSTAGE0, // stage GX_TEV_ADD, // op GX_TB_ZERO, // bias GX_CS_SCALE_2, // scale GX_ENABLE, // clamp 0-255 GX_TEVPREV); // output reg GX_SetTevAlphaIn( GX_TEVSTAGE0, GX_CA_ZERO, // a GX_CA_TEXA, // b GX_CA_RASA, // c GX_CA_ZERO); // d GX_SetTevAlphaOp( GX_TEVSTAGE0, // stage GX_TEV_ADD, // op GX_TB_ZERO, // bias GX_CS_SCALE_1, // scale GX_ENABLE, // clamp 0-255 GX_TEVPREV); // output reg GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetNumTexGens(1); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_LoadTexObj(&psystem->texture, GX_TEXMAP0); int n = psystem->n_particles; f32 texCoords[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; GX_InvVtxCache(); Vec3 camPos = camera->position(); Mtx axisMtx; System::LogClear(); Particle_Sort(M_view, psystem); GX_Begin(GX_QUADS, GX_VTXFMT6, n*4); for (int k = 0; k < n; k++) { int i = psystem->binsAllocations[k].particleIdx; //System::Log(L"p%d", i); Vec3& p = psystem->positions[i]; f32 lifetime = psystem->lifetimes[i]; f32 age = psystem->ages[i]; f32 ratio = age/lifetime; Vec3 forward = Math3D::normalized(camPos - p); Vec3 worldUp = Vec3(0, 1, 0); Vec3 right = Math3D::normalized(Math3D::cross(worldUp, forward)); Vec3 up = Math3D::cross(forward, right); Mtx pm; guMtxCopy(M_view, pm); guMtxTranspose(pm, pm); pm[0][3] = p.x; pm[1][3] = p.y; pm[2][3] = p.z; guMtxConcat(M_view, pm, pm); f32 rotation = psystem->rotations[i]; if (psystem->rotationInterpolator) rotation = psystem->rotationInterpolator->getValue(rotation, ratio); f32 size = psystem->sizes[i]; if (psystem->sizeInterpolator) size = psystem->sizeInterpolator->getValue(size, ratio); if (psystem->colorInterpolator) psystem->colors[i] = psystem->colorInterpolator->getValue(ratio); Matrix34 M_rot = Math3D::matrixRotationZ(rotation); f32 hs = size*0.5f; Vec3 p0(-hs, +hs, 0); Vec3 p1(-hs, -hs, 0); Vec3 p2(+hs, -hs, 0); Vec3 p3(+hs, +hs, 0); Vec3 vs[4] = {p0, p1, p2, p3}; for (int i = 0; i < 4; i++) { vs[i] = M_rot * vs[i]; vs[i] = Math3D::matrixVecMul(pm, vs[i]); } for (int i = 0; i < 4; i++) { f32* coords = &texCoords[2*i]; SendVertex(vs[i], psystem->colors[i], coords[0], coords[1]); } } GX_End(); return; }
// nyanise the system void nyan() { // subsystem VIDEO_Init(); WPAD_Init(); ASND_Init(); MP3Player_Init(); // video setup wichFb = 0; rmode = VIDEO_GetPreferredMode(NULL); xfb[0] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode)); xfb[1] = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode)); VIDEO_Configure(rmode); VIDEO_SetNextFramebuffer(xfb[wichFb]); VIDEO_Flush(); VIDEO_WaitVSync(); if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync(); wichFb ^= 1; // setup the fifo and then init gx gp_fifo = memalign(32, DEFAULT_FIFO_SIZE); memset(gp_fifo, 0, DEFAULT_FIFO_SIZE); GX_Init(gp_fifo, DEFAULT_FIFO_SIZE); // 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(xfb[wichFb], GX_TRUE); GX_SetDispCopyGamma(GX_GM_1_0); 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); GX_SetCopyClear(background, 0x00ffffff); // empty the vertex descriptor GX_InvVtxCache(); GX_InvalidateTexAll(); 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_XY, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); // tev is like shadow for me (i don't really understand these Chans, and TevOps-nyan-thing things) 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(); // Load the spriteSheet TPLFile spriteTPL; TPL_OpenTPLFromMemory(&spriteTPL, (void *)textures_tpl, textures_tpl_size); TPL_GetTexture(&spriteTPL, spritesheet, &spriteSheetTexture); // no filtering plz GX_InitTexObjLOD(&spriteSheetTexture, GX_NEAR, GX_NEAR, 0.0f, 0.0f, 0.0f, GX_FALSE, GX_FALSE, GX_ANISO_1); GX_LoadTexObj(&spriteSheetTexture, GX_TEXMAP0); // Load texture in slot 0 into gx // Setup the view GX_SetViewport(0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1); guOrtho(perspective, 0, 479, 0, 639, 0, 300); GX_LoadProjectionMtx(perspective, GX_ORTHOGRAPHIC); startTime = ticks_to_millisecs(gettime()); bkgTimeCounter = startTime; nyanTimeCounter = startTime; currentBkgStep = 0; currentNyanStep = 0; }
/* =============== R_DrawParticles =============== */ void R_DrawParticles (void) { particle_t *p, *kill; float grav; int i; float time2, time3; float time1; float dvel; float frametime; // >>> FIX: For Nintendo Wii using devkitPPC / libogc // Support for GX hardware: //#ifdef GLQUAKE #ifdef GXQUAKE unsigned char *at; unsigned char theAlpha; vec3_t up, right; float scale; GX_Bind(particletexture); GX_SetBlendMode(GX_BM_BLEND, gxu_blend_src_value, gxu_blend_dst_value, GX_LO_NOOP); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); #elif GLQUAKE // <<< FIX unsigned char *at; unsigned char theAlpha; vec3_t up, right; float scale; qboolean alphaTestEnabled; GL_Bind(particletexture); alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST); if (alphaTestEnabled) glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin (GL_TRIANGLES); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); #else D_StartParticles (); VectorScale (vright, xscaleshrink, r_pright); VectorScale (vup, yscaleshrink, r_pup); VectorCopy (vpn, r_ppn); #endif frametime = host_frametime; time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; grav = frametime * 800 * 0.05; dvel = 4*frametime; for ( ;; ) { kill = active_particles; if (kill && kill->die < cl.time) { active_particles = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } for (p=active_particles ; p ; p=p->next) { for ( ;; ) { kill = p->next; if (kill && kill->die < cl.time) { p->next = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } // >>> FIX: For Nintendo Wii using devkitPPC / libogc // Support for GX hardware: //#ifdef GLQUAKE #ifdef GXQUAKE // hack a scale up to keep particles from disapearing scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1] + (p->org[2] - r_origin[2])*vpn[2]; if (scale < 20) scale = 1; else scale = 1 + scale * 0.004; at = (byte *)&d_8to24table[(int)p->color]; if (p->type==pt_fire) theAlpha = 255*(6-p->ramp)/6; // theAlpha = 192; // else if (p->type==pt_explode || p->type==pt_explode2) // theAlpha = 255*(8-p->ramp)/8; else theAlpha = 255; gxu_cur_r = *at; gxu_cur_g = *(at+1); gxu_cur_b = *(at+2); gxu_cur_a = theAlpha; // glColor3ubv (at); // glColor3ubv ((byte *)&d_8to24table[(int)p->color]); GX_Begin (GX_TRIANGLES, gxu_cur_vertex_format, 3); GX_Position3f32(p->org[0], p->org[1], p->org[2]); GX_Color4u8(gxu_cur_r, gxu_cur_g, gxu_cur_b, gxu_cur_a); GX_TexCoord2f32 (0,0); GX_Position3f32(p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale); GX_Color4u8(gxu_cur_r, gxu_cur_g, gxu_cur_b, gxu_cur_a); GX_TexCoord2f32 (1,0); GX_Position3f32(p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale); GX_Color4u8(gxu_cur_r, gxu_cur_g, gxu_cur_b, gxu_cur_a); GX_TexCoord2f32 (0,1); GX_End(); #elif GLQUAKE // <<< FIX // hack a scale up to keep particles from disapearing scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1] + (p->org[2] - r_origin[2])*vpn[2]; if (scale < 20) scale = 1; else scale = 1 + scale * 0.004; at = (byte *)&d_8to24table[(int)p->color]; if (p->type==pt_fire) theAlpha = 255*(6-p->ramp)/6; // theAlpha = 192; // else if (p->type==pt_explode || p->type==pt_explode2) // theAlpha = 255*(8-p->ramp)/8; else theAlpha = 255; glColor4ub (*at, *(at+1), *(at+2), theAlpha); // glColor3ubv (at); // glColor3ubv ((byte *)&d_8to24table[(int)p->color]); glTexCoord2f (0,0); glVertex3fv (p->org); glTexCoord2f (1,0); glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale); glTexCoord2f (0,1); glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale); #else D_DrawParticle (p); #endif p->org[0] += p->vel[0]*frametime; p->org[1] += p->vel[1]*frametime; p->org[2] += p->vel[2]*frametime; switch (p->type) { case pt_static: break; case pt_fire: p->ramp += time1; if (p->ramp >= 6) p->die = -1; else p->color = ramp3[(int)p->ramp]; p->vel[2] += grav; break; case pt_explode: p->ramp += time2; if (p->ramp >=8) p->die = -1; else p->color = ramp1[(int)p->ramp]; for (i=0 ; i<3 ; i++) p->vel[i] += p->vel[i]*dvel; p->vel[2] -= grav; break; case pt_explode2: p->ramp += time3; if (p->ramp >=8) p->die = -1; else p->color = ramp2[(int)p->ramp]; for (i=0 ; i<3 ; i++) p->vel[i] -= p->vel[i]*frametime; p->vel[2] -= grav; break; case pt_blob: for (i=0 ; i<3 ; i++) p->vel[i] += p->vel[i]*dvel; p->vel[2] -= grav; break; case pt_blob2: for (i=0 ; i<2 ; i++) p->vel[i] -= p->vel[i]*dvel; p->vel[2] -= grav; break; case pt_slowgrav: case pt_grav: p->vel[2] -= grav; break; } } // >>> FIX: For Nintendo Wii using devkitPPC / libogc // Support for GX hardware: //#ifdef GLQUAKE #ifdef GXQUAKE GX_SetBlendMode(GX_BM_NONE, gxu_blend_src_value, gxu_blend_dst_value, GX_LO_NOOP); GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE); #elif GLQUAKE // <<< FIX glEnd (); glDisable (GL_BLEND); if (alphaTestEnabled) glEnable(GL_ALPHA_TEST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); #else D_EndParticles (); #endif }
static void ghost_display_effect (sync_info *sync, void *params, int iparam) { glass_data *gdata = (glass_data *) params; /*GXTexObj spiderweb_tex_obj;*/ Mtx mvtmp, rot, mvtmp2; Mtx sep_scale; f32 indmtx[2][3]; /* Channels for indirect lookup go: R -> - G -> U B -> T A -> S We have G/B channels, so map those to S/T. */ indmtx[0][0] = 0.0; indmtx[0][1] = 0.5; indmtx[0][2] = 0.0; indmtx[1][0] = 0.0; indmtx[1][1] = 0.0; indmtx[1][2] = 0.5; GX_SetIndTexMatrix (GX_ITM_0, indmtx, 2); GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_FALSE); GX_SetBlendMode (GX_BM_NONE, GX_BL_ONE, GX_BL_ONE, GX_LO_SET); GX_SetColorUpdate (GX_TRUE); GX_SetAlphaUpdate (GX_FALSE); GX_SetCullMode (GX_CULL_NONE); screenspace_rect (gdata->refraction_postpass_shader, GX_VTXFMT1, 1); /*GX_LoadTexObj (&spiderweb_tex_obj, GX_TEXMAP1); draw_square (1, 128 + 127 * sin (thr * M_PI / 360.0), 128 + 127 * sin (thr * M_PI / 200.0));*/ guMtxIdentity (mvtmp); guMtxRotAxisDeg (rot, &((guVector) { 0, 1, 0 }), gdata->thr); guMtxConcat (rot, mvtmp, mvtmp); guMtxRotAxisDeg (rot, &((guVector) { 1, 0, 0 }), gdata->thr * 0.7); guMtxConcat (rot, mvtmp, mvtmp); /*guMtxScale (sep_scale, 6.0, 6.0, 6.0);*/ set_sep_scale (sep_scale, sync); guMtxTransApply (mvtmp, mvtmp2, gdata->xoffset, 0, 0); object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2, sep_scale, perspmat, GX_PERSPECTIVE); shader_load (gdata->glass_postpass_shader); GX_SetBlendMode (GX_BM_BLEND, GX_BL_ONE, GX_BL_SRCALPHA, GX_LO_SET); object_set_arrays (&blobby_thing_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0, 0); object_render (&blobby_thing_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0); /* guMtxTransApply (mvtmp, mvtmp2, 13, 0, 0); object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2, sep_scale, NULL, 0); object_render (&spooky_ghost_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0); guMtxTransApply (mvtmp, mvtmp2, -13, 0, 0); object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2, sep_scale, NULL, 0); object_render (&spooky_ghost_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0); */ gdata->thr += 1; }
static display_target ghost_prepare_frame (sync_info *sync, void *params, int iparam) { glass_data *gdata = (glass_data *) params; /*GXTexObj spiderweb_tex_obj;*/ Mtx mvtmp, rot, mvtmp2; Mtx sep_scale; /*TPL_GetTexture (&spiderwebTPL, spiderweb, &spiderweb_tex_obj);*/ GX_InvalidateTexAll (); rendertarget_texture (RTT_WIDTH, RTT_HEIGHT, COPYFMT, GX_FALSE, GX_PF_RGB8_Z24, GX_ZC_LINEAR); GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_FALSE); GX_SetBlendMode (GX_BM_NONE, GX_BL_ONE, GX_BL_ONE, GX_LO_SET); GX_SetColorUpdate (GX_TRUE); GX_SetAlphaUpdate (GX_FALSE); screenspace_rect (gdata->plain_texture_shader, GX_VTXFMT1, 0); GX_SetCopyClear ((GXColor) { 128, 128, 128, 0 }, 0x00ffffff); GX_CopyTex (gdata->grabbed_texture, GX_TRUE); GX_PixModeSync (); rendertarget_texture (RTT_WIDTH, RTT_HEIGHT, COPYFMT, GX_FALSE, GX_PF_RGB8_Z24, GX_ZC_LINEAR); GX_SetCopyClear ((GXColor) { 128, 128, 128, 0 }, 0x00ffffff); GX_SetColorUpdate (GX_TRUE); GX_SetAlphaUpdate (GX_FALSE); /* We need a grey background! This isn't very efficient though. */ GX_CopyTex (gdata->grabbed_texture, GX_TRUE); GX_SetCopyClear ((GXColor) { 0, 0, 0, 0 }, 0x00ffffff); GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_FALSE); GX_SetBlendMode (GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET); GX_SetColorUpdate (GX_TRUE); GX_SetAlphaUpdate (GX_FALSE); GX_SetCullMode (GX_CULL_NONE); guMtxIdentity (mvtmp); guMtxRotAxisDeg (rot, &((guVector) { 0, 1, 0 }), gdata->thr); guMtxConcat (rot, mvtmp, mvtmp); guMtxRotAxisDeg (rot, &((guVector) { 1, 0, 0 }), gdata->thr * 0.7); guMtxConcat (rot, mvtmp, mvtmp); if (sync->time_offset < 1000) gdata->xoffset = -(float) (1000 - sync->time_offset) / 10.0; else if (sync->time_offset > 16000) gdata->xoffset = (float) (sync->time_offset - 16000) / 10.0; else gdata->xoffset = 0.0; /*guMtxScale (sep_scale, 6.0, 6.0, 6.0);*/ set_sep_scale (sep_scale, sync); guMtxTransApply (mvtmp, mvtmp2, gdata->xoffset, 0, 0); object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2, sep_scale, perspmat, GX_PERSPECTIVE); light_update (scene.camera, &light0); shader_load (gdata->refraction_shader); object_set_arrays (&blobby_thing_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0, 0); object_render (&blobby_thing_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0); /* guMtxTransApply (mvtmp, mvtmp2, 13, 0, 0); object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2, sep_scale, NULL, 0); object_render (&spooky_ghost_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0); guMtxTransApply (mvtmp, mvtmp2, -13, 0, 0); object_set_matrices (&scene, &gdata->obj_loc, scene.camera, mvtmp2, sep_scale, NULL, 0); object_render (&spooky_ghost_obj, OBJECT_POS | OBJECT_NORM, GX_VTXFMT0); */ GX_CopyTex (gdata->grabbed_texture, GX_TRUE); GX_PixModeSync (); return MAIN_BUFFER; }