예제 #1
0
파일: video.c 프로젝트: magicseb/RetroArch
static void build_disp_list(void)
{
   DCInvalidateRange(display_list, sizeof(display_list));
   GX_BeginDispList(display_list, sizeof(display_list));
   GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
   for (unsigned i = 0; i < 4; i++)
   {
      GX_Position1x8(i);
      GX_TexCoord1x8(i);
   }
   GX_End();
   display_list_size = GX_EndDispList();
}
예제 #2
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();
}