예제 #1
0
파일: gl.c 프로젝트: randprint/OpenGL-xenon
// classic way
void XenonGLDisplay()
{    	
	// Reset states and matrices
	XeGlResetDirty();
	xe_state.dirty = 1;
	
	// Set stream
    Xe_SetStreamSource(xe, 0, pVbGL, 0, 10);
	
    // update vb and ib cache !!!
    xe_Vertices = Xe_VB_Lock(xe, pVbGL, 0, xe_NumVerts * sizeof(glVerticesFormat_t), XE_LOCK_WRITE);
	Xe_VB_Unlock(xe, pVbGL);
	
	xe_indices = Xe_IB_Lock(xe, pIbGL, 0, xe_NumIndices * sizeof(short), XE_LOCK_WRITE);
	Xe_IB_Unlock(xe, pIbGL); 
    
    // Resolve
    Xe_Resolve(xe);
    //while(!Xe_IsVBlank(xe));
    
    Xe_Sync(xe);
    
    // Reset states
    Xe_InvalidateState(xe);
    
    
    
    // printf("xe_NumVerts %d xe_NumIndices %d\r\n", xe_NumVerts, xe_NumIndices);
    
    // Reset vertices
    xe_NumVerts = xe_PrevNumVerts = 0;
    xe_NumIndices = xe_PrevNumIndices = 0;
 
	ShowFPS();
}
예제 #2
0
static void render() {

    Xe_Resolve(g_pVideoDevice);
    //

    // Xe_Sync(g_pVideoDevice); // done in pre_render
    /* begin rendering in background */
    Xe_Execute(g_pVideoDevice);
}
예제 #3
0
void SYSVideoUpdate() {
    /* resize uv to viewport */
    int vwidth = bitmap.viewport.w + (2 * bitmap.viewport.x);
    int vheight = bitmap.viewport.h + (2 * bitmap.viewport.y);

    update_texture_viewport();
    
    int video_filter = getVideoFitler();

    // apply video filter
    switch (video_filter){
        case VF_2XSAI:
            filter_Std2xSaI_ex8(bitmap.data, bitmap.pitch, texture_buffer, vwidth, vheight);
            g_pTexture->width = vwidth<<1;
            g_pTexture->height = vheight<<1;
            break;
        case VF_BLINEAR:
            g_pTexture->use_filtering = 0;
            XeTexSubImage(g_pTexture, bitmap.viewport.x, bitmap.viewport.y, bitmap.viewport.w, bitmap.viewport.h, bitmap.data);
            g_pTexture->width = vwidth;
            g_pTexture->height = vheight;
            break;
        default:
            g_pTexture->use_filtering = 1;
            XeTexSubImage(g_pTexture, bitmap.viewport.x, bitmap.viewport.y, bitmap.viewport.w, bitmap.viewport.h, bitmap.data);
            g_pTexture->width = vwidth;
            g_pTexture->height = vheight;
            break;
    }

    // Refresh texture cash
    Xe_Surface_LockRect(g_pVideoDevice, g_pTexture, 0, 0, 0, 0, XE_LOCK_WRITE);
    Xe_Surface_Unlock(g_pVideoDevice, g_pTexture);
        

    // Select stream and shaders
    Xe_SetTexture(g_pVideoDevice, 0, g_pTexture);
    Xe_SetCullMode(g_pVideoDevice, XE_CULL_NONE);
    Xe_SetStreamSource(g_pVideoDevice, 0, vb, 0, sizeof (DrawVerticeFormats));
    Xe_SetShader(g_pVideoDevice, SHADER_TYPE_PIXEL, g_pPixelTexturedShader, 0);
    Xe_SetShader(g_pVideoDevice, SHADER_TYPE_VERTEX, g_pVertexShader, 0);

    Xe_SetClearColor(g_pVideoDevice, 0xFF000000);
    // Draw
    Xe_DrawPrimitive(g_pVideoDevice, XE_PRIMTYPE_RECTLIST, 0, 1);

    // Resolve
    Xe_Resolve(g_pVideoDevice);
    //while (!Xe_IsVBlank(g_pVideoDevice));
    Xe_Sync(g_pVideoDevice);
    
    // Reset states
    Xe_InvalidateState(g_pVideoDevice);
}
예제 #4
0
static bool xenon360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height,
      uint64_t frame_count, unsigned pitch, const char *msg, video_frame_info_t *video_info)
{
   gl_t *vid = data;

   ScreenUv[UV_TOP]	= ((float) (width) / (float) XE_W)*2;
   ScreenUv[UV_LEFT]	= ((float) (height) / (float) XE_H)*2;

   DrawVerticeFormats * Rect = Xe_VB_Lock(vid->gl_device, vid->vb, 0, 3 * sizeof(DrawVerticeFormats), XE_LOCK_WRITE);

   /* bottom left */
   Rect[1].v = ScreenUv[UV_LEFT];
   Rect[2].u = ScreenUv[UV_TOP];

   Xe_VB_Unlock(vid->gl_device, vid->vb);

   /* Refresh texture cache */
   uint16_t *dst       = Xe_Surface_LockRect(vid->gl_device, vid->g_pTexture, 0, 0, 0, 0, XE_LOCK_WRITE);
   const uint16_t *src = frame;
   unsigned stride_in  = pitch >>1;
   unsigned stride_out = vid->g_pTexture->wpitch >> 1;
   unsigned copy_size  = width << 1;

   for (unsigned y = 0; y < height; y++, dst += stride_out, src += stride_in)
      memcpy(dst, src, copy_size);
   Xe_Surface_Unlock(vid->gl_device, vid->g_pTexture);

   /* Reset states */
   Xe_InvalidateState(vid->gl_device);
   Xe_SetClearColor(vid->gl_device, 0);

   /* Select stream */
   Xe_SetTexture(vid->gl_device, 0, vid->g_pTexture);
   Xe_SetCullMode(vid->gl_device, XE_CULL_NONE);
   Xe_SetStreamSource(vid->gl_device, 0, vid->vb, 0, sizeof(DrawVerticeFormats));

   /* Select shaders */
   Xe_SetShader(vid->gl_device, SHADER_TYPE_PIXEL, vid->g_pPixelTexturedShader, 0);
   Xe_SetShader(vid->gl_device, SHADER_TYPE_VERTEX, vid->g_pVertexShader, 0);

#ifdef HAVE_MENU
   menu_driver_frame(video_info);
#endif

   /* Draw */
   Xe_DrawPrimitive(vid->gl_device, XE_PRIMTYPE_TRIANGLELIST, 0, 1);

   /* Resolve */
   Xe_Resolve(vid->gl_device);
   Xe_Sync(vid->gl_device);

   return true;
}
예제 #5
0
/**
 Effectue un printf rapide avec effaement de couleur/ et rafraichissement

 **/
void fastPrintf(int x, int y, int color, char *str)
{
	Xe_InvalidateState(xe);
	XeDrawSurface2(XeBgInfo, -1, -1, 2, 2, 0);
	XePrintf(-0.5, 0, str, 0.6, 0xFF0000);//Bleu
#if 1
	//Blanc ....
	Xe_SetClearColor(xe, ~0);
	Xe_Resolve(xe);

	while (!Xe_IsVBlank(xe))
		;
	Xe_Sync(xe);
#endif
}
예제 #6
0
void XenonGLDisplay()
{
    Xe_SetBlendOp(xe, XE_BLENDOP_ADD);
    Xe_SetSrcBlend(xe, XE_BLEND_SRCALPHA);
    Xe_SetDestBlend(xe, XE_BLEND_INVSRCALPHA);
    
    // update vb cache !!!
    Xe_VB_Lock(xe, pVbGL, 0, XE_MAX_VERTICES, XE_LOCK_WRITE);
	Xe_VB_Unlock(xe, pVbGL);    
    
/*
	// Refresh texture cash
    unsigned int * pBitmap = Xe_Surface_LockRect(xe, pVideoSurface, 0, 0, 0, 0, XE_LOCK_WRITE);
    int i;
    for(i = 0;i<(vid.width*vid.height);i++)
	{
		//Make an ARGB bitmap
		unsigned int c = (pQ2Palette[vid.buffer[i]]) >> 8 | ( 0xFF << 24 );
		pBitmap[i] = c;
	}
    
    Xe_Surface_Unlock(xe, pVideoSurface);

    // Select stream and shaders
    Xe_SetTexture(xe, 0, pVideoSurface);
    Xe_SetCullMode(xe, XE_CULL_NONE);
    Xe_SetStreamSource(xe, 0, pVBSw, 0, 10);
    Xe_SetShader(xe, SHADER_TYPE_PIXEL, pPixelShader, 0);
    Xe_SetShader(xe, SHADER_TYPE_VERTEX, pVertexShader, 0);
   
    // Draw
    Xe_DrawPrimitive(xe, XE_PRIMTYPE_RECTLIST, 0, 1);
*/    
    // Resolve
    Xe_Resolve(xe);
    while(!Xe_IsVBlank(xe));
    Xe_Sync(xe);
    
    // Reset states
    Xe_InvalidateState(xe);
    Xe_SetClearColor(xe, 0);
    
    xe_NumVerts = xe_PrevNumVerts = 0;
 
	ShowFPS();
}
예제 #7
0
파일: igm.c 프로젝트: magicseb/ced2911repo
void updateIGM(int debut, int fin)
{
	if(debut)
		Xe_InvalidateState(xe);

	//Dessine la scene
	XeDrawSurface2(igmBg, -1, -1, 2, 2, 1);
	//XeDrawSurface(igmBarr,-1,-1,1,1,1);//Barr en haut
	XeDrawSurface2(igmBarr, -1, 0.7, 2, .3, 1);
	//event sur la manette
	igmInput();
	switch(menuselected)
	{
		case 0:
			drawMenuIcon();
			break;

		case ITEM_RETURN_TO_MENU:
			drawReturnToMenu();
			break;
		case ITEM_DISPLAY_INFO:
			drawInformation();
			break;
		default:
			drawMenuIcon();
			break;

	}

	if(fin)
	{
		Xe_SetClearColor(xe, ~0);

		/* resolve (and clear) */
		Xe_Resolve(xe);

		/* wait for render finish */
		while (!Xe_IsVBlank(xe));
		Xe_Sync(xe);


	}
	nframe=1.0f;
}
예제 #8
0
파일: gl.c 프로젝트: randprint/OpenGL-xenon
void XenonEndGl()
{	
	// update vb cache !!!
    xe_Vertices = Xe_VB_Lock(xe, pVbGL, 0, xe_NumVerts * sizeof(glVerticesFormat_t), XE_LOCK_WRITE);
	Xe_VB_Unlock(xe, pVbGL);
	
	xe_indices = Xe_IB_Lock(xe, pIbGL, 0, xe_NumIndices * sizeof(short), XE_LOCK_WRITE);
	Xe_IB_Unlock(xe, pIbGL); 
	
	// Resolve
    Xe_Resolve(xe);
    
	Xe_Execute(xe);
	
	// Reset vertices
    xe_NumVerts = xe_PrevNumVerts = 0;
    xe_NumIndices = xe_PrevNumIndices = 0;
 
	ShowFPS();
}
예제 #9
0
/**
 Effectue un printf rapide avec effaement de couleur/ et rafraichissement

 **/
void errorPrintf(int x, int y, int color, char *str)
{
	Xe_InvalidateState(xe);
	XePrintf(-0.5, 0, str, 0.6, 0x0000FF);//Red
#if 1
	//Blanc ....
	Xe_SetClearColor(xe, ~0);
	Xe_Resolve(xe);

	while (!Xe_IsVBlank(xe))
		;
	Xe_Sync(xe);
	//Attends qu'une touche soit presser
	while (1)
	{
		struct controller_data_s c;
		if (get_controller_data(&c, 0))
		{
			return;//Quit
		}
	}
#endif
}
예제 #10
0
static void render() {
    Xe_Resolve(g_pVideoDevice);
    //while (!Xe_IsVBlank(g_pVideoDevice));
    Xe_Sync(g_pVideoDevice);
}