예제 #1
0
void
rsx_set_vp(glw_root_t *root, rsx_vp_t *rvp)
{
  if(root->gr_be.be_vp_current == rvp)
    return;
  root->gr_be.be_vp_current = rvp;
  realityLoadVertexProgram(root->gr_be.be_ctx, rvp->rvp_binary);
}
예제 #2
0
파일: main.c 프로젝트: NZHawk/PSL1GHT
void drawFrame(int buffer, long frame) {

	realityViewportTranslate(context, 0.0, 0.0, 0.0, 0.0);
	realityViewportScale(context, 1.0, 1.0, 1.0, 0.0); 

	realityZControl(context, 0, 1, 1); // disable viewport culling

	// Enable alpha blending.
	realityBlendFunc(context,
		NV30_3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA |
		NV30_3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA,
		NV30_3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA |
		NV30_3D_BLEND_FUNC_DST_ALPHA_ZERO);
	realityBlendEquation(context, NV40_3D_BLEND_EQUATION_RGB_FUNC_ADD |
		NV40_3D_BLEND_EQUATION_ALPHA_FUNC_ADD);
	realityBlendEnable(context, 1);

	realityViewport(context, res.width, res.height);

	setupRenderTarget(buffer);

	// set the clear color
	realitySetClearColor(context, 0x00000000); // Black, because it looks cool
	// and the depth clear value
	realitySetClearDepthValue(context, 0xffff);
	// Clear the buffers
	realityClearBuffers(context, REALITY_CLEAR_BUFFERS_COLOR_R |
				     REALITY_CLEAR_BUFFERS_COLOR_G |
				     REALITY_CLEAR_BUFFERS_COLOR_B |
				     NV30_3D_CLEAR_BUFFERS_COLOR_A |
				     NV30_3D_CLEAR_BUFFERS_STENCIL |
				     REALITY_CLEAR_BUFFERS_DEPTH);

	// Load shaders, because the rsx won't do anything without them.
	realityLoadVertexProgram(context, &nv40_vp);
	realityLoadFragmentProgram(context, &nv30_fp); 

	// Load texture
	load_tex(0, tx_offset, dice.width, dice.height, dice.width*4,  NV40_3D_TEX_FORMAT_FORMAT_A8R8G8B8, 1);
	
	// Generate quad
	realityVertexBegin(context, REALITY_QUADS);
	{
		realityTexCoord2f(context, 0.0, 0.0);
		realityVertex4f(context, 600.0, 300.0, 0.0, 1.0); 

		realityTexCoord2f(context, 1.0, 0.0);
		realityVertex4f(context, 1400.0, 300.0, 0.0, 1.0); 

		realityTexCoord2f(context, 1.0, 1.0);
		realityVertex4f(context, 1400.0, 900.0, 0.0, 1.0); 

		realityTexCoord2f(context, 0.0, 1.0);
		realityVertex4f(context, 600.0, 900.0, 0.0, 1.0); 
	}
	realityVertexEnd(context);
}