Exemplo n.º 1
0
static void
greets_display_effect (sync_info *sync, void *params, int iparam)
{
  greets_data *gdata = (greets_data *) params;
  f32 indmtx[2][3] = { { 0.5, 0.0, 0.0 },
		       { 0.0, 0.5, 0.0 } };
  float scroll = (float) sync->time_offset / 900.0;
  int i, startpos;

  /*world_set_pos_lookat_up (gdata->world,
			   (guVector) spooky_ghost_data_0.scene.pos,
			   (guVector) spooky_ghost_data_0.scene.lookat,
			   (guVector) spooky_ghost_data_0.scene.up);*/

  GX_SetIndTexMatrix (GX_ITM_0, indmtx, 5);

  world_display (gdata->world);
  GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE);
  
  shader_load (gdata->tile_shader);

  startpos = (int) (scroll * 8.0) - 32;

  for (i = 0; i < 4; i++)
    put_text (gdata->tileidx, i, 0, message, sizeof (message) - 1,
	      startpos * 4 + i, 32);

  GX_SetTevColor (GX_TEVREG0, (GXColor) { 255, 255, 255, 255 });
  render_texture (gdata, 5.5, scroll);

  //screenspace_rect (gdata->tile_shader, GX_VTXFMT0, 0);
}
Exemplo n.º 2
0
/****************************************************************************
 * Menu_Render
 *
 * Renders everything current sent to GX, and flushes video
 ***************************************************************************/
void Menu_Render()
{
	GX_DrawDone ();

	whichfb ^= 1; // flip framebuffer
	GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
	GX_SetColorUpdate(GX_TRUE);
	GX_CopyDisp(xfb[whichfb],GX_TRUE);
	VIDEO_SetNextFramebuffer(xfb[whichfb]);
	VIDEO_Flush();
	VIDEO_WaitVSync();
}
Exemplo n.º 3
0
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);
}
Exemplo n.º 4
0
void WiiEnvironment::endDraw()
{

    // do this stuff after drawing
    GX_DrawDone();

    fb ^= 1;		// flip framebuffer
    GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
    GX_SetColorUpdate(GX_TRUE);
    GX_CopyDisp(frameBuffer[fb],GX_TRUE);

    VIDEO_SetNextFramebuffer(frameBuffer[fb]);

    VIDEO_Flush();

    VIDEO_WaitVSync();

}
Exemplo n.º 5
0
static void init_vtx(GXRModeObj *mode)
{
   GX_SetViewport(0, 0, mode->fbWidth, mode->efbHeight, 0, 1);
   GX_SetDispCopyYScale(GX_GetYScaleFactor(mode->efbHeight, mode->xfbHeight));
   GX_SetScissor(0, 0, mode->fbWidth, mode->efbHeight);
   GX_SetDispCopySrc(0, 0, mode->fbWidth, mode->efbHeight);
   GX_SetDispCopyDst(mode->fbWidth, mode->xfbHeight);
   GX_SetCopyFilter(mode->aa, mode->sample_pattern, (mode->xfbMode == VI_XFBMODE_SF) ? GX_FALSE : GX_TRUE,
         mode->vfilter);
   GX_SetCopyClear((GXColor) { 0, 0, 0, 0xff }, GX_MAX_Z24);
   GX_SetFieldMode(mode->field_rendering, (mode->viHeight == 2 * mode->xfbHeight) ? GX_ENABLE : GX_DISABLE);

   GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
   GX_SetZMode(GX_ENABLE, GX_ALWAYS, GX_ENABLE);
   GX_SetColorUpdate(GX_TRUE);
   GX_SetAlphaUpdate(GX_FALSE);

   Mtx44 m;
   guOrtho(m, 1, -1, -1, 1, 0.4, 0.6);
   GX_LoadProjectionMtx(m, GX_ORTHOGRAPHIC);

   GX_ClearVtxDesc();
   GX_SetVtxDesc(GX_VA_POS, GX_INDEX8);
   GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX8);

   GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
   GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
   GX_SetArray(GX_VA_POS, verts, 3 * sizeof(float));
   GX_SetArray(GX_VA_TEX0, tex_coords, 2 * sizeof(float));

   GX_SetNumTexGens(1);
   GX_SetNumChans(0);
   GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE);
   GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL);
   GX_InvVtxCache();

   GX_Flush();
}
Exemplo n.º 6
0
/**
 * Display all tiles as a map
 */
void drawworld()
{
	GX_SetZMode(GX_DISABLE,GX_ALWAYS,GX_FALSE);
	
	int i_zoom, i;
	
	for(i = 0; i < 4; i++)
	{
		if(zoom1_tiles[i] != NULL) {
			drawtile(zoom1_tiles[i]);
		}
	}
	
	for(i_zoom = 0; i_zoom <= MAX_ZOOM; i_zoom++)
	{
		for(i = 0; i < NUM_TILES; i++)
		{
			if(tiles[i] != NULL && tiles[i]->zoom == i_zoom && tiles[i]->source == current_tilesource)
				drawtile(tiles[i]);
				
		}
	}
	
}
Exemplo n.º 7
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;
}
Exemplo n.º 8
0
int main(int argc,char **argv)
{
	f32 yscale;
	u32 xfbHeight;
	u32 fb = 0;
	u32 first_frame = 1;
	GXTexObj texture;
	Mtx view; // view and perspective matrices
	Mtx44 perspective;
	void *gpfifo = NULL;
	GXColor background = {0x00, 0x00, 0x00, 0xFF};
	guVector cam = {0.0F, 0.0F, 0.0F},
			up = {0.0F, 1.0F, 0.0F},
		  look = {0.0F, 0.0F, -1.0F};

	TPLFile cubeTPL;

	VIDEO_Init();
	PAD_Init();

	rmode = VIDEO_GetPreferredMode(NULL);

	// allocate the fifo buffer
	gpfifo = memalign(32,DEFAULT_FIFO_SIZE);
	memset(gpfifo,0,DEFAULT_FIFO_SIZE);

	// allocate 2 framebuffers for double buffering
	frameBuffer[0] = SYS_AllocateFramebuffer(rmode);
	frameBuffer[1] = SYS_AllocateFramebuffer(rmode);

	// configure video
	VIDEO_Configure(rmode);
	VIDEO_SetNextFramebuffer(frameBuffer[fb]);
	VIDEO_Flush();
	VIDEO_WaitVSync();
	if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();

	fb ^= 1;

	// init the flipper
	GX_Init(gpfifo,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_ClearVtxDesc();
	GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
	GX_SetVtxDesc(GX_VA_CLR0, 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_CLR0, GX_CLR_RGB, GX_RGB8, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);

	// set number of rasterized color channels
	GX_SetNumChans(1);

	//set number of textures to generate
	GX_SetNumTexGens(1);

    GX_InvVtxCache();
	GX_InvalidateTexAll();

	TPL_OpenTPLFromMemory(&cubeTPL, (void *)Cube_tpl,Cube_tpl_size);
	TPL_GetTexture(&cubeTPL,cube,&texture);
	// setup our camera at the origin
	// looking down the -z axis with y up
	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
    f32 w = rmode->viWidth;
    f32 h = rmode->viHeight;
	guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
	GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

	if (BuildLists(texture)) { // Build the display lists
		exit(1);        // Exit if failed.
	}

	while(1) {

		PAD_ScanPads();

		if ( PAD_ButtonsDown(0) & PAD_BUTTON_START) {
			exit(0);
		}

		u16 directions = PAD_ButtonsHeld(0);
		if ( directions & PAD_BUTTON_LEFT ) yrot += 0.5f;
		if ( directions & PAD_BUTTON_RIGHT ) yrot -= 0.5f;
		if ( yrot > 360.f ) yrot -= 360.f;
		if ( yrot < 0 ) yrot += 360.f;

		if ( directions & PAD_BUTTON_UP ) xrot -= 0.5f;
		if ( directions & PAD_BUTTON_DOWN ) xrot += 0.5f;
		if ( xrot > 360.f ) xrot -= 360.f;
		if ( xrot < 0 ) xrot += 360.f;

		if(first_frame) {
			first_frame = 0;
			VIDEO_SetBlack(FALSE);
		}

		// draw things	
		DrawScene(view);

		GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
		GX_SetColorUpdate(GX_TRUE);
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		GX_DrawDone();

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);
		VIDEO_Flush();
 		VIDEO_WaitVSync();
		fb ^= 1;
	}
}
Exemplo n.º 9
0
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;
}
Exemplo n.º 10
0
/****************************************************************************
 * 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 ){
//---------------------------------------------------------------------------------
	f32 yscale;

	u32 xfbHeight;

	Mtx	view;
	Mtx44 perspective;

	u32	fb = 0; 	// initial framebuffer index
	GXColor background = {0, 0, 0, 0xff};


	// init the vi.
	VIDEO_Init();
	WPAD_Init();
 
	rmode = VIDEO_GetPreferredMode(NULL);
	
	// 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();

	// setup the fifo and then init the flipper
	void *gp_fifo = NULL;
	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));
 
	GX_SetCullMode(GX_CULL_NONE);
	GX_CopyDisp(frameBuffer[fb],GX_TRUE);
	GX_SetDispCopyGamma(GX_GM_1_0);
 
	// 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
    f32 w = rmode->viWidth;
    f32 h = rmode->viHeight;
	guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
	GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);
 
	while(1) {

		WPAD_ScanPads();

		if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);

		// do this before drawing
		GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);


		// do this stuff after drawing
		GX_DrawDone();
		
		fb ^= 1;		// flip framebuffer
		GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
		GX_SetColorUpdate(GX_TRUE);
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);
 
		VIDEO_Flush();
 
		VIDEO_WaitVSync();


	}
	return 0;
}
Exemplo n.º 12
0
//---------------------------------------------------------------------------------
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;
}
Exemplo n.º 13
0
// 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;
}
Exemplo n.º 14
0
 //---------------------------------------------------------------------------------
int main( int argc, char **argv )
{//---------------------------------------------------------------------------------
	initialize();
	
	// Initialise the console, required for printf
    console_init(frameBuffer[fb],20,20,rmode->fbWidth,rmode->xfbHeight,rmode->fbWidth*VI_DISPLAY_PIX_SZ);
	
	while(1) {
		frame_counter = countUpToSixty(frame_counter);
		WPAD_ScanPads();
		
		int buttons = WPAD_ButtonsDown(0);

		if (buttons) {
			if (buttons & WPAD_BUTTON_HOME) exit(0);
			//changeColorBasedOnButtons(buttons);
		}
		
		
		
		prepairForSeriousDrawing();
		
		//drawAGoofyWhiteTriangle();
		
		//drawAGoofyWhiteRectangle();
		
		
		// do this stuff after drawing
		GX_DrawDone();
		
		
		
		
		switch(gameMode){
			case 0:
				// show the title screen menu
				showTheTitleScreen();
				gameMode = 1;
				break;
			case 1:
				// play that basic color game... free play mode
				changeColorBasedOnJoystick();
				break;
			case 2:
				// play the "GO TO THE COLOR SPOKEN" game
				break;
			case 3:
				// Play the number game
				break;
			default:
				printf("unknown game mode!!!");
				break;
		}
		
		fb ^= 1;		// flip framebuffer
		
		
		GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
		GX_SetColorUpdate(GX_TRUE);
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);

		VIDEO_Flush();
		
		VIDEO_WaitVSync();
	}
	return 0;
}
Exemplo n.º 15
0
//---------------------------------------------------------------------------------
int main( int argc, char **argv ){
//---------------------------------------------------------------------------------
	f32 yscale;

	u32 xfbHeight;

	Mtx view;
	Mtx44 perspective;
	Mtx model, modelview;

	float rtri = 0.0f , rquad = 0.0f;

	u32	fb = 0; 	// initial framebuffer index
	GXColor background = {0, 0, 0, 0xff};


	// init the vi.
	VIDEO_Init();
	WPAD_Init();
 
	rmode = VIDEO_GetPreferredMode(NULL);
	
	// 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();

	// setup the fifo and then init the flipper
	void *gp_fifo = NULL;
	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));
 
	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_ClearVtxDesc();
	GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
 	GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
 
	// 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_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0);
 
	GX_SetNumChans(1);
	GX_SetNumTexGens(0);
	GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
	GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);

	// 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
    f32 w = rmode->viWidth;
    f32 h = rmode->viHeight;
	guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
	GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

	guVector Yaxis = {0,1,0};
	guVector Xaxis = {1,0,0};

	while(1) {

		WPAD_ScanPads();

		if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);

		// do this before drawing
		GX_SetViewport(0,0,rmode->fbWidth,rmode->efbHeight,0,1);

		guMtxIdentity(model);
		guMtxRotAxisDeg(model, &Yaxis, rtri);
		guMtxTransApply(model, model, -1.5f,0.0f,-6.0f);
		guMtxConcat(view,model,modelview);
		// load the modelview matrix into matrix memory
		GX_LoadPosMtxImm(modelview, GX_PNMTX0);

		GX_Begin(GX_TRIANGLES, GX_VTXFMT0, 3);
			GX_Position3f32( 0.0f, 1.0f, 0.0f);		// Top
			GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
			GX_Position3f32(-1.0f,-1.0f, 0.0f);	// Bottom Left
			GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
			GX_Position3f32( 1.0f,-1.0f, 0.0f);	// Bottom Right
			GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
		GX_End();

		guMtxIdentity(model);
		guMtxRotAxisDeg(model, &Xaxis, rquad);
		guMtxTransApply(model, model, 1.5f,0.0f,-6.0f);
		guMtxConcat(view,model,modelview);
		// load the modelview matrix into matrix memory
		GX_LoadPosMtxImm(modelview, GX_PNMTX0);

		GX_Begin(GX_QUADS, GX_VTXFMT0, 4);			// Draw A Quad
			GX_Position3f32(-1.0f, 1.0f, 0.0f);	// Top Left
			GX_Color3f32(0.5f,0.5f,1.0f);			// Set The Color To Blue
			GX_Position3f32( 1.0f, 1.0f, 0.0f);		// Top Right
			GX_Color3f32(0.5f,0.5f,1.0f);			// Set The Color To Blue
			GX_Position3f32( 1.0f,-1.0f, 0.0f);	// Bottom Right
			GX_Color3f32(0.5f,0.5f,1.0f);			// Set The Color To Blue
			GX_Position3f32(-1.0f,-1.0f, 0.0f);	// Bottom Left
			GX_Color3f32(0.5f,0.5f,1.0f);			// Set The Color To Blue
		GX_End();									// Done Drawing The Quad 

		// do this stuff after drawing
		GX_DrawDone();
		
		fb ^= 1;		// flip framebuffer
		GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
		GX_SetColorUpdate(GX_TRUE);
		GX_CopyDisp(frameBuffer[fb],GX_TRUE);

		VIDEO_SetNextFramebuffer(frameBuffer[fb]);
 
		VIDEO_Flush();
 
		VIDEO_WaitVSync();

		rtri+=0.2f;				// Increase The Rotation Variable For The Triangle ( NEW )
		rquad-=0.15f;			// Decrease The Rotation Variable For The Quad     ( NEW )

	}
	return 0;
}
Exemplo n.º 16
0
//---------------------------------------------------------------------------------
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;
}
Exemplo n.º 17
0
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();
}
Exemplo n.º 18
0
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;
}
Exemplo n.º 19
0
int main(int argc,char **argv) {

    f32 yscale,zt = 0;
    u32 xfbHeight;
    u32 fb = 0;
    f32 rquad = 0.0f;
    u32 first_frame = 1;
    GXTexObj texture;
    Mtx view; // view and perspective matrices
    Mtx model, modelview;
    Mtx44 perspective;
    void *gpfifo = NULL;
    GXColor background = {0, 0, 0, 0xff};
    guVector cam = {0.0F, 0.0F, 0.0F},
             up = {0.0F, 1.0F, 0.0F},
             look = {0.0F, 0.0F, -1.0F};
    TPLFile crateTPL;

    VIDEO_Init();
    WPAD_Init();

    rmode = VIDEO_GetPreferredMode(NULL);

    // allocate the fifo buffer
    gpfifo = memalign(32,DEFAULT_FIFO_SIZE);
    memset(gpfifo,0,DEFAULT_FIFO_SIZE);

    // allocate 2 framebuffers for double buffering
    frameBuffer[0] = SYS_AllocateFramebuffer(rmode);
    frameBuffer[1] = SYS_AllocateFramebuffer(rmode);

    // configure video
    VIDEO_Configure(rmode);
    VIDEO_SetNextFramebuffer(frameBuffer[fb]);
    VIDEO_Flush();
    VIDEO_WaitVSync();
    if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();

    fb ^= 1;

    // init the flipper
    GX_Init(gpfifo,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_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_VTXFMT0, GX_VA_POS, GX_POS_XYZ, 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_RGB8, 0);

    GX_InvVtxCache();
    GX_InvalidateTexAll();
    TPL_OpenTPLFromMemory(&crateTPL, (void *)crate_tpl,crate_tpl_size);
    TPL_GetTexture(&crateTPL,crate,&texture);

    // setup our camera at the origin
    // looking down the -z axis with y up
    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
    f32 w = rmode->viWidth;
    f32 h = rmode->viHeight;
    guPerspective(perspective, 45, (f32)w/h, 0.1F, 300.0F);
    GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);

    guVector cubeAxis = {1,1,1};

    while(1) {

        WPAD_ScanPads();
        if(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) exit(0);
        else if (WPAD_ButtonsHeld(0)&WPAD_BUTTON_UP) zt -= 0.25f;
        else if (WPAD_ButtonsHeld(0)&WPAD_BUTTON_DOWN) zt += 0.25f;

        // set number of rasterized color channels
        GX_SetNumChans(1);

        //set number of textures to generate
        GX_SetNumTexGens(1);

        // 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_MTX2x4, GX_TG_TEX0, GX_IDENTITY);

        GX_SetTevOp(GX_TEVSTAGE0,GX_REPLACE);
        GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);

        GX_LoadTexObj(&texture, GX_TEXMAP0);

        guMtxIdentity(model);
        guMtxRotAxisDeg(model, &cubeAxis, rquad);
        guMtxTransApply(model, model, 0.0f,0.0f,zt-7.0f);
        guMtxConcat(view,model,modelview);
        // load the modelview matrix into matrix memory
        GX_LoadPosMtxImm(modelview, GX_PNMTX3);
        GX_SetCurrentMtx(GX_PNMTX3);

        GX_Begin(GX_QUADS, GX_VTXFMT0, 24);			// Draw a Cube

        GX_Position3f32(-1.0f, 1.0f, -1.0f);	// Top Left of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(-1.0f, 1.0f, 1.0f);	// Top Right of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(-1.0f, -1.0f, 1.0f);	// Bottom Right of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32(- 1.0f, -1.0f, -1.0f);		// Bottom Left of the quad (top)
        GX_Color3f32(0.0f,1.0f,0.0f);			// Set The Color To Green
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( 1.0f,1.0f, -1.0f);	// Top Left of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(1.0f,-1.0f, -1.0f);	// Top Right of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(1.0f,-1.0f,1.0f);	// Bottom Right of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( 1.0f,1.0f,1.0f);	// Bottom Left of the quad (bottom)
        GX_Color3f32(1.0f,0.5f,0.0f);			// Set The Color To Orange
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( -1.0f, -1.0f, 1.0f);		// Top Right Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(1.0f, -1.0f, 1.0f);	// Top Left Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(1.0f,-1.0f, -1.0f);	// Bottom Left Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( -1.0f,-1.0f, -1.0f);	// Bottom Right Of The Quad (Front)
        GX_Color3f32(1.0f,0.0f,0.0f);			// Set The Color To Red
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( -1.0f,1.0f,1.0f);	// Bottom Left Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(-1.0f,1.0f,-1.0f);	// Bottom Right Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(1.0f, 1.0f,-1.0f);	// Top Right Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( 1.0f, 1.0f,1.0f);	// Top Left Of The Quad (Back)
        GX_Color3f32(1.0f,1.0f,0.0f);			// Set The Color To Yellow
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32(1.0f, -1.0f, -1.0f);	// Top Right Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32(1.0f, 1.0f,-1.0f);	// Top Left Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32(-1.0f,1.0f,-1.0f);	// Bottom Left Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32(-1.0f,-1.0f, -1.0f);	// Bottom Right Of The Quad (Left)
        GX_Color3f32(0.0f,0.0f,1.0f);			// Set The Color To Blue
        GX_TexCoord2f32(0.0f,1.0f);

        GX_Position3f32( 1.0f, -1.0f,1.0f);	// Top Right Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(0.0f,0.0f);
        GX_Position3f32( -1.0f, -1.0f, 1.0f);		// Top Left Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(1.0f,0.0f);
        GX_Position3f32( -1.0f,1.0f, 1.0f);	// Bottom Left Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(1.0f,1.0f);
        GX_Position3f32( 1.0f,1.0f,1.0f);	// Bottom Right Of The Quad (Right)
        GX_Color3f32(1.0f,0.0f,1.0f);			// Set The Color To Violet
        GX_TexCoord2f32(0.0f,1.0f);

        GX_End();									// Done Drawing The Quad

        GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
        GX_SetColorUpdate(GX_TRUE);
        GX_CopyDisp(frameBuffer[fb],GX_TRUE);

        GX_DrawDone();

        VIDEO_SetNextFramebuffer(frameBuffer[fb]);
        if(first_frame) {
            first_frame = 0;
            VIDEO_SetBlack(FALSE);
        }
        VIDEO_Flush();
        VIDEO_WaitVSync();
        fb ^= 1;

        rquad -= 0.15f;				// Decrease The Rotation Variable For The Quad     ( NEW )
    }
}
Exemplo n.º 20
0
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;
}