void BannerWindow::Animate(void)
{
	// animation is on going
	if(AnimStep <= MaxAnimSteps)
	{
		AnimationRunning = true;
		if(AnimZoom && AnimStep < MaxAnimSteps)
			AnimStep++;
		else if(!AnimZoom && AnimStep > 20)
			AnimStep--;
		float curAnimStep = ((float)(MaxAnimSteps - AnimStep)/(float)MaxAnimSteps);

		//! This works good for banners
		float top = (ScreenProps.y * 0.5f - yDiff) + stepy1 * curAnimStep;
		float bottom = (ScreenProps.y * 0.5f + yDiff) + stepy2 * curAnimStep;
		float left = (ScreenProps.x * 0.5f - xDiff) + stepx1 * curAnimStep;
		float right = (ScreenProps.x * 0.5f + xDiff) + stepx2 * curAnimStep;

		// set banner projection
		guOrtho(projection, top, bottom, left, right, -100, 10000);
	}
	// last animation step
	else if(AnimationRunning)
		AnimationRunning = false;
}
Exemplo n.º 2
0
WiiPointer::WiiPointer(const char *pntrImg)
	: posX(screenwidth/2), posY(screenheight/2),
	  angle(0.0f), lastActivity(301)
{
	pointerImg = Resources::GetImageData(pntrImg);

	//! create projection matrix
	guOrtho(projection, Settings.AdjustOverscanY, screenheight - 1 - Settings.AdjustOverscanY,
						Settings.AdjustOverscanX, screenwidth  - 1 - Settings.AdjustOverscanX, 0, 10000);
}
Exemplo n.º 3
0
static void mainproc(void *arg)
{
    Dynamic    *dynamicp;
    Gfx        *glistp;
    Control    cont;

    init_dma();
    init_task();
    init_framebuffer();

    read_rom( _staticSegmentStart,
              _staticSegmentRomStart, _staticSegmentRomEnd  );
    read_rom( _dkSegmentStart, _dkSegmentRomStart, _dkSegmentRomEnd  );
    read_rom( _dk7SegmentStart, _dk7SegmentRomStart, _dk7SegmentRomEnd  );
    read_rom( _roadSegmentStart, _roadSegmentRomStart,
              _roadSegmentRomEnd  );
    read_rom( _l2_tvSegmentStart, _l2_tvSegmentRomStart,
              _l2_tvSegmentRomEnd  );

    init_controlers( &cont );

    game_init();

    while (1)
    {
        read_controler( &cont );

        dynamicp = &dynamic;

        guOrtho( &dynamicp->projection,
                 -(float) SCREEN_WD / 2.0F, (float) SCREEN_WD / 2.0F,
                 -(float) SCREEN_HT / 2.0F, (float) SCREEN_HT / 2.0F,
                 1.0F, 10.0F, 1.0F );
        guRotate( &dynamicp->modeling, 0.0F, 0.0F, 0.0F, 1.0F );

        glistp = dynamicp->glist;

        /* rcp rdp & color frame buffer initialize */
        glistp = init_rcprdp( glistp, (char *)_staticSegmentStart, draw_buffer );
        glistp = clear_cfb( glistp );

        /* game main */
        glistp = game_main( glistp, &cont );

        gDPFullSync(glistp++);
        gSPEndDisplayList(glistp++);

        assert((glistp - dynamicp->glist) < GLIST_LEN);

        start_task( glistp, dynamicp );

        swap_framebuffer( draw_buffer );
        draw_buffer ^= 1;
    }
}
Exemplo n.º 4
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 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
void
reduce_cubemap (cubemap_info *cubemap, int subdiv)
{
  int x, y, face;
  const u32 vtxfmt = GX_VTXFMT0;
  Mtx mvtmp;
  Mtx44 ortho;
  object_loc rect_loc;
  scene_info rect_scene;
  int half_subdiv = subdiv / 2;
  float scale_factor = 1.0 / ((float) half_subdiv - 0.5);
  
  /* Using an even number of subdivisions and spreading evenly from -1...1
     ensures we don't try to evaluate the singularity point at the back of the
     sphere.  */
  assert ((subdiv & 1) == 0);
  
  scene_set_pos (&rect_scene, (guVector) { 0, 0, -5 });
  scene_set_lookat (&rect_scene, (guVector) { 0, 0, 0 });
  scene_set_up (&rect_scene, (guVector) { 0, 1, 0 });
  
  scene_update_camera (&rect_scene);
  
  guOrtho (ortho, -1, 1, -1, 1, 1, 15);
  
  object_loc_initialise (&rect_loc, GX_PNMTX0);
  
  guMtxIdentity (mvtmp);
  
  object_set_matrices (&rect_scene, &rect_loc, rect_scene.camera, mvtmp, NULL,
		       ortho, GX_ORTHOGRAPHIC);
  
  GX_ClearVtxDesc ();
  GX_SetVtxDesc (GX_VA_POS, GX_DIRECT);
  GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
  
  GX_SetVtxAttrFmt (vtxfmt, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
  GX_SetVtxAttrFmt (vtxfmt, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
  
  GX_SetCullMode (GX_CULL_BACK);
  
  rendertarget_texture (cubemap->sphsize, cubemap->sphsize, cubemap->sphfmt,
			GX_FALSE, GX_PF_RGB8_Z24, GX_ZC_LINEAR);
  
  for (face = 0; face < 6; face++)
    {
      shader_load (cubemap->face_shader[face]);

      for (x = -half_subdiv; x < half_subdiv - 1; x++)
	{
          float a = ((float) x + 0.5) * scale_factor;
          float a1 = ((float) x + 1.5) * scale_factor;

	  GX_Begin (GX_TRIANGLESTRIP, vtxfmt, subdiv * 2);

	  for (y = -half_subdiv; y < half_subdiv; y++)
	    {
	      float b = ((float) y + 0.5) * scale_factor;
	      guVector tmp;

	      face_to_sphere (&tmp, face, a, b);
	      GX_Position3f32 (tmp.x, tmp.y, tmp.z);
	      GX_TexCoord2f32 ((a + 1.0) / 2.0, (b + 1.0) / 2.0);

	      face_to_sphere (&tmp, face, a1, b);
	      GX_Position3f32 (tmp.x, tmp.y, tmp.z);
	      GX_TexCoord2f32 ((a1 + 1.0) / 2.0, (b + 1.0) / 2.0);
	    }

	  GX_End ();
	}
    }
  
  GX_CopyTex (cubemap->sphtexels, GX_TRUE);
  GX_PixModeSync ();
}
Exemplo n.º 7
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);
}
Exemplo n.º 8
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 9
0
void MainMenu ()
{
  s8 ret;
  u8 quit = 0;
  menu = 0;
#ifdef HW_RVL
  u8 count = 6;
  char items[6][20] =
#else
  u8 count = 5;
  char items[5][20] =
#endif
  {
    {"Play Game"},
    {"Hard Reset"},
    {"Load New Game"},
    {"Emulator Options"},
#ifdef HW_RVL
    {"Return to Loader"},
#endif
    {"System Reboot"}
  };

  /* 50 hz TV mode */
  if (gc_pal)
  {
    VIDEO_Configure (vmode);
    VIDEO_ClearFrameBuffer(vmode, xfb[whichfb], COLOR_BLACK);
    VIDEO_Flush();
    VIDEO_WaitVSync();
    VIDEO_WaitVSync();
  }

  /* autosave (SRAM only) */
  int temp = config.freeze_auto;
  config.freeze_auto = -1;
  memfile_autosave();
  config.freeze_auto = temp;

  
  while (quit == 0)
  {
    strcpy (menutitle, "Version 1.04.2");  
    ret = DoMenu (&items[0], count);

    switch (ret)
    {
      case -1: /*** Button B ***/
      case 0:  /*** Play Game ***/
        quit = 1;
        break;

      case 1:
        emu_reset();
        quit = 1;
        break;
 
      case 2:  /*** Load ROM Menu ***/
        quit = loadmenu();
        break;

      case 3:  /*** Emulator Options */
        Emu_options();
        break;

      case 4:  /*** SD/PSO/TP Reload ***/
        memfile_autosave();
        VIDEO_ClearFrameBuffer(vmode, xfb[whichfb], COLOR_BLACK);
        VIDEO_Flush();
        VIDEO_WaitVSync();
#ifdef HW_RVL
        DI_Close();
        exit(0);
        break;

      case 5:  /*** Return to Wii System Menu ***/
        memfile_autosave();
        VIDEO_ClearFrameBuffer(vmode, xfb[whichfb], COLOR_BLACK);
        VIDEO_Flush();
        VIDEO_WaitVSync();
        DI_Close();
        SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
#else
        SYS_ResetSystem(SYS_HOTRESET,0,0);
#endif
        break;
    }
  }
  
  /*** Remove any still held buttons ***/
  while (PAD_ButtonsHeld(0)) PAD_ScanPads();
#ifdef HW_RVL
  while (WPAD_ButtonsHeld(0)) WPAD_ScanPads();
#endif

  /*** Restore fullscreen 50hz ***/
  if (gc_pal)
  {
    extern GXRModeObj TV50hz_576i;
    GXRModeObj *rmode = &TV50hz_576i;
    Mtx p;

    rmode->xfbHeight = 574;
    rmode->viYOrigin = 0;
    rmode->viHeight = 574;
    VIDEO_Configure (rmode);
    VIDEO_ClearFrameBuffer(rmode, xfb[whichfb], COLOR_BLACK);
    VIDEO_Flush();
    VIDEO_WaitVSync();
    VIDEO_WaitVSync();

    /* reset rendering mode */
    GX_SetViewport (0.0F, 0.0F, rmode->fbWidth, rmode->efbHeight, 0.0F, 1.0F);
    GX_SetScissor (0, 0, rmode->fbWidth, rmode->efbHeight);
    f32 yScale = GX_GetYScaleFactor(rmode->efbHeight, rmode->xfbHeight);
    u16 xfbHeight = GX_SetDispCopyYScale (yScale);
    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_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
    guOrtho(p, rmode->efbHeight/2, -(rmode->efbHeight/2), -(rmode->fbWidth/2), rmode->fbWidth/2, 100, 1000);
    GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);

  }

#ifndef HW_RVL
  /*** Stop the DVD from causing clicks while playing ***/
  uselessinquiry ();
#endif
}
Exemplo n.º 10
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 11
0
/****************************************************************************
 * AdjustOverscan
 ***************************************************************************/
void AdjustOverscan(int x, int y)
{
	guOrtho(FSProjection2D, y, screenheight-1 - y, x, screenwidth-1 - x, 0, 10000);
}
Exemplo n.º 12
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 13
0
void BannerWindow::Animate(void)
{
	// animation is on going
	if(AnimStep < MaxAnimSteps)
	{
		AnimationRunning = true;
		AnimStep++;

		// zoom in animation
		if(AnimZoomIn) {
			BGAlpha = std::min(255.f * AnimStep * 2.f / MaxAnimSteps, 255.f);
			if(AnimStep < 0.4f * MaxAnimSteps)
				BannerAlpha = 0;
			else
				BannerAlpha = std::min(255.f * (AnimStep - 0.4f * MaxAnimSteps) / (0.6f * MaxAnimSteps), 255.f);
		}
		// zoom out animation
		else {
			BGAlpha = std::min(255.f * (MaxAnimSteps-AnimStep) * 2.f / MaxAnimSteps, 255.f);
			if((MaxAnimSteps - AnimStep) < 0.4f * MaxAnimSteps)
				BannerAlpha = 0;
			else
				BannerAlpha = std::min(255.f * ((MaxAnimSteps - AnimStep) - 0.4f * MaxAnimSteps) / (0.6f * MaxAnimSteps), 255.f);
		}

		float curAnimStep = AnimZoomIn ? ((float)(MaxAnimSteps - AnimStep)/(float)MaxAnimSteps) : ((float)AnimStep/(float)MaxAnimSteps);

		float stepx1 = Settings.AdjustOverscanX - AnimPosX;
		float stepy1 = Settings.AdjustOverscanY - AnimPosY;
		float stepx2 = (screenwidth - 1 - Settings.AdjustOverscanX) - (AnimPosX + fIconWidth);
		float stepy2 = (screenheight - 1 - Settings.AdjustOverscanY) - (AnimPosY + fIconHeight);

		float top = AnimPosY + stepy1 * curAnimStep;
		float bottom = AnimPosY + fIconHeight + stepy2 * curAnimStep;
		float left = AnimPosX + stepx1 * curAnimStep;
		float right = AnimPosX + fIconWidth + stepx2 * curAnimStep;

		// set main projection of all GUI stuff if we are using the banner browser
		if(dynamic_cast<GuiBannerGrid *>(browserMenu->GetGameBrowser()) != NULL)
			guOrtho(FSProjection2D, top, bottom, left, right, 0, 10000);

		float xDiff = 0.5f * Settings.BannerProjectionWidth;
		float yDiff = 0.5f * Settings.BannerProjectionHeight;

		// this just looks better for banner/icon ratio
		float iconWidth = fIconWidth - 20;
		float iconHeight = fIconHeight - 20;

		f32 ratioX = xDiff * 2.f / iconWidth;
		f32 ratioY = yDiff * 2.f / iconHeight;
		stepx1 = ((ScreenProps.x * 0.5f - xDiff) - (AnimPosX + 0.5f * fIconWidth - 0.5f * iconWidth)) * ratioX;
		stepx2 = ((ScreenProps.x * 0.5f + xDiff) - (AnimPosX + 0.5f * fIconWidth + 0.5f * iconWidth)) * ratioX;
		stepy1 = ((ScreenProps.y * 0.5f - yDiff) - (AnimPosY + 0.5f * fIconHeight - 0.5f * iconHeight)) * ratioY;
		stepy2 = ((ScreenProps.y * 0.5f + yDiff) - (AnimPosY + 0.5f * fIconHeight + 0.5f * iconHeight)) * ratioY;

		//! This works good for banners
		top = (ScreenProps.y * 0.5f - yDiff) + stepy1 * curAnimStep;
		bottom = (ScreenProps.y * 0.5f + yDiff) + stepy2 * curAnimStep;
		left = (ScreenProps.x * 0.5f - xDiff) + stepx1 * curAnimStep;
		right = (ScreenProps.x * 0.5f + xDiff) + stepx2 * curAnimStep;

		// set banner projection
		guOrtho(projection,top, bottom, left, right,-100,10000);
	}
	// last animation step
	else if(AnimationRunning)
	{
		// set back original projection and stop animation/render of the browser (save some CPU ;P)
		memcpy(&FSProjection2D, &originalProjection, sizeof(Mtx44));
		browserMenu->GetGameBrowser()->SetVisible(false);
		AnimationRunning = false;
	}
}
Exemplo n.º 14
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;
}