Exemplo n.º 1
0
static void 
drawFrame(glw_ps3_t *gp, int buffer) 
{
  gcmContextData *ctx = gp->gr.gr_be.be_ctx;

  realityViewportTranslate(ctx,
			   gp->res.width/2, gp->res.height/2, 0.0, 0.0);
  realityViewportScale(ctx,
		       gp->res.width/2, -gp->res.height/2, 1.0, 0.0); 

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

  // Enable alpha blending.
  realityBlendFunc(ctx,
		   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(ctx, NV40_3D_BLEND_EQUATION_RGB_FUNC_ADD |
		       NV40_3D_BLEND_EQUATION_ALPHA_FUNC_ADD);
  realityBlendEnable(ctx, 1);

  realityViewport(ctx, gp->res.width, gp->res.height);
  
  setupRenderTarget(gp, buffer);

  // set the clear color
  realitySetClearColor(ctx, 0x00000000);

  realitySetClearDepthValue(ctx, 0xffff);

  // Clear the buffers
  realityClearBuffers(ctx,
		      REALITY_CLEAR_BUFFERS_COLOR_R |
		      REALITY_CLEAR_BUFFERS_COLOR_G |
		      REALITY_CLEAR_BUFFERS_COLOR_B |
		      NV30_3D_CLEAR_BUFFERS_COLOR_A | 
		      REALITY_CLEAR_BUFFERS_DEPTH);


  // XMB may overwrite currently loaded shaders, so clear them out
  gp->gr.gr_be.be_vp_current = NULL;
  gp->gr.gr_be.be_fp_current = NULL;

  realityCullEnable(ctx, 1);
  realityFrontFace(ctx, REALITY_FRONT_FACE_CCW);
  realityCullFace(ctx, REALITY_CULL_FACE_BACK);

  glw_lock(&gp->gr);
  glw_prepare_frame(&gp->gr, 0);

  gp->gr.gr_width = gp->res.width;
  gp->gr.gr_height = gp->res.height;

  glw_rctx_t rc;
  glw_rctx_init(&rc, gp->gr.gr_width, gp->gr.gr_height);
  glw_layout0(gp->gr.gr_universe, &rc);
  glw_render0(gp->gr.gr_universe, &rc);
  glw_unlock(&gp->gr);
}
Exemplo n.º 2
0
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_old(context, &nv40_vp);
	realityLoadFragmentProgram_old(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);
}
Exemplo n.º 3
0
void
glw_blendmode(struct glw_root *gr, int mode)
{
  if(mode == gr->gr_be.be_blendmode)
    return;
  gr->gr_be.be_blendmode = mode;

  switch(mode) {
  case GLW_BLEND_ADDITIVE:
    realityBlendFunc(gr->gr_be.be_ctx,
		     NV30_3D_BLEND_FUNC_SRC_RGB_SRC_COLOR,
		     NV30_3D_BLEND_FUNC_DST_RGB_ONE);
    break;
  case GLW_BLEND_NORMAL:
    realityBlendFunc(gr->gr_be.be_ctx,
		     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);
    break;
  }
}
Exemplo n.º 4
0
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); 

        deadrsx_scale(); // scales screen to 847x511 - deadrsx library

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

	deadrsx_background(background_color);

	realitySetClearDepthValue(context, 0xffff);
	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);
	realityLoadVertexProgram_old(context, &nv40_vp);
	realityLoadFragmentProgram_old(context, &nv30_fp);

        switch(app_state) {

        case 1:
        background_color = COLOR_WHITE;
        deadrsx_sprite(sprite_offset, sprite_x, sprite_y, 250, 250, 200, 200, 1, 1, 2, 2); // window
        break;

        case 2: // screen while in-game xmb open
        background_color = COLOR_BLACK;

        break;

        }
}
Exemplo n.º 5
0
static void
rsx_render_unlocked(glw_root_t *gr)
{
  gcmContextData *ctx = gr->gr_be.be_ctx;
  const float *vertices = gr->gr_vertex_buffer;

  int current_blendmode = GLW_BLEND_NORMAL;

  realityBlendFunc(ctx,
                   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);

  int current_frontface = GLW_CCW;

  realityFrontFace(ctx, REALITY_FRONT_FACE_CCW);

  for(int j = 0; j < gr->gr_num_render_jobs; j++) {
    const glw_render_order_t *ro = gr->gr_render_order + j;
    const glw_render_job_t *rj = ro->job;
    const struct glw_backend_texture *t0 = rj->t0;
    const struct glw_backend_texture *t1 = rj->t1;
    rsx_vp_t *rvp = gr->gr_be.be_vp_1;
    rsx_fp_t *rfp;
    float rgba[4];


    if(unlikely(rj->gpa != NULL)) {

      glw_program_args_t *gpa = rj->gpa;

      if(t1 != NULL) {

        if(gpa->gpa_load_texture != NULL) {
          // Program has specialized code to load textures, run it
          gpa->gpa_load_texture(gr, gpa->gpa_prog, gpa->gpa_aux, t1, 1);
        } else {
          // not supported
        }
      }

      if(t0 != NULL) {

        if(gpa->gpa_load_texture != NULL) {
          // Program has specialized code to load textures, run it
          gpa->gpa_load_texture(gr, gpa->gpa_prog, gpa->gpa_aux, t0, 0);
        } else {
          // not supported
        }
      }

      rfp = gpa->gpa_prog->gp_fragment_program;
      rvp = gpa->gpa_prog->gp_vertex_program;

      rsx_set_vp(gr, rvp);

      if(gpa->gpa_load_uniforms != NULL)
        gpa->gpa_load_uniforms(gr, gpa->gpa_prog, gpa->gpa_aux, rj);

    } else {

      if(t0 == NULL) {

        if(t1 != NULL) {
          rfp = gr->gr_be.be_fp_flat_stencil;

          if(t1->tex.offset == 0 || t1->size == 0)
            continue;

          realitySetTexture(ctx, 0, &t1->tex);
        } else {
          rfp = gr->gr_be.be_fp_flat;

        }

      } else {

        if(t0->tex.offset == 0 || t0->size == 0)
          continue;

        const int doblur = rj->blur > 0.05 ||
          rj->flags & GLW_RENDER_BLUR_ATTRIBUTE;

        realitySetTexture(ctx, 0, &t0->tex);

        if(t1 != NULL) {
          rfp = doblur ? gr->gr_be.be_fp_tex_stencil_blur :
            gr->gr_be.be_fp_tex_stencil;

          if(t1->tex.offset == 0 || t1->size == 0)
            continue;

          realitySetTexture(ctx, 1, &t1->tex);

        } else {
          rfp = doblur ? gr->gr_be.be_fp_tex_blur : gr->gr_be.be_fp_tex;
        }
      }
      rsx_set_vp(gr, rvp);
    }

    realitySetVertexProgramConstant4fBlock(ctx, rvp->rvp_binary,
                                           rvp->rvp_u_modelview,
                                           4,
                                           rj->eyespace ? identitymtx :
                                           rj->m);

    const float alpha = rj->alpha;

    if(likely(rj->blendmode == GLW_BLEND_NORMAL)) {
      rgba[0] = rj->rgb_mul.r;
      rgba[1] = rj->rgb_mul.g;
      rgba[2] = rj->rgb_mul.b;
      rgba[3] = alpha;

    } else {
      rgba[0] = rj->rgb_mul.r * alpha;
      rgba[1] = rj->rgb_mul.g * alpha;
      rgba[2] = rj->rgb_mul.b * alpha;
      rgba[3] = 1;
    }

    if(likely(rvp->rvp_u_color != -1))
      realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color, rgba);

    if(unlikely(current_blendmode != rj->blendmode)) {
      current_blendmode = rj->blendmode;
      switch(rj->blendmode) {
      case GLW_BLEND_ADDITIVE:
        realityBlendFunc(ctx,
                         NV30_3D_BLEND_FUNC_SRC_RGB_SRC_COLOR,
                         NV30_3D_BLEND_FUNC_DST_RGB_ONE);
        break;
      case GLW_BLEND_NORMAL:
        realityBlendFunc(ctx,
                         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);
        break;
      }
    }

    if(unlikely(current_frontface != rj->frontface)) {
      current_frontface = rj->frontface;
      realityFrontFace(ctx,
                       current_frontface == GLW_CW ? REALITY_FRONT_FACE_CW :
                       REALITY_FRONT_FACE_CCW);
    }

    if(rvp->rvp_u_color_offset != -1) {
      rgba[0] = rj->rgb_off.r;
      rgba[1] = rj->rgb_off.g;
      rgba[2] = rj->rgb_off.b;
      rgba[3] = 0;
      realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color_offset, rgba);
    }

    if(rfp == gr->gr_be.be_fp_tex_blur) {
      float v[4];
      v[0] = rj->blur;
      v[1] = 1.5 / t0->tex.width;
      v[2] = 1.5 / t0->tex.height;
      v[3] = 0;
      realitySetVertexProgramConstant4f(ctx,  rvp->rvp_u_blur, v);
    }

    rsx_set_fp(gr, rfp);

    realityVertexBegin(ctx, rj->primitive_type);

    const float *v = &vertices[rj->vertex_offset * VERTEX_SIZE];


    for(int i = 0; i < rj->num_vertices; i++) {

      realityAttr4f(ctx,  rvp->rvp_a_texcoord,  v[8], v[9], v[10], v[11]);

      if(unlikely(rvp->rvp_a_color) != -1)
        realityAttr4f(ctx, rvp->rvp_a_color, v[4], v[5], v[6], v[7]);

      realityVertex4f(ctx, v[0], v[1], v[2], v[3]);

      v+= VERTEX_SIZE;
    }
    realityVertexEnd(ctx);
  }

}