Пример #1
0
void gdl::Font::DrawText(const char *text, short x, short y, float scale, u_int col) {

    float	tx;
    GXColor textCol;
    Mtx		tempMatrix;


    if (vList == NULL)
        return;

    if (tList == NULL)
        return;


    if ((x == gdl::Centered) || (x == gdl::PCentered)) {
        tx = gdl::ScreenCenterX-((gdl::Font::CalcStrLen(text)*scale)/2)+(scale/2);
    } else {
        tx = x;
    }


    textCol.r = RED(col);
    textCol.g = GREEN(col);
    textCol.b = BLUE(col);
    textCol.a = ALPHA(col);

    GX_LoadTexObj(gdl::Font::charSheet.TexObj(), GX_TEXMAP0);
    GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);

    GX_ClearVtxDesc();
    GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
    GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);

    GX_SetArray(GX_VA_POS, gdl::Font::vList, 2*sizeof(s16));
    GX_SetArray(GX_VA_TEX0, gdl::Font::tList, 2*sizeof(f32));

    GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_VTX, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    GX_SetChanMatColor(GX_COLOR0A0, textCol);


    guMtxCopy(gdl::wii::ModelMtx, tempMatrix);
    guMtxApplyTrans(tempMatrix, tempMatrix, tx, y, 0);
    guMtxApplyScale(tempMatrix, tempMatrix, scale, scale, 0);
    GX_LoadPosMtxImm(tempMatrix, GX_PNMTX0);


    for(int i=0; text[i]!=0x00; i++) {

        int tc=4*((u_char)text[i]);

        GX_Begin(GX_QUADS, GX_VTXFMT0, 4);

        GX_Position1x16(tc);
        GX_TexCoord1x16(tc);

        GX_Position1x16(tc+1);
        GX_TexCoord1x16(tc+1);

        GX_Position1x16(tc+2);
        GX_TexCoord1x16(tc+2);

        GX_Position1x16(tc+3);
        GX_TexCoord1x16(tc+3);

        GX_End();

        guMtxApplyTrans(tempMatrix, tempMatrix, gdl::Font::charWidth[(u_char)text[i]], 0, 0);
        GX_LoadPosMtxImm(tempMatrix, GX_PNMTX0);

    }

    GX_LoadPosMtxImm(gdl::wii::ModelMtx, GX_PNMTX0);
    GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_VTX, GX_SRC_VTX, 0, GX_DF_NONE, GX_AF_NONE);

}
Пример #2
0
// Perform the actual scene drawing.
void DrawScene(Mtx v, GXTexObj texture) {
	// Draw things
	// FIXME: Need to clear first?
	// FIXME: Check datatype sizes
	f32 x_m,y_m,z_m,u_m,v_m;       // Float types for temp x, y, z, u and v vertices
	f32 xtrans = -xpos;            // Used for player translation on the x axis
	f32 ztrans = -zpos;            // Used for player translation on the z axis
	f32 ytrans = -walkbias-0.25f;  // Used for bouncing motion up and down
	f32 sceneroty = 360.0f - yrot; // 360 degree angle for player direction
	int numtriangles;              // Integer to hold the number of triangles
	Mtx m; // Model matrix
	Mtx mt; // Model rotated matrix
	Mtx mv; // Modelview matrix
	guVector axis;                 // Vector for axis we're rotating on

	SetLight(v,LightColors[0],LightColors[1],LightColors[2]);

	// Set up TEV to paint the textures properly.
	GX_SetTevOp(GX_TEVSTAGE0,GX_MODULATE);
	GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);

	// Load up the textures (just one this time).
	GX_LoadTexObj(&texture, GX_TEXMAP0);

	//glRotatef(lookupdown,1.0f,0,0);
	axis.x = 1.0f;
	axis.y = 0;
	axis.z = 0;
	guMtxIdentity(m);
	guMtxRotAxisDeg(m, &axis, lookupdown);
	guMtxConcat(m,v,mv);

	//glrotatef(sceneroty,0,1.0f,0);
	axis.x = 0;
	axis.y = 1.0f;
	axis.z = 0;
	guMtxIdentity(m);
	guMtxRotAxisDeg(m, &axis, sceneroty);
	guMtxConcat(mv,m,mv);

	// Translate the camera view
	guMtxApplyTrans(mv,mt,xtrans,ytrans,ztrans);

	//glTranslatef(xtrans,ytrans,ztrans);
	//guMtxIdentity(m);
	//guMtxTrans(m, xtrans, ytrans, ztrans);	
	//guMtxConcat(v,m,v);

	// load the modelview matrix into matrix memory
	GX_LoadPosMtxImm(mt, GX_PNMTX0);

	numtriangles = sector1.numtriangles;

	// HACK: v tex coord is inverted so textures are rightside up.
	for (int loop_m = 0; loop_m < numtriangles; loop_m++) {
		GX_Begin(GX_TRIANGLES,GX_VTXFMT0,3);
			x_m = sector1.triangle[loop_m].vertex[0].x;
			y_m = sector1.triangle[loop_m].vertex[0].y;
			z_m = sector1.triangle[loop_m].vertex[0].z;
			u_m = sector1.triangle[loop_m].vertex[0].u;
			v_m = sector1.triangle[loop_m].vertex[0].v;
			GX_Position3f32(x_m,y_m,z_m);
			GX_Normal3f32((f32)0,(f32)0,(f32)1);
			//GX_Color3f32(0.7f,0.7f,0.7f);
			GX_TexCoord2f32(u_m,-v_m);

			x_m = sector1.triangle[loop_m].vertex[1].x;
			y_m = sector1.triangle[loop_m].vertex[1].y;
			z_m = sector1.triangle[loop_m].vertex[1].z;
			u_m = sector1.triangle[loop_m].vertex[1].u;
			v_m = sector1.triangle[loop_m].vertex[1].v;
			GX_Position3f32(x_m,y_m,z_m);
			GX_Normal3f32((f32)0,(f32)0,(f32)1);
			//GX_Color3f32(0.7f,0.7f,0.7f);
			GX_TexCoord2f32(u_m,-v_m);

			x_m = sector1.triangle[loop_m].vertex[2].x;
			y_m = sector1.triangle[loop_m].vertex[2].y;
			z_m = sector1.triangle[loop_m].vertex[2].z;
			u_m = sector1.triangle[loop_m].vertex[2].u;
			v_m = sector1.triangle[loop_m].vertex[2].v;
			GX_Position3f32(x_m,y_m,z_m);
			GX_Normal3f32((f32)0,(f32)0,(f32)1);
			//GX_Color3f32(0.7f,0.7f,0.7f);
			GX_TexCoord2f32(u_m,-v_m);
		GX_End();
	}

	return;
}
Пример #3
0
void gdl::FFont::DrawText(const char *text, short x, short y, float scale, u32 col) {

    // Draws text using the current font set by gdl_SetCurrentFont()

    float	tx;
    int		c,tc;
    Mtx		TempMatrix;
    GXColor	TempCol;


    if (vList == NULL)
        return;


    if ((x == gdl::Centered) || (x == gdl::PCentered)) {
        tx = gdl::ScreenCenterX - ((((cw+1)*strlen(text))*scale)/2)+(scale/2);
    } else {
        tx = x;
    }

    TempCol.r = RED(col);
    TempCol.g = GREEN(col);
    TempCol.b = BLUE(col);
    TempCol.a = ALPHA(col);


    GX_LoadTexObj(charTexObj, GX_TEXMAP0);
    GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);

    GX_ClearVtxDesc();
    GX_SetVtxDesc(GX_VA_POS, GX_INDEX8);
    GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);

    GX_SetArray(GX_VA_POS, vList, 2*sizeof(s16));
    GX_SetArray(GX_VA_TEX0, tList, 2*sizeof(f32));


    guMtxCopy(gdl::wii::ModelMtx, TempMatrix);
    guMtxApplyTrans(TempMatrix, TempMatrix, tx, y, 0);
    guMtxApplyScale(TempMatrix, TempMatrix, scale, scale, 0);
    GX_LoadPosMtxImm(TempMatrix, GX_PNMTX0);

    GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_VTX, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
    GX_SetChanMatColor(GX_COLOR0A0, TempCol);

    for(c=0; text[c] != 0x00; c++) {

        tc = 4*((u_char*)text)[c];

        GX_Begin(GX_QUADS, GX_VTXFMT0, 4);

        GX_Position1x8(0);
        GX_TexCoord1x16(tc);

        GX_Position1x8(1);
        GX_TexCoord1x16(tc+1);

        GX_Position1x8(2);
        GX_TexCoord1x16(tc+2);

        GX_Position1x8(3);
        GX_TexCoord1x16(tc+3);

        GX_End();

        guMtxApplyTrans(TempMatrix, TempMatrix, cw+1, 0, 0);
        GX_LoadPosMtxImm(TempMatrix, GX_PNMTX0);

    }

    GX_LoadPosMtxImm(gdl::wii::ModelMtx, GX_PNMTX0);
    GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_VTX, GX_SRC_VTX, 0, GX_DF_NONE, GX_AF_NONE);

}