void Video_DX9::init_context() {
    // Enable Alpha Blitting
    m_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
    m_d3d_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    m_d3d_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    m_d3d_device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);

    // Configure Texture Stages
    m_d3d_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
    m_d3d_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
    m_d3d_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
    m_d3d_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);

    // Set Lighting Variables
    m_d3d_device->SetRenderState(D3DRS_NORMALIZENORMALS, true);

    // Multisampling
    m_d3d_device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, DWORD(get_multisampling() > 1));

    // More basic stuff
    set_2d();
    set_color(get_color());
    set_clear_color(get_clear_color());
    set_backface_culling(get_backface_culling());
    set_lighting(get_lighting());
    set_ambient_lighting(get_ambient_lighting());
    set_alpha_test(is_alpha_test_enabled(), get_alpha_test_function(), get_alpha_test_value());
    set_zwrite(is_zwrite_enabled());
    set_ztest(is_ztest_enabled());
  }
Пример #2
0
void init() {
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
  glutInitWindowSize(360, 360);
  glutCreateWindow( "Cylinder Calculate Light" );

  glEnable(GL_DEPTH_TEST);
  glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  set_lighting();
  GenerateSurface();
  glShadeModel(GL_SMOOTH);
}
Пример #3
0
int main(int argc, char* argv[]) {
    //glut initialization
	glutInit(&argc, argv);
    
	glutInitWindowSize(init_win_width, init_win_height);
	win_id = glutCreateWindow(win_title);
	if(win_id <= 0) {
		fprintf(stderr, "Error: glutCreateWindow() returned %d\n", win_id);
		exit(1);
	}
    
    //scene initialization
    init();
    
	glutDisplayFunc(display);
	glutKeyboardFunc(keyboard);
	glutIdleFunc(idle);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    
	set_projection();
	set_lighting();
    
    init_textures();
	glEnable(GL_TEXTURE_2D);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
    numOfVerts = NULL;
    
    glBindTexture(GL_TEXTURE_2D, 0);
	
	glutMainLoop();
    
	return 0;
}
Пример #4
0
  void Video_GL::init() {
    std::cout << "Initializing OpenGL" << std::endl;

    //double buffer, no stencil, no accumulation buffer
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0);

    if(get_multisampling() > 1) {
      SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, get_multisampling());
      SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
    }

    set_opengl_flag(true);
    Video::init();

#if SDL_VERSION_ATLEAST(1,3,0)
    m_context = SDL_GL_CreateContext(get_window());
#endif

    {
      const GLenum err = glewInit();
      if(GLEW_OK != err) {
        std::cerr << "GLEW Error: " << glewGetErrorString(err) << std::endl;
        throw Video_Init_Failure();
      }
    }

    // Set Fill/Shade Mode
    glShadeModel(GL_SMOOTH);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glEnable(GL_NORMALIZE); //GL_RESCALE_NORMALIZE);

    // Enable Alpha Blitting
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    //glBlendEquation(GL_FUNC_ADD); // default // would require ARB ext

    // Set lighting variables
    glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
    glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
    if(glGetError() == GL_INVALID_ENUM)
      std::cerr << "Quality Warning:  Your graphics card does not support separate specular lighting in OpenGL.\n";

    // Initialize Assorted Variables
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    //glPointSize(static_cast<GLfloat>(sqrt(pow(double(get_screen_width()), 2.) * pow(double(get_screen_height()), 2.)) / 1000000));
    //glLineWidth(static_cast<GLfloat>(sqrt(pow(double(get_screen_width()), 2.) * pow(double(get_screen_height()), 2.)) / 1000000));

    // Finish with a few function calls
    set_2d();
    set_color(get_color());
    set_clear_color(get_clear_color());
    set_backface_culling(get_backface_culling());
    set_lighting(get_lighting());
    set_ambient_lighting(get_ambient_lighting());
    set_alpha_test(is_alpha_test_enabled(), get_alpha_test_function(), get_alpha_test_value());
    set_zwrite(is_zwrite_enabled());
    set_ztest(is_ztest_enabled());

    union {
      void * v;
#ifdef _LINUX
      PFNGLXSWAPINTERVALEXTPROC pglSwapIntervalEXT;
      PFNGLXSWAPINTERVALSGIPROC pglSwapIntervalSGI;
#endif
      PFNGLBINDBUFFERARBPROC pglBindBufferARB;
      PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB;
      PFNGLGENBUFFERSARBPROC pglGenBuffersARB;
      PFNGLBUFFERDATAARBPROC pglBufferDataARB;
    } ptr;

#ifdef _LINUX
    ptr.v = SDL_GL_GetProcAddress("glXSwapIntervalEXT");
    if(!ptr.v)
      ptr.v = SDL_GL_GetProcAddress("wglSwapIntervalEXT");
    m_pglSwapIntervalEXT = ptr.pglSwapIntervalEXT;

    ptr.v = SDL_GL_GetProcAddress("glXSwapIntervalSGI");
    if(!ptr.v)
      ptr.v = SDL_GL_GetProcAddress("wglSwapIntervalSGI");
    m_pglSwapIntervalSGI = ptr.pglSwapIntervalSGI;
#endif

    // Has to be done after finding the function pointer
    set_vertical_sync(get_vertical_sync());

    m_vertex_buffers = strstr(reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS)), "ARB_vertex_buffer_object") != 0;
    if(m_vertex_buffers) {
      ptr.v = SDL_GL_GetProcAddress("glBindBufferARB");
      m_pglBindBufferARB = ptr.pglBindBufferARB;

      ptr.v = SDL_GL_GetProcAddress("glDeleteBuffersARB");
      m_pglDeleteBuffersARB = ptr.pglDeleteBuffersARB;

      ptr.v = SDL_GL_GetProcAddress("glGenBuffersARB");
      m_pglGenBuffersARB = ptr.pglGenBuffersARB;

      ptr.v = SDL_GL_GetProcAddress("glBufferDataARB");
      m_pglBufferDataARB = ptr.pglBufferDataARB;
    }
    else
      std::cerr << "Performance Warning:  Your graphics card does not offer Vertex Buffer Objects (VBO) in OpenGL.\n";

    if(strstr((char*)glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic"))
      glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, reinterpret_cast<GLint *>(&m_maximum_anisotropy));
    else
      m_maximum_anisotropy = 0;
  }
Пример #5
0
static void draw_screen()
{
	static double last_frame_time;
	static int frame_index;
	static float frame_rates[FRAME_INDEX_MAX];
	static float frame_times[FRAME_INDEX_MAX];

	double start_time = time_now_double();

	glClearColor(0.0, 0.0, 0.0, 0.0);

	graph_dev_start_frame();

	sng_set_foreground(WHITE);
	sng_abs_xy_draw_string("F1 FOR HELP", NANO_FONT, SCREEN_WIDTH - 100, 10);

	static struct entity_context *cx;
	if (!cx)
		cx = entity_context_new(50, 50);

	if (wireframe != oldwireframe) {
		oldwireframe = wireframe;
		if (wireframe)
			set_renderer(cx, WIREFRAME_RENDERER | BLACK_TRIS);
		else
			set_renderer(cx, FLATSHADING_RENDERER);
	}

	float r = target_mesh->radius / tan(FOV / 3.0); /* 50% size for middle zoom */
	float r_cam = r * lobby_zoom / 255.0;
	
	camera_set_parameters(cx, 0.1f, r * 2.2, SCREEN_WIDTH, SCREEN_HEIGHT, FOV);
	camera_set_pos(cx, r_cam, 0, 0);
	camera_look_at(cx, 0, 0, 0);
	camera_assign_up_direction(cx, 0, 1, 0);

	union vec3 light_pos = { { 1.01 * r, 0, 0 } };
	quat_rot_vec_self(&light_pos, &light_orientation);
	set_lighting(cx, light_pos.v.x, light_pos.v.y, light_pos.v.z);

	calculate_camera_transform(cx);

	struct entity *e = add_entity(cx, target_mesh, 0, 0, 0, WHITE);
	struct entity *ae = NULL;
	if (planet_mode) {
		update_entity_material(e, &planet_material);
		if (draw_atmosphere) {
			ae = add_entity(cx, atmosphere_mesh, 0, 0, 0, WHITE);
			update_entity_scale(ae, 1.03);
			update_entity_material(ae, &atmosphere_material);
		}
	}
	update_entity_orientation(e, &lobby_orientation);

	if (isDraggingLight) {
		union vec3 light_dir = { { 10.75 * r_cam, 0, 0 } };
		quat_rot_vec_self(&light_dir, &light_orientation);
		sng_set_foreground(WHITE);
		render_line(cx, light_dir.v.x, light_dir.v.y, light_dir.v.z, 0, 0, 0);

		e = add_entity(cx, light_mesh, light_dir.v.x, light_dir.v.y, light_dir.v.z, WHITE);
	} else {
		e = add_entity(cx, light_mesh, light_pos.v.x, light_pos.v.y, light_pos.v.z, WHITE);
	}

	render_entities(cx);

	remove_all_entity(cx);

	if (helpmode)
		draw_help_screen(0);

	if (display_frame_stats > 0) {
		float avg_frame_rate = 0;
		float avg_frame_time = 0;
		int i;
		for (i = 0; i < FRAME_INDEX_MAX; i++) {
			avg_frame_rate += frame_rates[i];
			avg_frame_time += frame_times[i];
		}
		avg_frame_rate /= (float)FRAME_INDEX_MAX;
		avg_frame_time /= (float)FRAME_INDEX_MAX;

		sng_set_foreground(WHITE);
		char stat_buffer[30];
		sprintf(stat_buffer, "fps %5.2f", 1.0/avg_frame_rate);
		sng_abs_xy_draw_string(stat_buffer, NANO_FONT, 2, 10);
		sprintf(stat_buffer, "t %0.2f ms", avg_frame_time * 1000.0);
		sng_abs_xy_draw_string(stat_buffer, NANO_FONT, 92, 10);
	}
	if (display_frame_stats > 1)
		graph_dev_display_debug_menu_show();

	graph_dev_end_frame();

	glFinish();

	/*
	 * Swap the buffers. This this tells the driver to
	 * render the next frame from the contents of the
	 * back-buffer, and to set all rendering operations
	 * to occur on what was the front-buffer.
	 *
	 * Double buffering prevents nasty visual tearing
	 * from the application drawing on areas of the
	 * screen that are being updated at the same time.
	 */
	SDL_GL_SwapBuffers();

	if (display_frame_stats > 0) {
		double end_time = time_now_double();

		frame_rates[frame_index] = start_time - last_frame_time;
		frame_times[frame_index] = end_time - start_time;
		frame_index = (frame_index + 1) % FRAME_INDEX_MAX;
		last_frame_time = start_time;
	}
}
Пример #6
0
static int draw_proc(struct menu_item *item,
                     struct menu_draw_params *draw_params)
{
  static Gfx null_dl = gsSPEndDisplayList();
  struct item_data *data = item->data;
  /* handle input */
  if (!input_bind_held(COMMAND_PREVROOM) &&
      !input_bind_held(COMMAND_NEXTROOM))
  {
    uint16_t pad = input_pad();
    if (pad & BUTTON_Z) {
      if (pad & BUTTON_D_UP)
        data->y += 50.f;
      if (pad & BUTTON_D_DOWN)
        data->y += -50.f;
      if (pad & BUTTON_D_LEFT) {
        data->x -= cos(data->yaw) * 50.f;
        data->z += sin(data->yaw) * 50.f;
      }
      if (pad & BUTTON_D_RIGHT) {
        data->x -= cos(data->yaw) * -50.f;
        data->z += sin(data->yaw) * -50.f;
      }
    }
    else {
      if (pad & BUTTON_D_UP) {
        data->x -= sin(data->yaw) * 50.f;
        data->z -= cos(data->yaw) * 50.f;
      }
      if (pad & BUTTON_D_DOWN) {
        data->x -= sin(data->yaw) * -50.f;
        data->z -= cos(data->yaw) * -50.f;
      }
      if (pad & BUTTON_D_LEFT)
        data->yaw += .2f;
      if (pad & BUTTON_D_RIGHT)
        data->yaw -= .2f;
    }
  }
  /* load resources */
  if (data->state == STATE_LOAD) {
    /* initialize segment table */
    z64_stab_t stab = z64_stab;
    /* load scene */
    if (data->scene_index != data->scene_next || !data->scene_file) {
      if (data->scene_file)
        free(data->scene_file);
      data->scene_index = data->scene_next;
      data->room_index = -1;
      z64_scene_table_t *scene_entry = &z64_scene_table[data->scene_index];
      uint32_t scene_vrom_start = scene_entry->scene_vrom_start;
      uint32_t scene_vrom_end = scene_entry->scene_vrom_end;
      uint32_t scene_vrom_size = scene_vrom_end - scene_vrom_start;
      data->scene_file = malloc(scene_vrom_size);
      zu_getfile(scene_vrom_start, data->scene_file, scene_vrom_size);
    }
    stab.seg[Z64_SEG_SCENE] = MIPS_KSEG0_TO_PHYS(data->scene_file);
    /* populate room list */
    struct zu_file room_files[0x100];
    zu_scene_rooms(zu_sr_header(data->scene_file,
                                z64_file.scene_setup_index, &stab),
                   room_files, 0x100, &data->n_rooms, &stab);
    /* load room */
    if (data->room_index != data->room_next || !data->room_file) {
      if (data->room_file) {
        free(data->room_file);
        zu_mesh_destroy(&data->room_mesh);
      }
      data->room_index = data->room_next;
      uint32_t room_vrom_start = room_files[data->room_index].vrom_start;
      uint32_t room_vrom_end = room_files[data->room_index].vrom_end;
      uint32_t room_vrom_size = room_vrom_end - room_vrom_start;
      data->room_file = malloc(room_vrom_size);
      zu_getfile(room_vrom_start, data->room_file, room_vrom_size);
      stab.seg[Z64_SEG_ROOM] = MIPS_KSEG0_TO_PHYS(data->room_file);
      /* populate mesh */
      zu_room_mesh(zu_sr_header(data->room_file,
                                z64_file.scene_setup_index, &stab),
                   &data->room_mesh, &stab);
      /* populate vertex list */
      struct zu_vlist vlist;
      zu_vlist_init(&vlist);
      stab.seg[0x08] = MIPS_KSEG0_TO_PHYS(&null_dl);
      stab.seg[0x09] = MIPS_KSEG0_TO_PHYS(&null_dl);
      stab.seg[0x0A] = MIPS_KSEG0_TO_PHYS(&null_dl);
      stab.seg[0x0B] = MIPS_KSEG0_TO_PHYS(&null_dl);
      stab.seg[0x0C] = MIPS_KSEG0_TO_PHYS(&null_dl);
      stab.seg[0x0D] = MIPS_KSEG0_TO_PHYS(&null_dl);
      for (int i = 0; i < ZU_MESH_TYPES; ++i)
        for (int j = 0; j < data->room_mesh.all[i].size; ++j)
          zu_vlist_add_dl(&vlist, &stab,
                          zu_seg_locate(&stab,
                                        data->room_mesh.all[i].dlists[j]));
      /* compute bounding box */
      struct zu_bbox bbox;
      zu_vlist_bbox(&vlist, &bbox);
      /* set orientation */
      {
        data->x = (bbox.x1 + bbox.x2) / 2.f;
        data->y = (bbox.y1 + bbox.y2) / 2.f;
        data->z = (bbox.z1 + bbox.z2) / 2.f;
        data->yaw = 0.f;
      }
      zu_vlist_destroy(&vlist);
    }
    /* proceed to rendering */
    data->state = STATE_RENDER;
  }
  /* render room */
  if (data->state == STATE_RENDER && data->room_file) {
    /* initialize rcp for rendering rooms */
    static void *zbuf = NULL;
    if (!zbuf)
      zbuf = memalign(64, 2 * Z64_SCREEN_WIDTH * Z64_SCREEN_HEIGHT);
    gDisplayListAppend(&data->gfx.poly_opa.p,
      /* clear z buffer */
      gsDPPipeSync(),
      gsDPSetCycleType(G_CYC_FILL),
      gsDPSetRenderMode(G_RM_NOOP, G_RM_NOOP2),
      gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, Z64_SCREEN_WIDTH, zbuf),
      gsDPSetFillColor((GPACK_ZDZ(G_MAXFBZ, 0) << 16) |
                       GPACK_ZDZ(G_MAXFBZ, 0)),
      gsDPFillRectangle(0, 0, Z64_SCREEN_WIDTH - 1, Z64_SCREEN_HEIGHT - 1),
      gsDPPipeSync(),
      gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, Z64_SCREEN_WIDTH,
                        ZU_MAKE_SEG(Z64_SEG_CIMG, 0)),
      gsDPSetDepthImage(zbuf),
      /* rsp settings */
      gsSPSegment(Z64_SEG_SCENE, data->scene_file),
      gsSPSegment(Z64_SEG_ROOM, data->room_file),
      gsSPSegment(0x08, &null_dl),
      gsSPSegment(0x09, &null_dl),
      gsSPSegment(0x0A, &null_dl),
      gsSPSegment(0x0B, &null_dl),
      gsSPSegment(0x0C, &null_dl),
      gsSPSegment(0x0D, &null_dl),
      gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING |
                           G_SHADING_SMOOTH),
      /* rdp settings */
      gsDPSetAlphaCompare(G_AC_NONE),
      gsDPSetDepthSource(G_ZS_PIXEL),
      gsDPSetAlphaDither(G_AD_DISABLE),
      gsDPSetColorDither(G_CD_DISABLE),
      gsDPSetCombineKey(G_OFF),
      gsDPSetTextureConvert(G_TC_FILT),
      gsDPSetTextureFilter(G_TF_BILERP),
      gsDPSetTextureLOD(G_TL_TILE),
      gsDPSetTexturePersp(G_TP_PERSP),
      gsDPSetCycleType(G_CYC_2CYCLE),
      gsDPPipelineMode(G_PM_NPRIMITIVE),
      gsDPSetEnvColor(0xFF, 0xFF, 0xFF, 0xFF),
      gsDPSetFogColor(0x00, 0x00, 0x00, 0x00),
      gsDPSetScissor(G_SC_NON_INTERLACE, 32, 32,
                     Z64_SCREEN_WIDTH - 32, Z64_SCREEN_HEIGHT - 32),
    );
    /* create projection matrix */
    {
      Mtx m;
      MtxF mf;
      MtxF mt;
      guPerspectiveF(&mf, NULL, atanf(2.f),
                     (float)Z64_SCREEN_WIDTH / (float)Z64_SCREEN_HEIGHT,
                     50.f, 5000.f, 1.f);
      {
        guScaleF(&mt, data->scale, data->scale, data->scale);
        guMtxCatF(&mt, &mf, &mf);
      }
      {
        guRotateF(&mt, M_PI / 6.f, 1.f, 0.f, 0.f);
        guMtxCatF(&mt, &mf, &mf);
      }
      {
        guTranslateF(&mt, 0.f, -100.f, -200.f);
        guMtxCatF(&mt, &mf, &mf);
      }
      {
        guRotateF(&mt, -data->yaw, 0.f, 1.f, 0.f);
        guMtxCatF(&mt, &mf, &mf);
      }
      {
        guTranslateF(&mt, -data->x, -data->y, -data->z);
        guMtxCatF(&mt, &mf, &mf);
      }
      guMtxF2L(&mf, &m);
      gSPMatrix(data->gfx.poly_opa.p++,
                gDisplayListData(&data->gfx.poly_opa.d, m),
                G_MTX_PROJECTION | G_MTX_LOAD);
      gSPMatrix(data->gfx.poly_xlu.p++,
                gDisplayListData(&data->gfx.poly_xlu.d, m),
                G_MTX_PROJECTION | G_MTX_LOAD);
    }
    /* create modelview matrix */
    {
      Mtx m;
      guMtxIdent(&m);
      gSPMatrix(data->gfx.poly_opa.p++,
                gDisplayListData(&data->gfx.poly_opa.d, m),
                G_MTX_MODELVIEW | G_MTX_LOAD);
      gSPMatrix(data->gfx.poly_xlu.p++,
                gDisplayListData(&data->gfx.poly_xlu.d, m),
                G_MTX_MODELVIEW | G_MTX_LOAD);
    }
    /* configure lights */
    zu_gfx_inject(&data->gfx);
    set_lighting();
    /* execute scene config */
    z64_scene_config_table[z64_scene_table[
                           z64_game.scene_index].scene_config](&z64_game);
    zu_gfx_restore(&data->gfx);
    /* draw scene */
    for (int i = 0; i < ZU_MESH_TYPES; ++i)
      for (int j = 0; j < data->room_mesh.all[i].size; ++j) {
        if (i == ZU_MESH_OPA || i == ZU_MESH_NEAR) {
          gSPDisplayList(data->gfx.poly_opa.p++,
                         data->room_mesh.all[i].dlists[j]);
        }
        else if (i == ZU_MESH_XLU || i == ZU_MESH_FAR) {
          gSPDisplayList(data->gfx.poly_xlu.p++,
                         data->room_mesh.all[i].dlists[j]);
        }
      }
    /* draw actors */
    if (z64_game.pause_state == 0) {
      zu_gfx_inject(&data->gfx);
      z64_DrawActors(&z64_game, &z64_game.actor_ctxt);
      zu_gfx_restore(&data->gfx);
    }
    /* draw additional stuff */
    draw_crosshair(item);
    /* flush */
    gfx_disp(gsSPDisplayList(zu_gfx_flush(&data->gfx)));
    /* restore rcp modes */
    gfx_mode_init();
    /* draw info */
    gfx_mode_set(GFX_MODE_COLOR, GPACK_RGBA8888(0xC0, 0xC0, 0xC0,
                                                draw_params->alpha));
    gfx_printf(draw_params->font, 36, 44, "scene %i", data->scene_index);
    gfx_printf(draw_params->font, 36, 44 + menu_get_cell_height(item->owner, 1),
               "room  %i", data->room_index);
  }
  /* wait for rendering to finish before unloading */
  if (data->state == STATE_UNLOAD)
    data->state = STATE_LOAD;
  return 1;
}