mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-23 19:59:16 +01:00
706e18c6c0
progress, thanks alot to dimok and the whole usb loader gx team for help and the code for it! To zoom the banner to fullscreen click the back button, to zoom out the back button again, known bugs: -some games fuck up the textures of buttons (e.g. wii play motion) -if no wii game or channel was selected and you try to launch a game or exit wiiflow it will most likely codedump
77 lines
2.1 KiB
C
77 lines
2.1 KiB
C
/****************************************************************************
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* Copyright (C) 2012 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <gccore.h>
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void GX_Project(f32 mx, f32 my, f32 mz, Mtx mv, const f32 *projection,
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const f32 *viewport, f32 *sx, f32 *sy, f32 *sz)
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{
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float x, y, z, w;
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guVector vec = (guVector) { mx, my, mz };
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guVector vecRes;
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guVecMultiply(mv, &vec, &vecRes);
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if(projection[0] == GX_PERSPECTIVE)
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{
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x = (vecRes.x * projection[1]) + (vecRes.z * projection[2]);
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y = (vecRes.y * projection[3]) + (vecRes.z * projection[4]);
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z = (vecRes.z * projection[5]) + projection[6];
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w = -1.0f / vecRes.z;
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}
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else
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{
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x = (vecRes.x * projection[1]) + projection[2];
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y = (vecRes.y * projection[3]) + projection[4];
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z = (vecRes.z * projection[5]) + projection[6];
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w = 1.0f;
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}
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*sx = viewport[0] + (w * x * viewport[2] + viewport[2]) * 0.5f;
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*sy = viewport[1] - (w * y * viewport[3] - viewport[3]) * 0.5f;
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*sz = viewport[5] + (w * z * (viewport[5] - viewport[4]));
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}
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void GX_GetProjectionv( f32* ptr, Mtx44 p, u8 type)
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{
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ptr[0] = (f32)type;
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ptr[1] = p[0][0];
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ptr[3] = p[1][1];
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ptr[5] = p[2][2];
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ptr[6] = p[2][3];
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if(type == GX_PERSPECTIVE)
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{
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ptr[2] = p[0][2];
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ptr[4] = p[1][2];
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}
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else
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{
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ptr[2] = p[0][3];
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ptr[4] = p[1][3];
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}
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}
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void GX_GetViewportv( f32* ptr, GXRModeObj *vmode )
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{
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ptr[0] = 0.0f;
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ptr[1] = 0.0f;
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ptr[2] = vmode->fbWidth;
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ptr[3] = vmode->efbHeight;
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ptr[4] = 0.0f;
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ptr[5] = 1.0f;
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}
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