mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-25 03:11:58 +01:00
d61801fd3e
cheats, save emu, nsmbw + pop patch, wanin cios and hermes cios, and return to wiiflow again (works here with d2x again) -fixed some important stuff in wiiflow itself, less corruption of the dol and more static stuff to get it back to stability
126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
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#ifndef __VIDEO_HPP
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#define __VIDEO_HPP
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#include <gccore.h>
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#include <vector>
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#include "memory/smartptr.hpp"
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#include "vector.hpp"
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#include "texture.hpp"
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using namespace std;
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class CTexCoord
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{
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public:
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float x;
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float y;
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public:
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CTexCoord(void) { x = 0.f; y = 0.f; }
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CTexCoord(float px, float py) { x = px; y = py; }
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};
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class CColor : public GXColor
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{
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public:
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CColor(void) { r = 0; g = 0; b = 0; a = 0xFF; }
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CColor(u8 pr, u8 pg, u8 pb) { r = pr; g = pg; b = pb; a = 0xFF; }
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CColor(u8 pr, u8 pg, u8 pb, u8 pa) { r = pr; g = pg; b = pb; a = pa; }
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CColor(u32 rgba8)
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{
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a = (rgba8 & 0xFF000000) >> 24;
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r = (rgba8 & 0x00FF0000) >> 16;
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g = (rgba8 & 0x0000FF00) >> 8;
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b = rgba8 & 0x000000FF;
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}
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//int intVal() { return a << 24 | r << 16 | g << 8 | b; }
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int intVal() { return r << 16 | g << 8 | b; }
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bool operator==(const CColor &c) const { return c.r == r && c.g == g && c.b == b && c.a == a; }
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bool operator!=(const CColor &c) const { return c.r != r || c.g != g || c.b != b || c.a != a; }
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void blend(const CColor &src);
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static CColor interpolate(const CColor &c1, const CColor &c2, u8 n);
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};
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class CVideo
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{
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public:
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CVideo(void);
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void init(void);
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void prepare(void);
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void setAA(u8 aa, bool alpha = false, int width = 0, int height = 0);
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void prepareAAPass(int aaStep);
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void render(void);
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void renderAAPass(int aaStep);
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void drawAAScene(bool fs = true);
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void renderToTexture(STexture &tex, bool clear);
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void cleanup(void);
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void setup2DProjection(bool setViewPort = true, bool noScale = false);
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u32 width(void) const { return m_rmode->fbWidth; }
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u32 height(void) const { return m_rmode->efbHeight; }
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GXRModeObj *vid_mode(void) const { return m_rmode; }
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u32 width2D(void) { return m_width2D; }
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u32 height2D(void) { return m_height2D; }
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bool wide(void) const { return m_wide; }
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bool vid_50hz(void) const { return m_50hz; }
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u8 getAA(void) const { return m_aa; }
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bool showingWaitMessage() { return m_showingWaitMessages || m_showWaitMessage; }
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void set2DViewport(u32 w, u32 h, int x, int y);
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void prepareStencil(void);
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void renderStencil(void);
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int stencilVal(int x, int y);
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void hideWaitMessage();
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void waitMessage(float delay);
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void waitMessage(const vector<STexture> &tex, float delay);
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void waitMessage(const STexture &tex);
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s32 TakeScreenshot(const char *);
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void shiftViewPort(float x, float y);
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private:
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GXRModeObj *m_rmode;
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void *m_frameBuf[2];
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int m_curFB;
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void *m_fifo;
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void *m_stencil;
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float m_yScale;
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u32 m_xfbHeight;
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bool m_wide;
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bool m_50hz;
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u32 m_width2D;
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u32 m_height2D;
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int m_x2D;
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int m_y2D;
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u8 m_aa;
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bool m_aaAlpha;
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int m_aaWidth;
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int m_aaHeight;
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SmartBuf m_aaBuffer[8];
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u32 m_aaBufferSize[8];
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float m_vpX;
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float m_vpY;
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float m_vpW;
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float m_vpH;
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float m_waitMessageDelay;
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volatile bool m_showWaitMessage;
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volatile bool m_showingWaitMessages;
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vector<STexture> m_waitMessages;
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//
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static const int _stencilWidth;
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static const int _stencilHeight;
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static const float _jitter2[2][2];
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static const float _jitter3[3][2];
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static const float _jitter4[4][2];
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static const float _jitter5[5][2];
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static const float _jitter6[6][2];
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static const float _jitter8[8][2];
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private:
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void _drawAASceneWithAlpha(float w, float h);
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void _setViewPort(float x, float y, float w, float h);
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void _clearScreen();
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static void _showWaitMessages(CVideo *m);
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private:
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CVideo(const CVideo &);
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};
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extern CVideo m_vid;
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#endif //!defined(__VIDEO_HPP)
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