/**************************************************************************** * Visual Boy Advance GX * * Tantric 2008-2023 * softdev 2007 * * video.cpp * * Video routines ***************************************************************************/ #include #include #include #include #include #include #include #include "vbagx.h" #include "menu.h" #include "input.h" #include "vbasupport.h" s32 CursorX, CursorY; bool CursorVisible; bool CursorValid; bool TiltScreen = false; float TiltAngle = 0; u32 FrameTimer = 0; /*** External 2D Video ***/ /*** 2D Video Globals ***/ GXRModeObj *vmode = NULL; // Graphics Mode Object u32 *xfb[2] = { NULL, NULL }; // Framebuffers int whichfb = 0; // Frame buffer toggle static Mtx GXmodelView2D; u8 * gameScreenPng = NULL; int gameScreenPngSize = 0; int screenheight = 480; int screenwidth = 640; u16 *InitialBorder = NULL; int InitialBorderWidth = 0; int InitialBorderHeight = 0; bool SGBBorderLoadedFromGame = false; /*** 3D GX ***/ #define DEFAULT_FIFO_SIZE ( 256 * 1024 ) static u8 gp_fifo[DEFAULT_FIFO_SIZE] ATTRIBUTE_ALIGN(32); static unsigned int copynow = GX_FALSE; /*** Texture memory ***/ static u8 *texturemem = NULL; static int texturesize; static GXTexObj texobj; static Mtx view; static int vwidth, vheight; static int updateScaling; bool progressive = false; /* New texture based scaler */ typedef struct tagcamera { guVector pos; guVector up; guVector view; } camera; /*** Square Matrix This structure controls the size of the image on the screen. ***/ static s16 square[] ATTRIBUTE_ALIGN(32) = { /* * X, Y, Z * Values set are for roughly 4:3 aspect */ -200, 200, 0, // 0 200, 200, 0, // 1 200, -200, 0, // 2 -200, -200, 0 // 3 }; static camera cam = { {0.0F, 0.0F, 0.0F}, {0.0F, 0.5F, 0.0F}, {0.0F, 0.0F, -0.5F} }; /**************************************************************************** * VideoThreading ***************************************************************************/ #define TSTACK 16384 static lwp_t vbthread; static unsigned char vbstack[TSTACK]; /**************************************************************************** * vbgetback * * This callback enables the emulator to keep running while waiting for a * vertical blank. * * Putting LWP to good use :) ***************************************************************************/ static void * vbgetback (void *arg) { while (1) { VIDEO_WaitVSync (); /**< Wait for video vertical blank */ LWP_SuspendThread (vbthread); } return NULL; } /**************************************************************************** * copy_to_xfb * * Stock code to copy the GX buffer to the current display mode. * Also increments the frameticker, as it's called for each vb. ***************************************************************************/ static inline void copy_to_xfb (u32 arg) { if (copynow == GX_TRUE) { GX_CopyDisp (xfb[whichfb], GX_TRUE); GX_Flush (); copynow = GX_FALSE; } ++FrameTimer; } /**************************************************************************** * Scaler Support Functions ****************************************************************************/ static inline void draw_init(void) { GX_ClearVtxDesc (); GX_SetVtxDesc (GX_VA_POS, GX_INDEX8); GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8); GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16)); GX_SetNumTexGens (1); GX_SetNumChans (0); GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE); GX_SetTevOrder (GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL); memset (&view, 0, sizeof (Mtx)); guLookAt(view, &cam.pos, &cam.up, &cam.view); GX_LoadPosMtxImm (view, GX_PNMTX0); GX_InvVtxCache (); // update vertex cache GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); if (GCSettings.render == 2) GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF } static inline void draw_vert(u8 pos, u8 c, f32 s, f32 t) { GX_Position1x8(pos); GX_Color1x8(c); GX_TexCoord2f32(s, t); } static inline void draw_square(Mtx v) { Mtx m; // model matrix. Mtx mv; // modelview matrix. if (TiltScreen) { guMtxRotDeg(m, 'z', -TiltAngle); guMtxScaleApply(m, m, 0.8, 0.8, 1); } else { guMtxIdentity(m); } guMtxTransApply(m, m, 0, 0, -100); guMtxConcat(v, m, mv); GX_LoadPosMtxImm(mv, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); draw_vert(0, 0, 0.0, 0.0); draw_vert(1, 0, 1.0, 0.0); draw_vert(2, 0, 1.0, 1.0); draw_vert(3, 0, 0.0, 1.0); GX_End(); } #ifdef HW_RVL static inline void draw_cursor(Mtx v) { if (!CursorVisible || !CursorValid) return; GX_InitTexObj(&texobj, pointer[0]->GetImage(), 96, 96, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE); GX_LoadTexObj(&texobj, GX_TEXMAP0); GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR); GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE); GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT); Mtx m; // model matrix. guMtxIdentity(m); guMtxScaleApply(m, m, 0.070f, 0.10f, 0.06f); // I needed to hack this position guMtxTransApply(m, m, CursorX-315, 220-CursorY, -100); GX_LoadPosMtxImm(m, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); // I needed to hack the texture coords to cut out the opaque bit around the outside draw_vert(0, 0, 0.4, 0.45); draw_vert(1, 0, 0.76, 0.45); draw_vert(2, 0, 0.76, 0.97); draw_vert(3, 0, 0.4, 0.97); GX_End(); GX_ClearVtxDesc (); GX_SetVtxDesc (GX_VA_POS, GX_INDEX8); GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8); GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16)); GX_SetNumTexGens (1); GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_InvVtxCache (); // update vertex cache GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); if (GCSettings.render == 2) GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF } #endif /**************************************************************************** * StopGX * * Stops GX (when exiting) ***************************************************************************/ void StopGX() { GX_AbortFrame(); GX_Flush(); VIDEO_SetBlack(TRUE); VIDEO_Flush(); } /**************************************************************************** * FindVideoMode * * Finds the optimal video mode, or uses the user-specified one * Also configures original video modes ***************************************************************************/ static GXRModeObj * FindVideoMode() { GXRModeObj * mode; // choose the desired video mode switch(GCSettings.videomode) { case 1: // NTSC (480i) mode = &TVNtsc480IntDf; break; case 2: // Progressive (480p) mode = &TVNtsc480Prog; break; case 3: // PAL (50Hz) mode = &TVPal576IntDfScale; break; case 4: // PAL (60Hz) mode = &TVEurgb60Hz480IntDf; break; case 5: // NTSC (240p) mode = &TVNtsc240Ds; break; case 6: // PAL (60Hz 240p) mode = &TVEurgb60Hz240Ds; break; default: mode = VIDEO_GetPreferredMode(NULL); #ifdef HW_DOL /* we have component cables, but the preferred mode is interlaced * why don't we switch into progressive? * on the Wii, the user can do this themselves on their Wii Settings */ if(VIDEO_HaveComponentCable()) mode = &TVNtsc480Prog; #endif break; } // check for progressive scan if (mode->viTVMode == VI_TVMODE_NTSC_PROG) progressive = true; else progressive = false; #ifdef HW_RVL if (CONF_GetAspectRatio() == CONF_ASPECT_16_9) mode->viWidth = 678; else mode->viWidth = 672; if (mode->viTVMode >> 2 == VI_PAL) { mode->viXOrigin = (VI_MAX_WIDTH_PAL - mode->viWidth) / 2; mode->viYOrigin = (VI_MAX_HEIGHT_PAL - mode->viHeight) / 2; } else { mode->viXOrigin = (VI_MAX_WIDTH_NTSC - mode->viWidth) / 2; mode->viYOrigin = (VI_MAX_HEIGHT_NTSC - mode->viHeight) / 2; } #endif return mode; } /**************************************************************************** * SetupVideoMode * * Sets up the given video mode ***************************************************************************/ static void SetupVideoMode(GXRModeObj * mode) { if(vmode == mode) return; VIDEO_SetPostRetraceCallback (NULL); copynow = GX_FALSE; VIDEO_Configure (mode); VIDEO_Flush(); // Clear framebuffers etc. VIDEO_ClearFrameBuffer (mode, xfb[0], COLOR_BLACK); VIDEO_ClearFrameBuffer (mode, xfb[1], COLOR_BLACK); VIDEO_SetNextFramebuffer (xfb[0]); VIDEO_SetBlack (FALSE); VIDEO_Flush (); VIDEO_WaitVSync (); if (mode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync(); else while (VIDEO_GetNextField()) VIDEO_WaitVSync(); VIDEO_SetPostRetraceCallback ((VIRetraceCallback)copy_to_xfb); vmode = mode; } /**************************************************************************** * InitializeVideo * * This function MUST be called at startup. * - also sets up menu video mode ***************************************************************************/ void InitializeVideo () { VIDEO_Init(); // Allocate the video buffers xfb[0] = (u32 *) memalign(32, 640*576*2); xfb[1] = (u32 *) memalign(32, 640*576*2); DCInvalidateRange(xfb[0], 640*576*2); DCInvalidateRange(xfb[1], 640*576*2); xfb[0] = (u32 *) MEM_K0_TO_K1 (xfb[0]); xfb[1] = (u32 *) MEM_K0_TO_K1 (xfb[1]); GXRModeObj *rmode = FindVideoMode(); SetupVideoMode(rmode); LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 68); // Initialise GX GXColor background = { 0, 0, 0, 0xff }; memset (gp_fifo, 0, DEFAULT_FIFO_SIZE); GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE); GX_SetCopyClear (background, 0x00ffffff); GX_SetDispCopyGamma (GX_GM_1_0); GX_SetCullMode (GX_CULL_NONE); } static inline void UpdateScaling() { int xscale; int yscale; float TvAspectRatio; float GameboyAspectRatio; float MaxStretchRatio = 1.6f; if (GCSettings.scaling == 1) MaxStretchRatio = 1.3f; else if (GCSettings.scaling == 2) MaxStretchRatio = 1.6f; else MaxStretchRatio = 1.0f; #ifdef HW_RVL if (CONF_GetAspectRatio() == CONF_ASPECT_16_9) TvAspectRatio = 16.0f/9.0f; else TvAspectRatio = 4.0f/3.0f; #else if (GCSettings.scaling == 3) TvAspectRatio = 16.0f/9.0f; else TvAspectRatio = 4.0f/3.0f; #endif GameboyAspectRatio = ((vwidth * 1.0) / vheight); if (TvAspectRatio>GameboyAspectRatio) { yscale = 240; // half of TV resolution 640x480 float StretchRatio = TvAspectRatio/GameboyAspectRatio; if (StretchRatio > MaxStretchRatio) StretchRatio = MaxStretchRatio; xscale = 240.0f*GameboyAspectRatio*StretchRatio * ((4.0f/3.0f)/TvAspectRatio); } else { xscale = 320; // half of TV resolution 640x480 float StretchRatio = GameboyAspectRatio/TvAspectRatio; if (StretchRatio > MaxStretchRatio) StretchRatio = MaxStretchRatio; yscale = 320.0f/GameboyAspectRatio*StretchRatio / ((4.0f/3.0f)/TvAspectRatio); } // change zoom float zoomHor, zoomVert; int fixed; if (cartridgeType == 2) // GBA { zoomHor = GCSettings.gbaZoomHor; zoomVert = GCSettings.gbaZoomVert; fixed = GCSettings.gbaFixed; } else { zoomHor = GCSettings.gbZoomHor; zoomVert = GCSettings.gbZoomVert; fixed = GCSettings.gbFixed; } if (fixed) { xscale = 320; yscale = 240; } else { xscale *= zoomHor; yscale *= zoomVert; } #ifdef HW_RVL if (fixed && CONF_GetAspectRatio() == CONF_ASPECT_16_9 && (*(u32*)(0xCD8005A0) >> 16) == 0xCAFE) // Wii U { /* vWii widescreen patch by tueidj */ write32(0xd8006a0, fixed ? 0x30000002 : 0x30000004), mask32(0xd8006a8, 0, 2); } #endif // Set new aspect square[0] = square[9] = -xscale + GCSettings.xshift; square[3] = square[6] = xscale + GCSettings.xshift; square[1] = square[4] = yscale - GCSettings.yshift; square[7] = square[10] = -yscale - GCSettings.yshift; DCFlushRange (square, 32); // update memory BEFORE the GPU accesses it! draw_init (); memset(&view, 0, sizeof(Mtx)); guLookAt(view, &cam.pos, &cam.up, &cam.view); if (fixed) { int ratio = fixed % 10; bool widescreen = fixed / 10; float vw = vwidth * ratio; if (widescreen) vw /= 4.0 / 3.0; float vh = vheight * ratio; // 240p adjustment if (GCSettings.videomode == 5 || GCSettings.videomode == 6) vw *= 2; float vx = (vmode->fbWidth - vw) / 2; float vy = (vmode->efbHeight - vh) / 2; GX_SetViewport(vx, vy, vw, vh, 0, 1); } else { GX_SetViewport(0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1); } updateScaling = 0; } /**************************************************************************** * ResetVideo_Emu * * Reset the video/rendering mode for the emulator rendering ****************************************************************************/ void ResetVideo_Emu () { Mtx44 p; GXRModeObj * rmode = FindVideoMode(); SetupVideoMode(rmode); // reconfigure VI // reconfigure GX GX_SetViewport (0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1); GX_SetDispCopyYScale ((f32) rmode->xfbHeight / (f32) rmode->efbHeight); GX_SetScissor (0, 0, rmode->fbWidth, rmode->efbHeight); GX_SetDispCopySrc (0, 0, rmode->fbWidth, rmode->efbHeight); GX_SetDispCopyDst (rmode->fbWidth, rmode->xfbHeight); u8 sharp[7] = {0,0,21,22,21,0,0}; u8 soft[7] = {8,8,10,12,10,8,8}; u8* vfilter = GCSettings.render == 3 ? sharp : GCSettings.render == 4 ? soft : rmode->vfilter; GX_SetCopyFilter (rmode->aa, rmode->sample_pattern, (GCSettings.render != 2) ? GX_TRUE : GX_FALSE, vfilter); // deflickering filter only for filtered mode GX_SetFieldMode (rmode->field_rendering, ((rmode->viHeight == 2 * rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE)); if (rmode->aa) GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR); else GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR); GX_SetCullMode (GX_CULL_NONE); GX_SetDispCopyGamma (GX_GM_1_0); GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR); guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 100, 1000); // matrix, t, b, l, r, n, f GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC); // reinitialize texture GX_InvalidateTexAll (); GX_InitTexObj (&texobj, texturemem, vwidth, vheight, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); // initialize the texture obj we are going to use if (GCSettings.render == 2) GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF GX_Flush(); draw_init(); // set aspect ratio updateScaling = 1; } void GX_Render_Init(int width, int height) { if (texturemem) free(texturemem); /*** Allocate 32byte aligned texture memory ***/ texturesize = (width * height) * 2; texturemem = (u8 *) memalign(32, texturesize); memset(texturemem, 0, texturesize); /*** Setup for first call to scaler ***/ vwidth = width; vheight = height; } bool borderAreaEmpty(const u16* buffer) { u16 reference = buffer[0]; for (int y=0; y<40; y++) { for (int x=0; x<256; x++) { if (buffer[258*y + x] != reference) return false; } } for (int y=40; y<184; y++) { for (int x=0; x<48; x++) { if (buffer[258*y + x] != reference) return false; } for (int x=208; x<224; x++) { if (buffer[258*y + x] != reference) return false; } } for (int y=184; y<224; y++) { for (int x=0; x<256; x++) { if (buffer[258*y + x] != reference) return false; } } return true; } /**************************************************************************** * GX_Render * * Pass in a buffer, width and height to update as a tiled RGB565 texture * (2 bytes per pixel) ****************************************************************************/ void GX_Render(int gbWidth, int gbHeight, u8 * buffer) { int borderWidth = InitialBorder ? InitialBorderWidth : gbWidth; int borderHeight = InitialBorder ? InitialBorderHeight : gbHeight; int h, w; int gbPitch = gbWidth * 2 + 4; long long int *dst = (long long int *) texturemem; // Pointer in 8-byte units / 4-pixel units long long int *src1 = (long long int *) buffer; long long int *src2 = (long long int *) (buffer + gbPitch); long long int *src3 = (long long int *) (buffer + (gbPitch << 1)); long long int *src4 = (long long int *) (buffer + (gbPitch * 3)); int srcrowpitch = (gbPitch >> 3) * 3; int srcrowadjust = ( gbPitch % 8 ) << 2; int dstrowpitch = borderWidth - gbWidth; vwidth = borderWidth; vheight = borderHeight; int vwid2 = (gbWidth >> 2); char *ra = NULL; // Ensure previous vb has complete while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE)) usleep (50); whichfb ^= 1; if(updateScaling) UpdateScaling(); // clear texture objects GX_InvVtxCache(); GX_InvalidateTexAll(); GX_SetTevOp(GX_TEVSTAGE0, GX_DECAL); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); if (gbWidth == 256 && gbHeight == 224 && !SGBBorderLoadedFromGame) { if (borderAreaEmpty((u16*)buffer)) { // TODO: don't paint empty SGB border } else { // don't try to load the default border anymore SGBBorderLoadedFromGame = true; SaveSGBBorderIfNoneExists(buffer); } } // The InitialBorder, if any, should already be properly tiled if (InitialBorder) { memcpy(dst, InitialBorder, borderWidth * borderHeight * 2); int rows_to_skip = (borderHeight - gbHeight) / 2; if (rows_to_skip > 0) dst += rows_to_skip * borderWidth / 4; dst += (borderWidth - gbWidth) / 2; } for (h = 0; h < gbHeight; h += 4) { for (w = 0; w < vwid2; ++w) { *dst++ = *src1++; *dst++ = *src2++; *dst++ = *src3++; *dst++ = *src4++; } src1 += srcrowpitch; src2 += srcrowpitch; src3 += srcrowpitch; src4 += srcrowpitch; dst += dstrowpitch; if ( srcrowadjust ) { ra = (char *)src1; src1 = (long long int *)(ra + srcrowadjust); ra = (char *)src2; src2 = (long long int *)(ra + srcrowadjust); ra = (char *)src3; src3 = (long long int *)(ra + srcrowadjust); ra = (char *)src4; src4 = (long long int *)(ra + srcrowadjust); } } // load texture into GX DCFlushRange(texturemem, texturesize); GX_SetNumChans(1); GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); GX_LoadTexObj(&texobj, GX_TEXMAP0); draw_square(view); // render textured quad #ifdef HW_RVL draw_cursor(view); // render cursor #endif GX_DrawDone(); if(ScreenshotRequested) { ScreenshotRequested = 0; TakeScreenshot(); ConfigRequested = 1; } // EFB is ready to be copied into XFB VIDEO_SetNextFramebuffer(xfb[whichfb]); VIDEO_Flush(); copynow = GX_TRUE; // Return to caller, don't waste time waiting for vb LWP_ResumeThread (vbthread); } /**************************************************************************** * TakeScreenshot * * Copies the current screen into a GX texture ***************************************************************************/ void TakeScreenshot() { IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer); if (pngContext != NULL) { gameScreenPngSize = PNGU_EncodeFromEFB(pngContext, vmode->fbWidth, vmode->efbHeight); PNGU_ReleaseImageContext(pngContext); gameScreenPng = (u8 *)malloc(gameScreenPngSize); memcpy(gameScreenPng, savebuffer, gameScreenPngSize); } } void ClearScreenshot() { if(gameScreenPng) { gameScreenPngSize = 0; free(gameScreenPng); gameScreenPng = NULL; } } /**************************************************************************** * ResetVideo_Menu * * Reset the video/rendering mode for the menu ****************************************************************************/ void ResetVideo_Menu () { #ifdef HW_RVL if (CONF_GetAspectRatio() == CONF_ASPECT_16_9 && (*(u32*)(0xCD8005A0) >> 16) == 0xCAFE) // Wii U { /* vWii widescreen patch by tueidj */ write32(0xd8006a0, 0x30000004), mask32(0xd8006a8, 0, 2); } #endif Mtx44 p; f32 yscale; u32 xfbHeight; GXRModeObj * rmode = FindVideoMode(); SetupVideoMode(rmode); // reconfigure VI // clears the bg to color and clears the z buffer GXColor background = {0, 0, 0, 255}; GX_SetCopyClear (background, 0x00ffffff); yscale = GX_GetYScaleFactor(vmode->efbHeight,vmode->xfbHeight); xfbHeight = GX_SetDispCopyYScale(yscale); GX_SetScissor(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetDispCopySrc(0,0,vmode->fbWidth,vmode->efbHeight); GX_SetDispCopyDst(vmode->fbWidth,xfbHeight); GX_SetCopyFilter(vmode->aa,vmode->sample_pattern,GX_TRUE,vmode->vfilter); GX_SetFieldMode(vmode->field_rendering,((vmode->viHeight==2*vmode->xfbHeight)?GX_ENABLE:GX_DISABLE)); if (vmode->aa) GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR); else GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR); // setup the vertex descriptor // tells the flipper to expect direct data GX_ClearVtxDesc(); GX_InvVtxCache (); GX_InvalidateTexAll(); GX_SetVtxDesc(GX_VA_TEX0, GX_NONE); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc (GX_VA_CLR0, GX_DIRECT); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE); GX_SetNumChans(1); GX_SetNumTexGens(1); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); guMtxIdentity(GXmodelView2D); guMtxTransApply (GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -50.0F); GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0); guOrtho(p,0,479,0,639,0,300); GX_LoadProjectionMtx(p, GX_ORTHOGRAPHIC); GX_SetViewport(0,0,vmode->fbWidth,vmode->efbHeight,0,1); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetAlphaUpdate(GX_TRUE); } /**************************************************************************** * Menu_Render * * Renders everything current sent to GX, and flushes video ***************************************************************************/ void Menu_Render() { whichfb ^= 1; // flip framebuffer GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); GX_CopyDisp(xfb[whichfb],GX_TRUE); GX_DrawDone(); VIDEO_SetNextFramebuffer(xfb[whichfb]); VIDEO_Flush(); VIDEO_WaitVSync(); } /**************************************************************************** * Menu_DrawImg * * Draws the specified image on screen using GX ***************************************************************************/ void Menu_DrawImg(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], f32 degrees, f32 scaleX, f32 scaleY, u8 alpha) { if(data == NULL) return; GXTexObj texObj; GX_InitTexObj(&texObj, data, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE); GX_LoadTexObj(&texObj, GX_TEXMAP0); GX_InvalidateTexAll(); GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE); GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT); Mtx m,m1,m2, mv; width >>= 1; height >>= 1; guMtxIdentity (m1); guMtxScaleApply(m1,m1,scaleX,scaleY,1.0); guVector axis = (guVector) {0 , 0, 1 }; guMtxRotAxisDeg (m2, &axis, degrees); guMtxConcat(m2,m1,m); guMtxTransApply(m,m, xpos+width,ypos+height,0); guMtxConcat (GXmodelView2D, m, mv); GX_LoadPosMtxImm (mv, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0,4); GX_Position3f32(-width, -height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(0, 0); GX_Position3f32(width, -height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(1, 0); GX_Position3f32(width, height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(1, 1); GX_Position3f32(-width, height, 0); GX_Color4u8(0xFF,0xFF,0xFF,alpha); GX_TexCoord2f32(0, 1); GX_End(); GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0); GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR); GX_SetVtxDesc (GX_VA_TEX0, GX_NONE); } /**************************************************************************** * Menu_DrawRectangle * * Draws a rectangle at the specified coordinates using GX ***************************************************************************/ void Menu_DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color, u8 filled) { long n = 4; f32 x2 = x+width; f32 y2 = y+height; guVector v[] = {{x,y,0.0f}, {x2,y,0.0f}, {x2,y2,0.0f}, {x,y2,0.0f}, {x,y,0.0f}}; u8 fmt = GX_TRIANGLEFAN; if(!filled) { fmt = GX_LINESTRIP; n = 5; } GX_Begin(fmt, GX_VTXFMT0, n); for(long i=0; i