/**************************************************************************** * Visual Boy Advance GX * * Tantric September 2008 * softdev 2007 * * video.cpp * * Video routines ***************************************************************************/ #include #include #include #include #include #include #include #include "vba.h" #include "menu.h" #include "input.h" s32 CursorX, CursorY; bool CursorVisible; bool CursorValid; bool TiltScreen = false; float TiltAngle = 0; u32 FrameTimer = 0; /*** External 2D Video ***/ /*** 2D Video Globals ***/ static GXRModeObj *vmode = NULL; // Graphics Mode Object static int currentVideoMode = -1; // -1 - not set, 0 - automatic, 1 - NTSC (480i), 2 - Progressive (480p), 3 - PAL (50Hz), 4 - PAL (60Hz) unsigned int *xfb[2]; // Framebuffers int whichfb = 0; // Frame buffer toggle static Mtx GXmodelView2D; u8 * gameScreenTex = NULL; // a GX texture screen capture of the game u8 * gameScreenTex2 = NULL; // a GX texture screen capture of the game (copy) int screenheight; int screenwidth; /*** 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 { Vector pos; Vector up; Vector 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 lwpq_t videoblankqueue; 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; } /**************************************************************************** * InitVideoThread * * libOGC provides a nice wrapper for LWP access. * This function sets up a new local queue and attaches the thread to it. ***************************************************************************/ void InitVideoThread () { /*** Initialise a new queue ***/ LWP_InitQueue (&videoblankqueue); /*** Create the thread on this queue ***/ LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 150); } /**************************************************************************** * 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 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 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&1)) 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 void draw_vert(u8 pos, u8 c, f32 s, f32 t) { GX_Position1x8(pos); GX_Color1x8(c); GX_TexCoord2f32(s, t); } static 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 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&1)) 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 /**************************************************************************** * StartGX * * Initialises GX and sets it up for use ***************************************************************************/ static void StartGX () { GXColor background = { 0, 0, 0, 0xff }; /*** Clear out FIFO area ***/ memset (gp_fifo, 0, DEFAULT_FIFO_SIZE); /*** Initialise GX ***/ GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE); GX_SetCopyClear (background, 0x00ffffff); GX_SetDispCopyGamma (GX_GM_1_0); GX_SetCullMode (GX_CULL_NONE); GX_CopyDisp (xfb[whichfb], GX_TRUE); // reset xfb GX_Flush(); } /**************************************************************************** * StopGX * * Stops GX (when exiting) ***************************************************************************/ void StopGX() { GX_AbortFrame(); GX_Flush(); VIDEO_SetBlack(TRUE); VIDEO_Flush(); } /**************************************************************************** * UpdatePadsCB * * called by postRetraceCallback in InitGCVideo - scans gcpad and wpad ***************************************************************************/ static void UpdatePadsCB () { #ifdef HW_RVL WPAD_ScanPads(); #endif PAD_ScanPads(); for(int i=3; i >= 0; i--) { #ifdef HW_RVL memcpy(&userInput[i].wpad, WPAD_Data(i), sizeof(WPADData)); #endif userInput[i].chan = i; userInput[i].pad.btns_d = PAD_ButtonsDown(i); userInput[i].pad.btns_u = PAD_ButtonsUp(i); userInput[i].pad.btns_h = PAD_ButtonsHeld(i); userInput[i].pad.stickX = PAD_StickX(i); userInput[i].pad.stickY = PAD_StickY(i); userInput[i].pad.substickX = PAD_SubStickX(i); userInput[i].pad.substickY = PAD_SubStickY(i); userInput[i].pad.triggerL = PAD_TriggerL(i); userInput[i].pad.triggerR = PAD_TriggerR(i); } } /**************************************************************************** * SetupVideoMode * * Finds the optimal video mode, or uses the user-specified one * Also configures original video modes ***************************************************************************/ static void SetupVideoMode() { if(currentVideoMode == GCSettings.videomode) return; // no need to do anything // choose the desired video mode switch(GCSettings.videomode) { case 1: // NTSC (480i) vmode = &TVNtsc480IntDf; break; case 2: // Progressive (480p) vmode = &TVNtsc480Prog; break; case 3: // PAL (50Hz) vmode = &TVPal574IntDfScale; break; case 4: // PAL (60Hz) vmode = &TVEurgb60Hz480IntDf; break; default: vmode = 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()) vmode = &TVNtsc480Prog; #endif // use hardware vertical scaling to fill screen if(vmode->viTVMode >> 2 == VI_PAL) vmode = &TVPal574IntDfScale; break; } // configure original modes (not implemented) switch (vmode->viTVMode >> 2) { case VI_PAL: // 576 lines (PAL 50hz) break; case VI_NTSC: // 480 lines (NTSC 60hz) break; default: // 480 lines (PAL 60Hz) break; } // check for progressive scan if (vmode->viTVMode == VI_TVMODE_NTSC_PROG) progressive = true; else progressive = false; #ifdef HW_RVL // widescreen fix if(CONF_GetAspectRatio() == CONF_ASPECT_16_9) { vmode->viWidth = VI_MAX_WIDTH_PAL-12; vmode->viXOrigin = ((VI_MAX_WIDTH_PAL - vmode->viWidth) / 2) + 2; } #endif currentVideoMode = GCSettings.videomode; } /**************************************************************************** * InitializeVideo * * This function MUST be called at startup. * - also sets up menu video mode ***************************************************************************/ void InitializeVideo () { SetupVideoMode(); VIDEO_Configure (vmode); screenheight = 480; screenwidth = 640; // Allocate the video buffers xfb[0] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode)); xfb[1] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode)); // A console is always useful while debugging console_init (xfb[0], 20, 64, vmode->fbWidth, vmode->xfbHeight, vmode->fbWidth * 2); // Clear framebuffers etc. VIDEO_ClearFrameBuffer (vmode, xfb[0], COLOR_BLACK); VIDEO_ClearFrameBuffer (vmode, xfb[1], COLOR_BLACK); VIDEO_SetNextFramebuffer (xfb[0]); // video callbacks VIDEO_SetPostRetraceCallback ((VIRetraceCallback)UpdatePadsCB); VIDEO_SetPreRetraceCallback ((VIRetraceCallback)copy_to_xfb); VIDEO_SetBlack (FALSE); VIDEO_Flush(); VIDEO_WaitVSync(); if(vmode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync(); copynow = GX_FALSE; StartGX (); InitVideoThread (); #ifdef HW_RVL pointer[0] = new GuiImageData(player1_point_png); pointer[1] = new GuiImageData(player2_point_png); pointer[2] = new GuiImageData(player3_point_png); pointer[3] = new GuiImageData(player4_point_png); #endif } static 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 if (vwidth == 240) // GBA GameboyAspectRatio = 240.0f/160.0f; // assumes square pixels on GB Advance else // GB or GBC GameboyAspectRatio = 160.0f/144.0f; // assumes square pixels on GB Colour 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 xscale *= GCSettings.ZoomLevel; yscale *= GCSettings.ZoomLevel; // 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); 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 () { SetupVideoMode(); GXRModeObj *rmode = vmode; // same mode as menu Mtx44 p; // reconfigure VI VIDEO_Configure (rmode); VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], COLOR_BLACK); VIDEO_Flush(); VIDEO_WaitVSync(); if (rmode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync(); else while (VIDEO_GetNextField()) VIDEO_WaitVSync(); // 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); GX_SetCopyFilter (rmode->aa, rmode->sample_pattern, (GCSettings.render == 1) ? GX_TRUE : GX_FALSE, rmode->vfilter); // deflickering filter only for filtered mode GX_SetFieldMode (rmode->field_rendering, ((rmode->viHeight == 2 * rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE)); 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&1)) 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; } /**************************************************************************** * GX_Render * * Pass in a buffer, width and height to update as a tiled RGB565 texture ****************************************************************************/ void GX_Render(int width, int height, u8 * buffer, int pitch) { int h, w; long long int *dst = (long long int *) texturemem; long long int *src1 = (long long int *) buffer; long long int *src2 = (long long int *) (buffer + pitch); long long int *src3 = (long long int *) (buffer + (pitch * 2)); long long int *src4 = (long long int *) (buffer + (pitch * 3)); int rowpitch = (pitch >> 3) * 3; int rowadjust = ( pitch % 8 ) * 4; char *ra = NULL; vwidth = width; vheight = height; // 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); for (h = 0; h < vheight; h += 4) { for (w = 0; w < (vwidth >> 2); w++) { *dst++ = *src1++; *dst++ = *src2++; *dst++ = *src3++; *dst++ = *src4++; } src1 += rowpitch; src2 += rowpitch; src3 += rowpitch; src4 += rowpitch; if ( rowadjust ) { ra = (char *)src1; src1 = (long long int *)(ra + rowadjust); ra = (char *)src2; src2 = (long long int *)(ra + rowadjust); ra = (char *)src3; src3 = (long long int *)(ra + rowadjust); ra = (char *)src4; src4 = (long long int *)(ra + rowadjust); } } // load texture into GX DCFlushRange(texturemem, texturesize); GX_SetNumChans(1); GX_LoadTexObj(&texobj, GX_TEXMAP0); draw_square(view); // render textured quad #ifdef HW_RVL draw_cursor(view); // render cursor #endif GX_DrawDone(); GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); // 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); } /**************************************************************************** * Zoom Functions ***************************************************************************/ void zoom (float speed) { if (GCSettings.ZoomLevel > 1) GCSettings.ZoomLevel += (speed / -100.0); else GCSettings.ZoomLevel += (speed / -200.0); if (GCSettings.ZoomLevel < 0.5) GCSettings.ZoomLevel = 0.5; else if (GCSettings.ZoomLevel > 2.0) GCSettings.ZoomLevel = 2.0; } void zoom_reset () { GCSettings.ZoomLevel = 1.0; } /**************************************************************************** * TakeScreenshot * * Copies the current screen into a GX texture ***************************************************************************/ void TakeScreenshot() { int texSize = vmode->fbWidth * vmode->efbHeight * 4; if(gameScreenTex) free(gameScreenTex); gameScreenTex = (u8 *)memalign(32, texSize); if(gameScreenTex == NULL) return; GX_SetTexCopySrc(0, 0, vmode->fbWidth, vmode->efbHeight); GX_SetTexCopyDst(vmode->fbWidth, vmode->efbHeight, GX_TF_RGBA8, GX_FALSE); GX_CopyTex(gameScreenTex, GX_FALSE); GX_PixModeSync(); DCFlushRange(gameScreenTex, texSize); #ifdef HW_RVL if(gameScreenTex2) free(gameScreenTex2); gameScreenTex2 = (u8 *)memalign(32, texSize); if(gameScreenTex2 == NULL) return; GX_CopyTex(gameScreenTex2, GX_FALSE); GX_PixModeSync(); DCFlushRange(gameScreenTex2, texSize); #endif } /**************************************************************************** * ResetVideo_Menu * * Reset the video/rendering mode for the menu ****************************************************************************/ void ResetVideo_Menu () { Mtx44 p; f32 yscale; u32 xfbHeight; SetupVideoMode(); VIDEO_Configure (vmode); VIDEO_Flush(); VIDEO_WaitVSync(); if (vmode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync(); else while (VIDEO_GetNextField()) VIDEO_WaitVSync(); // 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() { GX_DrawDone (); whichfb ^= 1; // flip framebuffer GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); GX_CopyDisp(xfb[whichfb],GX_TRUE); 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 *=.5; height*=.5; guMtxIdentity (m1); guMtxScaleApply(m1,m1,scaleX,scaleY,1.0); Vector axis = (Vector) {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) { u8 fmt; long n; int i; f32 x2 = x+width; f32 y2 = y+height; Vector v[] = {{x,y,0.0f}, {x2,y,0.0f}, {x2,y2,0.0f}, {x,y2,0.0f}, {x,y,0.0f}}; if(!filled) { fmt = GX_LINESTRIP; n = 5; } else { fmt = GX_TRIANGLEFAN; n = 4; } GX_Begin(fmt, GX_VTXFMT0, n); for(i=0; i