diff options
Diffstat (limited to '3dlib/treeki3d.cpp')
-rw-r--r-- | 3dlib/treeki3d.cpp | 502 |
1 files changed, 0 insertions, 502 deletions
diff --git a/3dlib/treeki3d.cpp b/3dlib/treeki3d.cpp deleted file mode 100644 index 3c72652..0000000 --- a/3dlib/treeki3d.cpp +++ /dev/null @@ -1,502 +0,0 @@ -/* Treeki's 3D Library for Wii */
-
-#include "3dlib/treeki3d.h"
-
-#include <game.h>
-#include "rvl/PPCWGPipe.h"
-#include "rvl/GXVert.h"
-
-namespace T3D {
-
-const GXColor Black = {0,0,0,255};
-const GXColor White = {255,255,255,255};
-
-u32 HasBeenInited;
-
-RenderInfo *RenderQueue;
-int RenderQueuePos;
-
-CameraInfo Camera;
-
-tmdl_material *LastMaterial;
-
-int tmdl_header_sizes[] = {0, 0, sizeof(tmdl_headerv2), sizeof(tmdl_header)};
-
-bool Init(bool test) {
- if (HasBeenInited == 'T3Df')
- return test;
-
- HasBeenInited = 'T3Df';
-
- OSReport("T3D Engine revision 3 -- created by Treeki\n");
- OSReport("Setting up the render queue for %d model(s).\n", OBJ_COUNT);
-
- RenderQueue = new RenderInfo[OBJ_COUNT];
- RenderQueuePos = 0;
-
- // Setup camera
- Camera.projection = GX_PERSPECTIVE;
-
- GXRenderModeObj *rm = Hook_GetGXRenderModeObj();
- f32 aspect = (f32)rm->viWidth / (f32)rm->viHeight;
-
- OSReport("Dump of GXRenderModeObj settings:\n");
- OSReport("viTVmode => %d; fbWidth => %d; efbHeight => %d; xfbHeight => %d\n", rm->viTVmode, rm->fbWidth, rm->efbHeight, rm->xfbHeight);
- OSReport("viXOrigin => %d; viYOrigin => %d; viWidth => %d; viHeight => %d\n", rm->viXOrigin, rm->viYOrigin, rm->viWidth, rm->viHeight);
- OSReport("xFBmode => %d; field_rendering => %d; aa => %d\n", rm->xFBmode, rm->field_rendering, rm->aa);
-
- OSReport("Calculated VI aspect: %f\n", aspect);
-
- MTXPerspective(Camera.projection_matrix, 45, aspect, 0.1f, 2400.0f);
-
- Point3d camPos = {0,0,-150};
- Vec camUp = {0,1,0};
- Point3d target = {0,0,0};
- MTXLookAt(Camera.view_matrix, &camPos, &camUp, &target);
-
- return test;
-}
-
-bool Model::bind(void *data, const char *mdlname) {
- ARCHandle arc;
- ARCFileInfo model_info;
- tmdl_header *model = 0;
-
- OSReport("[T3D] Loading model %s\n", mdlname);
-
- // obtain the files from the arc
- char model_name[64];
- snprintf(model_name, 64, "t3d/mdl_%s.tmdl", mdlname);
-
- if (!ARCInitHandle(data, &arc)) {
- OSReport("[T3D] CANNOT LOAD ARC!!\n");
- OSReport("ARCInitHandle returned false\n");
- return false;
- }
-
- if (ARCOpen(&arc, model_name, &model_info)) {
- model = (tmdl_header*)ARCGetStartAddrInMem(&model_info);
- ARCClose(&model_info);
- } else {
- OSReport("[T3D] CANNOT GET MODEL!!\n");
- OSReport("ARCOpen could not get %s\n", model_name);
- return false;
- }
-
- // bind it
- if (model->version != 3 && model->version != 2) {
- OSReport("[T3D] INVALID VERSION!!\n");
- OSReport("this revision of T3D expects a v2 or v3 model file, not %d\n", model->version);
- return false;
- }
-
- OSReport("Loading model version %d\n", model->version);
-
- // fix up every shape's GX arrays
- for (int shape_id = 0; shape_id < model->shape_count; shape_id++) {
- u32 shape_offset = *(u32*)((u32)model + tmdl_header_sizes[model->version] + (4*shape_id));
- tmdl_shape *shape = (tmdl_shape*)((u32)model + shape_offset);
-
- void *pos_arr = (void*)((u32)model + shape->pos_arr_offset);
- void *nrm_arr = (void*)((u32)model + shape->nrm_arr_offset);
- void *uv_arr = (void*)((u32)model + shape->uv_arr_offset);
-
- DCStoreRangeNoSync(pos_arr, shape->pos_arr_size);
- DCStoreRangeNoSync(nrm_arr, shape->nrm_arr_size);
- DCStoreRangeNoSync(uv_arr, shape->uv_arr_size);
- }
-
- if (model->version == 2) {
- ARCFileInfo texture_info;
- char texture_name[64];
- snprintf(texture_name, 64, "t3d/tex_%s.tpl", mdlname);
-
- if (ARCOpen(&arc, texture_name, &texture_info)) {
- this->texture_res = (TPLPalette*)ARCGetStartAddrInMem(&texture_info);
- ARCClose(&texture_info);
- }
-
- if (this->texture_res) {
- TPLBind(this->texture_res);
- }
- }
-
- if (model->version >= 3) {
- // now fix up every material
- tmdl_material *mat = (tmdl_material*)((u32)model + sizeof(tmdl_header) + (4*model->shape_count));
- for (int mat_id = 0; mat_id < model->material_count; mat_id++) {
- ARCFileInfo texture_info;
- TPLPalette *texture = 0;
-
- if (ARCOpen(&arc, mat->texture_name, &texture_info)) {
- texture = (TPLPalette*)ARCGetStartAddrInMem(&texture_info);
- ARCClose(&texture_info);
- }
-
- if (texture) {
- TPLBind(texture);
- TPLGetGXTexObjFromPalette(texture, &mat->texobj, 0);
- GXInitTexObjWrapMode(&mat->texobj, GX_REPEAT, GX_REPEAT);
- } else {
- OSReport("[T3D] WARNING!! Texture %s was not found while loading model %s!\n", mat->texture_name, mdlname);
- }
-
- mat++;
- }
- }
-
- // done!
- this->model_res = model;
-
- return true;
-}
-
-void Model::addToDrawList(Mtx mtx) {
- if (RenderQueuePos >= OBJ_COUNT) {
- OSReport("FATAL ERROR!!\n");
- OSReport("T3D object limit reached, render queue will overflow\n");
- return;
- }
-
- RenderInfo *info = &RenderQueue[RenderQueuePos++];
- MTXCopy(mtx, info->matrix);
- info->model = this;
-}
-
-void Model::draw(RenderInfo *info) {
- Mtx matrix, inv_matrix;
- MTXCopy(Camera.view_matrix, matrix);
- MTXConcat(info->matrix, matrix, matrix);
-
- GXLoadPosMtxImm(matrix, GX_PNMTX0);
-
- MTXInverse(matrix, inv_matrix);
- GXLoadNrmMtxImm(inv_matrix, GX_PNMTX0);
-
- for (int i = 0; i < this->model_res->shape_count; i++)
- this->drawShape(info, i);
-}
-
-void Model::drawShape(RenderInfo *info, int shape_id) {
- u32 shape_offset = *(u32*)((u32)this->model_res + tmdl_header_sizes[this->model_res->version] + (4*shape_id));
- tmdl_shape *shape = (tmdl_shape*)((u32)this->model_res + shape_offset);
-
- if (this->model_res->version == 2) {
- tmdl_materialv2 *materialv2 = (tmdl_materialv2*)((u32)this->model_res + shape->mat_offset);
- this->setupMaterialGXv2(materialv2);
- } else {
- tmdl_material *material = (tmdl_material*)((u32)this->model_res + shape->mat_offset);
- this->setupMaterialGX(material);
- }
-
- void *pos_arr = (void*)((u32)this->model_res + shape->pos_arr_offset);
- void *nrm_arr = (void*)((u32)this->model_res + shape->nrm_arr_offset);
- void *uv_arr = (void*)((u32)this->model_res + shape->uv_arr_offset);
-
- GXSetArray(GX_VA_POS, pos_arr, 12);
- GXSetArray(GX_VA_NRM, nrm_arr, 12);
- GXSetArray(GX_VA_TEX0, uv_arr, 8);
-
- void *dl_ptr = (void*)((u32)this->model_res + shape->dl_offset);
- GXCallDisplayList(dl_ptr, shape->dl_size);
-}
-
-void Model::setupMaterialGXv2(tmdl_materialv2 *material) {
- LastMaterial = 0; // reset this
-
- if (material->texture_id != 0xFFFFFFFF) {
- GXSetChanMatColor(GX_COLOR0A0, White);
- GXSetChanMatColor(GX_COLOR1A1, White);
-
- GXTexObj tex;
-
- TPLGetGXTexObjFromPalette(this->texture_res, &tex, material->texture_id);
- GXInitTexObjWrapMode(&tex, GX_REPEAT, GX_REPEAT);
- GXLoadTexObj(&tex, GX_TEXMAP0);
-
- GXSetNumTexGens(1);
- GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
-
- GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
- GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
-
- // TEV blending ops:
- // First off, use the equivalent of GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE)
- //GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE);
- GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_TEXA, GX_CA_RASA, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
-
- // Then do the same for stage1, but blend TEVPREV with RASC/RASA
- GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
-
- } else {
- GXSetChanMatColor(GX_COLOR0A0, material->mat_colour);
- GXSetChanMatColor(GX_COLOR1A1, White);
-
- GXSetNumTexGens(0);
-
- GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
- GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR1A1);
-
- // TEV blending ops:
- // First stage becomes GX_PASSCLR
- GXSetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
-
- // Then blend this colour with RASA/RASC in the second stage
- GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- }
-}
-void Model::setupMaterialGX(tmdl_material *material) {
- if (material == LastMaterial)
- return;
-
- LastMaterial = material; // small optimisation
-
- if (material->texture_name[0] != 0) {
- GXSetChanMatColor(GX_COLOR0A0, White);
- GXSetChanMatColor(GX_COLOR1A1, White);
-
- GXLoadTexObj(&material->texobj, GX_TEXMAP0);
-
- GXSetNumTexGens(1);
- GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
-
- GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
- GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR1A1);
-
- // TEV blending ops:
- // First off, use the equivalent of GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE)
- //GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE);
- GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_TEXA, GX_CA_RASA, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
-
- // Then do the same for stage1, but blend TEVPREV with RASC/RASA
- GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
-
- } else {
- GXSetChanMatColor(GX_COLOR0A0, material->mat_colour);
- GXSetChanMatColor(GX_COLOR1A1, White);
-
- GXSetNumTexGens(0);
-
- GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
- GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR1A1);
-
- // TEV blending ops:
- // First stage becomes GX_PASSCLR
- GXSetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
-
- // Then blend this colour with RASA/RASC in the second stage
- GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- }
-}
-
-// todo: try out GXInit and see if it fixes the issues
-// if so, it's something in there
-void DrawQueue() {
- LastMaterial = NULL;
-
- GXInvalidateVtxCache();
- GXInvalidateTexAll();
- GXClearVtxDesc();
-
- GXSetVtxDesc(GX_VA_POS, GX_INDEX16);
- GXSetVtxDesc(GX_VA_NRM, GX_INDEX16);
- GXSetVtxDesc(GX_VA_TEX0, GX_INDEX16);
-
- GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
- GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
- GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
-
- GXSetCurrentMtx(GX_PNMTX0);
-
- GXRenderModeObj *rm = Hook_GetGXRenderModeObj();
- if (rm->field_rendering)
- GXSetViewportJitter(0, 0, rm->fbWidth, rm->efbHeight, 0, 1, VIGetNextField());
- else
- GXSetViewport(0, 0, rm->fbWidth, rm->efbHeight, 0, 1);
-
- GXSetProjection(Camera.projection_matrix, Camera.projection);
-
- GXSetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ONE, GX_LO_CLEAR);
- GXSetCullMode(GX_CULL_FRONT);
- GXSetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
- GXSetZCompLoc(GX_TRUE);
-
- GXSetNumTevStages(2);
- GXSetTevDirect(GX_TEVSTAGE0);
- GXSetTevDirect(GX_TEVSTAGE1);
-
- GXSetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
-
- GXSetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0);
- GXSetTevSwapMode(GX_TEVSTAGE1, GX_TEV_SWAP0, GX_TEV_SWAP0);
-
- /*GXInitLightDir(&light, 0, -1, 0);
- GXInitLightSpot(&light, 45, GX_SP_COS);
- GXInitLightDistAttn(&light, 30, 0.7, GX_DA_GENTLE);*/
- GXLightObj light, light2;
-
- Point3d lightPos = {0,-500.0,0};
- MTXMultVec(Camera.view_matrix, &lightPos, &lightPos);
-
- GXInitLightColor(&light, White);
- GXInitLightPos(&light, lightPos.x, lightPos.y, lightPos.z);
- GXLoadLightObjImm(&light, GX_LIGHT0);
-
- GXInitLightColor(&light2, White);
- GXInitSpecularDir(&light2, 0.5, 0.5, 0);
- GXInitLightShininess(&light2, 4.0f);
- GXLoadLightObjImm(&light2, GX_LIGHT1);
-
- GXSetNumChans(2);
- GXSetChanAmbColor(GX_COLOR0A0, (GXColor){128,128,128,255});
- GXSetChanAmbColor(GX_COLOR1A1, (GXColor){128,128,128,255});
-
- GXSetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_NONE);
- GXSetChanCtrl(GX_COLOR1A1, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT1, GX_DF_CLAMP, GX_AF_SPEC);
-
- GXSetFog(GX_FOG_NONE, 0, 0, 0, 0, (GXColor){0,0,0,0});
-
-
- for (int idx = 0; idx < RenderQueuePos; idx++) {
- RenderQueue[idx].model->draw(&RenderQueue[idx]);
- }
-
- RenderQueuePos = 0;
-
-
-
- // THIS IS JUST FOR TESTING
- static bool isCreated = false;
- static mTexture_c *tex[14];
-
- if (!isCreated) {
- isCreated = true;
-
- for (int i = 0; i < 14; i++) {
- tex[i] = new mTexture_c(128, 8, GX_TF_RGBA8);
- tex[i]->allocateBuffer();
-
- for (int y = 0; y < 8; y++) {
- for (int x = 0; x < 128; x++) {
- tex[i]->plotPixel(x, y, (GXColor){255,106,0,255});
- }
- }
-
- //tex[i]->makeLinearGradient(i >> 1, 's', 0, 128, Black, White, ((i & 1) != 0));
- tex[i]->makeLinearGradient(i >> 1, 's', 0, 128, (GXColor){255,106,0,255}, (GXColor){0,255,30,255}, false);
- //tex[i]->plotPixel(0, 0, White);
- //tex[i]->plotPixel(2, 2, White);
- //tex[i]->plotPixel(4, 4, White);
- tex[i]->flushDC();
- }
- }
-
- Mtx matrix, inv_matrix;
- MTXIdentity(matrix);
- GXLoadPosMtxImm(matrix, GX_PNMTX0);
-
- MTXInverse(matrix, inv_matrix);
- GXLoadNrmMtxImm(inv_matrix, GX_PNMTX0);
-
- GXSetChanMatColor(GX_COLOR0A0, White);
- GXSetChanMatColor(GX_COLOR1A1, White);
-
- GXSetNumTexGens(1);
- GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
-
- GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR_NULL);
- GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
- GXSetNumTevStages(1);
-
- // TEV blending ops:
- // First off, use the equivalent of GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE)
- GXSetTevOp(GX_TEVSTAGE0, GX_REPLACE);
- /*GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_TEXA, GX_CA_RASA, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
-
- // Then do the same for stage1, but blend TEVPREV with RASC/RASA
- GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
- GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
- GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
- GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);*/
-
- GXCullMode(GX_CULL_NONE);
- GXClearVtxDesc();
- GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
- GXSetVtxDesc(GX_VA_TEX0, GX_DIRECT);
- GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
- GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
-
- float y = -40.0f;
- for (int i = 0; i < 14; i++) {
- tex[i]->load(GX_TEXMAP0);
- GXBegin(GX_QUADS, GX_VTXFMT0, 4);
-
- GXPosition3f32(-40.0f, y, -120.0f);
- GXTexCoord2f32(0.0f, 1.0f);
- GXPosition3f32(40.0f, y, -120.0f);
- GXTexCoord2f32(1.0f, 1.0f);
- GXPosition3f32(40.0f, y+5.0f, -120.0f);
- GXTexCoord2f32(1.0f, 0.0f);
- GXPosition3f32(-40.0f, y+5.0f, -120.0f);
- GXTexCoord2f32(0.0f, 0.0f);
- GXEnd();
-
- y += 5.0f;
- }
-}
-
-
-
-namespace Util {
-
-/*void RotateToFace(const Vec &O, const Vec &P, const Vec &U, Mtx out) {
- // http://forums.create.msdn.com/forums/p/10228/363692.aspx
- Vec D, Right, Backwards, Up;
-
- VECSubtract(&O, &P, &D);
- VECCrossProduct(&U, &D, &Right);
- VECNormalize(&Right, &Right);
- VECCrossProduct(&Right, &U, &Backwards);
- VECNormalize(&Backwards, &Backwards);
- VECCrossProduct(&Backwards, &Right, &Up);
-
- out[0][0] = Right.x;
- out[0][1] = Right.y;
- out[0][2] = Right.z;
- out[0][3] = 0;
- out[1][0] = Up.x;
- out[1][1] = Up.y;
- out[1][2] = Up.z;
- out[1][3] = 0;
- out[2][0] = Backwards.x;
- out[2][1] = Backwards.y;
- out[2][2] = Backwards.z;
- out[2][3] = 0;
-}*/
-
-
-};
-
-};
-
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