From e6255e712993a096fc9938e2fb4be1d181e1afc7 Mon Sep 17 00:00:00 2001 From: Treeki Date: Sun, 13 Mar 2011 00:39:55 +0100 Subject: some cleanup, removed menu code from master branch. does not compile yet --- 3dlib/treeki3d.cpp | 502 ----------------------------------------------------- 1 file changed, 502 deletions(-) delete mode 100644 3dlib/treeki3d.cpp (limited to '3dlib/treeki3d.cpp') 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 -#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; -}*/ - - -}; - -}; - -- cgit v1.2.3