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path: root/3dlib/treeki3d.cpp
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/* 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;
}*/


};

};