Mesh working, lua broken
This commit is contained in:
@@ -38,4 +38,4 @@ else
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end
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localeSet(DUSK_LOCALE_EN_US)
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sceneSet('scene/initial.dsf')
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-- sceneSet('scene/initial.dsf')
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@@ -67,7 +67,6 @@ void cameraPushMatrix(camera_t *camera) {
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break;
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case CAMERA_PROJECTION_TYPE_PERSPECTIVE:
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case CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED:
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guPerspective(
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guProjection,
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// FOV is in degrees.
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@@ -79,6 +78,10 @@ void cameraPushMatrix(camera_t *camera) {
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);
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break;
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case CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED:
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assertUnreachable("Flipped perspective not implemented on Dolphin");
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break;
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default:
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assertUnreachable("Invalid camera projection type");
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}
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@@ -104,12 +107,15 @@ void cameraPushMatrix(camera_t *camera) {
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break;
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case CAMERA_VIEW_TYPE_MATRIX:
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assertUnreachable("Matrix camera not implemented");
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break;
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case CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT:
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assertUnreachable("Pixel perfect camera not implemented");
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break;
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case CAMERA_VIEW_TYPE_2D:
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assertUnreachable("2D camera not implemented");
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break;
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default:
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@@ -22,39 +22,44 @@
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#include <string.h>
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#include <malloc.h>
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#include <math.h>
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#include <gccore.h>
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display_t DISPLAY = { 0 };
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static vu8 readyForCopy;
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PADStatus pads[4];
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Mtx view;
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Mtx44 projection;
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#define FIFO_SIZE (256*1024)
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#if DOLPHIN
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static vu8 readyForCopy;
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#define FIFO_SIZE (256*1024)
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static void copy_buffers(u32 count __attribute__ ((unused)))
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{
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if (readyForCopy==GX_TRUE) {
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GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
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GX_SetColorUpdate(GX_TRUE);
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GX_CopyDisp(DISPLAY.frameBuffer,GX_TRUE);
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GX_Flush();
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readyForCopy = GX_FALSE;
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}
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}
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#endif
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float_t vertices[] ATTRIBUTE_ALIGN(32) = {
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0, 15, 0,
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-15, -15, 0,
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15, -15, 0};
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meshvertex_t vertices[3] = {
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{
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.color = COLOR_RED_4B,
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.uv = { 0.5f, 1.0f },
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.pos = { 0.0f, 15.0f, 0.0f }
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},
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{
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.color = COLOR_GREEN_4B,
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.uv = { 0.0f, 0.0f },
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.pos = { -15.0f, -15.0f, 0.0f }
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},
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u8 colors[] ATTRIBUTE_ALIGN(32) = {
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255, 0, 0, 255,
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0, 255, 0, 255,
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0, 0, 255, 255
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{
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.color = COLOR_BLUE_4B,
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.uv = { 1.0f, 0.0f },
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.pos = { 15.0f, -15.0f, 0.0f }
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}
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};
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static void copy_buffers(u32 count __attribute__ ((unused)))
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{
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if (readyForCopy==GX_TRUE) {
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GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
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GX_SetColorUpdate(GX_TRUE);
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GX_CopyDisp(DISPLAY.frameBuffer,GX_TRUE);
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GX_Flush();
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readyForCopy = GX_FALSE;
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}
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}
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errorret_t displayInit(void) {
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#if DISPLAY_SDL2
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uint32_t flags = SDL_INIT_VIDEO;
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@@ -149,29 +154,12 @@ errorret_t displayInit(void) {
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//?
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GX_CopyDisp(DISPLAY.frameBuffer, GX_TRUE);
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// Set up view and projection matrices
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guPerspective(projection, 60, 1.33F, 10.0F, 300.0F);
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GX_LoadProjectionMtx(projection, GX_PERSPECTIVE);
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// Prepare Vertex descriptor
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GX_ClearVtxDesc();
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GX_SetVtxDesc(GX_VA_POS, GX_INDEX8);
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GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX8);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
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GX_SetArray(GX_VA_POS, vertices, 3*sizeof(float_t));
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GX_SetArray(GX_VA_CLR0, colors, 4*sizeof(u8));
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GX_SetNumChans(1);
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GX_SetNumTexGens(0);
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
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GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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#endif
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quadInit();
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frameBufferInitBackbuffer();
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spriteBatchInit();
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errorChain(textInit());
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// errorChain(textInit());
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screenInit();
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errorOk();
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@@ -225,39 +213,8 @@ errorret_t displayUpdate(void) {
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);
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errorChain(sceneRender());
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GX_InvVtxCache();
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GX_InvalidateTexAll();
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// This seems to setup camera
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// guVector camera = {0.0F, 0.0F, 0.0F};
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// guVector up = {0.0F, 1.0F, 0.0F};
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// guVector look = {0.0F, 0.0F, -1.0F};
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// guLookAt(view, &camera, &up, &look);
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// Mtx modelView;
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// guMtxIdentity(modelView);
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// guMtxTransApply(modelView, modelView, 0.0F, 0.0F, -50.0F);
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// guMtxConcat(view,modelView,modelView);
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// // This seems to load the matrix into the GX pipeline?
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// GX_LoadPosMtxImm(modelView, GX_PNMTX0);
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camera_t camera;
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cameraInitPerspective(&camera);
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camera.lookat.position[0] = 32;
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camera.lookat.position[1] = 32;
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camera.lookat.position[2] = 32;
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cameraPushMatrix(&camera);
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GX_Begin(GX_TRIANGLES, GX_VTXFMT0, 3);
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GX_Position1x8(0);
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GX_Color1x8(0);
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GX_Position1x8(1);
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GX_Color1x8(1);
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GX_Position1x8(2);
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GX_Color1x8(2);
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GX_End();
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cameraPopMatrix();
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// Render UI
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uiRender();
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// uiRender();
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// Finish up
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screenUnbind();
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@@ -130,6 +130,9 @@ void frameBufferBind(const framebuffer_t *framebuffer) {
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);
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#elif DOLPHIN
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GX_InvVtxCache();
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GX_InvalidateTexAll();
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GX_SetViewport(
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0, 0,
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frameBufferGetWidth(framebuffer),
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@@ -69,6 +69,37 @@ void meshDraw(
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0,
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count
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);
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#elif DOLPHIN
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// Prepare Vertex descriptor
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GX_ClearVtxDesc();// Just clears so may be un-needed?
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GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
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// GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
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GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
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// GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
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const u8 stride = (u8)sizeof(meshvertex_t);
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GX_SetArray(GX_VA_POS, &mesh->vertices[offset].pos[0], stride);
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// GX_SetArray(GX_VA_TEX0, &mesh->vertices[offset].uv[0], stride);
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GX_SetArray(GX_VA_CLR0, &mesh->vertices[offset].color, stride);
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GX_SetNumChans(1);// How many color channels are used
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GX_SetNumTexGens(0);// How many texture coordinate generators are used
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// Basically the shader setup
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
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GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)count);
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for(u16 i = 0; i < (u16)count; ++i) {
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GX_Position1x16(i);
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// GX_TexCoord1x16(i);
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GX_Color1x16(i);
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}
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GX_End();
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#endif
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}
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@@ -22,13 +22,21 @@ typedef enum {
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#define MESH_VERTEX_UV_SIZE 2
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#define MESH_VERTEX_POS_SIZE 3
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typedef struct {
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#if DOLPHIN
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typedef struct ATTRIBUTE_ALIGN(32) {
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#else
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typedef struct {
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#endif
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color4b_t color;
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float uv[MESH_VERTEX_UV_SIZE];
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float pos[MESH_VERTEX_POS_SIZE];
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} meshvertex_t;
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typedef struct {
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#if DOLPHIN
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typedef struct ATTRIBUTE_ALIGN(32) {
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#else
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typedef struct {
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#endif
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const meshvertex_t *vertices;
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int32_t vertexCount;
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meshprimitivetype_t primitiveType;
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@@ -41,10 +41,49 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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backpackInit();
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// Run the initial script.
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// scriptcontext_t ctx;
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// errorChain(scriptContextInit(&ctx));
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scriptcontext_t ctx;
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errorChain(scriptContextInit(&ctx));
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// errorChain(scriptContextExecFile(&ctx, "init.dsf"));
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// scriptContextDispose(&ctx);
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errorChain(scriptContextExec(&ctx,
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"printf('Lua still working')"
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// "module('platform')\n"
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// "module('input')\n"
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// "module('scene')\n"
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// "module('locale')\n"
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// "if PLATFORM == \"psp\" then\n"
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// " inputBind(\"up\", INPUT_ACTION_UP)\n"
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// " inputBind(\"down\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"left\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"right\", INPUT_ACTION_RIGHT)\n"
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// " inputBind(\"circle\", INPUT_ACTION_CANCEL)\n"
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// " inputBind(\"cross\", INPUT_ACTION_ACCEPT)\n"
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// " inputBind(\"select\", INPUT_ACTION_RAGEQUIT)\n"
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// " inputBind(\"lstick_up\", INPUT_ACTION_UP)\n"
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// " inputBind(\"lstick_down\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"lstick_left\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"lstick_right\", INPUT_ACTION_RIGHT)\n"
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// "else\n"
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// " if INPUT_KEYBOARD then\n"
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// " inputBind(\"w\", INPUT_ACTION_UP)\n"
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// " inputBind(\"s\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"a\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"d\", INPUT_ACTION_RIGHT)\n"
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// " inputBind(\"left\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"right\", INPUT_ACTION_RIGHT)\n"
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// " inputBind(\"up\", INPUT_ACTION_UP)\n"
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// " inputBind(\"down\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"enter\", INPUT_ACTION_ACCEPT)\n"
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// " inputBind(\"e\", INPUT_ACTION_ACCEPT)\n"
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// " inputBind(\"q\", INPUT_ACTION_CANCEL)\n"
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// " inputBind(\"escape\", INPUT_ACTION_RAGEQUIT)\n"
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// " end \n"
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// "end\n"
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// "localeSet(DUSK_LOCALE_EN_US)\n"
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// "print('Good here')"
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));
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scriptContextDispose(&ctx);
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errorOk();
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}
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