blob: 495fe557b742a0bf8a3a7b2a228766c0901faeb3 [file] [log] [blame]
// Fountain test script
#pragma version(1)
#pragma stateVertex(PVBackground)
#pragma stateFragment(PFBackground)
#pragma stateFragmentStore(PFSBackground)
/*
typedef struct FilmScriptUserEnvRec {
RsAllocation tex[13];
int32_t triangleOffsets[64];
float triangleOffsetsTex[64];
int32_t triangleOffsetsCount;
} FilmScriptUserEnv;
*/
#define POS_TRANSLATE 0
#define POS_ROTATE 1
#define POS_FOCUS 2
#define STATE_TRIANGLE_OFFSET_COUNT 0
#define STATE_LAST_FOCUS 1
// The script enviroment has 3 env allocations.
// bank0: (r) The enviroment structure
// bank1: (r) The position information
// bank2: (rw) The temporary texture state
int main(int index)
{
int f1,f2,f3,f4, f5,f6,f7,f8, f9,f10,f11,f12, f13,f14,f15,f16;
int g1,g2,g3,g4, g5,g6,g7,g8, g9,g10,g11,g12, g13,g14,g15,g16;
float trans = loadF(1, POS_TRANSLATE);
float rot = loadF(1, POS_ROTATE);
matrixLoadScale(&f16, 2.f, 2.f, 2.f);
matrixTranslate(&f16, 0.f, 0.f, trans);
matrixRotate(&f16, 90.f, 0.f, 0.f, 1.f);
matrixRotate(&f16, rot, 1.f, 0.f, 0.f);
storeMatrix(3, 0, &f16);
//materialDiffuse(con, 0.0f, 0.0f, 0.0f, 1.0f);
//materialSpecular(con, 0.5f, 0.5f, 0.5f, 0.5f);
//materialShininess(intToFloat(20));
drawTriangleMesh(NAMED_mesh);
// Start of images.
bindProgramFragmentStore(NAMED_PFImages);
bindProgramFragment(NAMED_PFSImages);
bindProgramVertex(NAMED_PVImages);
float focusPos = loadF(1, POS_FOCUS);
int focusID = 0;
int lastFocusID = loadI32(2, STATE_LAST_FOCUS);
int imgCount = 13;
if (trans > (-.3f)) {
focusID = -1.0f - focusPos;
if (focusID >= imgCount) {
focusID = -1;
}
} else {
focusID = -1;
}
/*
if (focusID != lastFocusID) {
if (lastFocusID >= 0) {
uploadToTexture(con, env->tex[lastFocusID], 1);
}
if (focusID >= 0) {
uploadToTexture(con, env->tex[focusID], 0);
}
}
*/
storeI32(2, STATE_LAST_FOCUS, focusID);
int triangleOffsetsCount = loadI32(2, STATE_TRIANGLE_OFFSET_COUNT);
int imgId = 0;
for (imgId=1; imgId <= imgCount; imgId++) {
float pos = focusPos + imgId + 0.4f;
int offset = (int)floorf(pos * 2.f);
pos = pos - 0.75f;
offset = offset + triangleOffsetsCount / 2;
if (!((offset < 0) || (offset >= triangleOffsetsCount))) {
int start = offset -2;
int end = offset + 2;
if (start < 0) {
start = 0;
}
if (end > triangleOffsetsCount) {
end = triangleOffsetsCount;
}
bindTexture(NAMED_PFImages, 0, loadI32(0, imgId - 1));
/*
matrixLoadTranslate(con, &m, -pos - env->triangleOffsetsTex[env->triangleOffsetsCount / 2], 0, 0);
storeEnvMatrix(con, 3, RS_PROGRAM_VERTEX_TEXTURE_OFFSET, &m);
renderTriangleMeshRange(con, env->mesh, env->triangleOffsets[start], env->triangleOffsets[end] - env->triangleOffsets[start]);
*/
}
}
return 0;
}