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* Can now use gbaframes specific to a gba rom being loaded to ram/flash. Have a bmp file with filename matching the game rom being flashed in GBA_SIGN path. If it finds a matching BMP it will use that before falling back to the default gbaframe.bmp paths. * nds-bootstrap now used for booting retail NDS roms from file browser. Note that currently GBA-Exploader does not create new save files so only games with existing save files (currently hardcoded to GBA_SAV path like with GBA games) can be booted with this.
86 lines
3.2 KiB
C
86 lines
3.2 KiB
C
/*---------------------------------------------------------------------------------
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BoxTest.c -- Code for performing hardware box test against viewing frustrum
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Copyright (C) 2005
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Michael Noland (joat)
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Jason Rogers (dovoto)
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Dave Murphy (WinterMute)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you
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must not claim that you wrote the original software. If you use
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this software in a product, an acknowledgment in the product
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documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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---------------------------------------------------------------------------------*/
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#include <nds/arm9/video.h>
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#include <nds/arm9/videoGL.h>
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#include <nds/arm9/boxtest.h>
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//---------------------------------------------------------------------------------
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void BoxTest_Asynch(v16 x, v16 y, v16 z, v16 width, v16 height, v16 depth) {
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//---------------------------------------------------------------------------------
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glPolyFmt(BIT(12) | BIT(13));
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glBegin(GL_TRIANGLES);
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glEnd();
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GFX_BOX_TEST = VERTEX_PACK(x, y);
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GFX_BOX_TEST = VERTEX_PACK(z, width);
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GFX_BOX_TEST = VERTEX_PACK(height, depth);
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}
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//---------------------------------------------------------------------------------
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void BoxTestf_Asynch(float x, float y, float z, float width, float height, float depth) {
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//---------------------------------------------------------------------------------
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BoxTest_Asynch(floattov16(x), floattov16(y), floattov16(z),
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floattov16(width), floattov16(height), floattov16(depth));
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}
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//---------------------------------------------------------------------------------
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int BoxTestResult(void) {
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//---------------------------------------------------------------------------------
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while(GFX_STATUS & BIT(0));
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return (GFX_STATUS & BIT(1));
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}
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//---------------------------------------------------------------------------------
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int BoxTest(v16 x, v16 y, v16 z, v16 width, v16 height, v16 depth)
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//---------------------------------------------------------------------------------
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{
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glPolyFmt(BIT(12) | BIT(13));
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glBegin(GL_TRIANGLES);
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glEnd();
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GFX_BOX_TEST = VERTEX_PACK(x, y);
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GFX_BOX_TEST = VERTEX_PACK(z, width);
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GFX_BOX_TEST = VERTEX_PACK(height, depth);
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while(GFX_STATUS & BIT(0));
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return (GFX_STATUS & BIT(1));
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}
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//---------------------------------------------------------------------------------
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int BoxTestf(float x, float y, float z, float width, float height, float depth)
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//---------------------------------------------------------------------------------
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{
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return BoxTest(floattov16(x), floattov16(y), floattov16(z),
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floattov16(width), floattov16(height), floattov16(depth));
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}
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