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RDP Command queue. More...

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Macros

Standard rectangle functions

These functions can be used to directly draw filled and/or textured rectangles on the screen. While a rectangle can always be drawn via two triangles, directly invoking the rectangle functions when possible is more efficient on both the CPU and the RDP.

The functions are defined as macros so that they can efficiently accept either integers or floating point values. Usage of fractional values is required for subpixel precision.

#define rdpq_fill_rectangle(x0, y0, x1, y1)
 Draw a filled rectangle (RDP command: FILL_RECTANGLE)
 
#define rdpq_texture_rectangle(tile, x0, y0, x1, y1, s, t)
 Draw a textured rectangle (RDP command: TEXTURE_RECTANGLE)
 
#define rdpq_texture_rectangle_scaled(tile, x0, y0, x1, y1, s0, t0, s1, t1)
 Draw a textured rectangle with scaling (RDP command: TEXTURE_RECTANGLE)
 
Raw rectangle functions

These functions are similar to the above ones, but they closely match the hardware commands to be sent to RDP. They are exposed for completeness, but most users should use the standard ones, as they provide a easier and more consistent API.

The main differences are that these functions accept only positive integers (so clipping on negative numbers should be performed by the caller, if needed), and the textured functions need the per-pixel horizontal and vertical increments.

#define rdpq_texture_rectangle_raw(tile, x0, y0, x1, y1, s0, t0, dsdx, dtdy)
 Draw a textured rectangle with scaling – raw version (RDP command: TEXTURE_RECTANGLE)
 
#define rdpq_texture_rectangle_flip_raw(tile, x0, y0, x1, y1, s, t, dsdy, dtdx)
 Draw a textured flipped rectangle (RDP command: TEXTURE_RECTANGLE_FLIP)
 

Detailed Description

RDP Command queue.

Macro Definition Documentation

◆ rdpq_fill_rectangle

#define rdpq_fill_rectangle (   x0,
  y0,
  x1,
  y1 
)

Draw a filled rectangle (RDP command: FILL_RECTANGLE)

This command is used to render a rectangle filled with a solid color.

The rectangle must be defined using exclusive bottom-right bounds, so for instance rdpq_fill_rectangle(10,10,30,30) will draw a square of exactly 20x20 pixels.

Depending on the render mode, the way to configure the color differs:

// Fill the screen with red color.
rdpq_set_mode_fill(RGBA32(255, 0, 0, 0));
rdpq_fill_rectangle(0, 0, 320, 240);
#define RGBA32(rx, gx, bx, ax)
Create a color_t from the R,G,B,A components in the RGBA32 range (0-255).
Definition graphics.h:74
void rdpq_set_mode_fill(color_t color)
Reset render mode to FILL type.
Definition rdpq_mode.h:299
#define rdpq_fill_rectangle(x0, y0, x1, y1)
Draw a filled rectangle (RDP command: FILL_RECTANGLE)
Definition rdpq_rect.h:249
// Set the render mode to standard, with blending enabled
// Set color to black, and alpha to 25% (64 out of 255)
// Draw the rectangle
rdpq_fill_rectangle(10, 10, 30, 30);
void rdpq_set_prim_color(color_t color)
Set the RDP PRIM combiner register (color only) (RDP command: SET_PRIM_COLOR)
Definition rdpq.h:951
#define RDPQ_COMBINER_FLAT
Draw a flat color. Configure the color via rdpq_set_prim_color.
Definition rdpq_macros.h:470
void rdpq_mode_blender(rdpq_blender_t blend)
Configure the formula to use for blending.
Definition rdpq_mode.h:599
void rdpq_mode_combiner(rdpq_combiner_t comb)
Configure the color combiner.
Definition rdpq_mode.h:465
void rdpq_set_mode_standard(void)
Reset render mode to standard.
Definition rdpq_mode.c:93
#define RDPQ_BLENDER_MULTIPLY
Blending mode: multiplicative alpha.
Definition rdpq_mode.h:499
Parameters
[x0]x0 Top-left X coordinate of the rectangle (integer or float)
[y0]y0 Top-left Y coordinate of the rectangle (integer or float)
[x1]x1 Bottom-right exclusive X coordinate of the rectangle (integer or float)
[y1]y1 Bottom-right exclusive Y coordinate of the rectangle (integer or float)
See also
rdpq_set_fill_color
rdpq_set_fill_color_stripes

◆ rdpq_texture_rectangle

#define rdpq_texture_rectangle (   tile,
  x0,
  y0,
  x1,
  y1,
  s,
 
)

Draw a textured rectangle (RDP command: TEXTURE_RECTANGLE)

This function enqueues a RDP TEXTURE_RECTANGLE command, that allows to draw a textured rectangle onto the framebuffer (similar to a sprite).

The texture must have been already loaded into TMEM via rdpq_load_tile or rdpq_load_block, and a tile descriptor referring to it must be passed to this function.

Input X and Y coordinates are automatically clipped to the screen boundaries (and then scissoring also takes effect), so there is no specific range limit to them. On the contrary, S and T coordinates have a specific range (-1024..1024).

When x0 > x1 or y0 > y1, the rectangle is drawn flipped (mirrored) on either axis (or both, which basically rotates it by 180° instead).

Before calling this function, make sure to also configure an appropriate render mode. It is possible to use the fast copy mode (rdpq_set_mode_copy) with this function, assuming that advanced blending or color combiner capabilities are not needed. The copy mode can in fact just blit the pixels from the texture unmodified, applying only a per-pixel rejection to mask out transparent pixels (via alpha compare). See rdpq_set_mode_copy for more information.

Alternatively, it is possible to use this command also in standard render mode (rdpq_set_mode_standard), with all the per-pixel blending / combining features.

Normally, rectangles are drawn without any respect for the z-buffer (if any is configured). The only option here is to provide a single Z value valid for the whole rectangle by using rdpq_mode_zoverride in the mode API (or manually calling rdpq_set_prim_depth_raw). In fact, it is not possible to specify a per-vertex Z value.

Similarly, it is not possible to specify a per-vertex color/shade value, but instead it is possible to setup a combiner that applies a fixed color to the pixels of the rectangle (eg: RDPQ_COMBINER_TEX_FLAT).

If you need a full Z-buffering or shading support, an alternative is to call rdpq_triangle instead, and thus draw the rectangles as two triangles. This will however incur in more overhead on the CPU to setup the primitives.

NOTE: implemented using a macro here to support both integer and float inputs without ever forcing a useless additional conversion.

Parameters
[in]tileTile descriptor referring to the texture in TMEM to use for drawing
[in]x0Top-left X coordinate of the rectangle
[in]y0Top-left Y coordinate of the rectangle
[in]x1Bottom-right exclusive X coordinate of the rectangle
[in]y1Bottom-right exclusive Y coordinate of the rectangle
[in]sS coordinate of the texture at the top-left corner (range: -1024..1024)
[in]tT coordinate of the texture at the top-left corner (range: -1024..1024)

◆ rdpq_texture_rectangle_scaled

#define rdpq_texture_rectangle_scaled (   tile,
  x0,
  y0,
  x1,
  y1,
  s0,
  t0,
  s1,
  t1 
)

Draw a textured rectangle with scaling (RDP command: TEXTURE_RECTANGLE)

This function is similar to rdpq_texture_rectangle but allows the rectangle to be scaled horizontally and/or vertically, by specifying both the source rectangle in the texture, and the rectangle on the screen.

Refer to rdpq_texture_rectangle for more details on how this command works.

Parameters
[in]tileTile descriptor referring to the texture in TMEM to use for drawing
[in]x0Top-left X coordinate of the rectangle
[in]y0Top-left Y coordinate of the rectangle
[in]x1Bottom-right exclusive X coordinate of the rectangle
[in]y1Bottom-right exclusive Y coordinate of the rectangle
[in]s0S coordinate of the texture at the top-left corner (range: -1024..1024)
[in]t0T coordinate of the texture at the top-left corner (range: -1024..1024)
[in]s1S coordinate of the texture at the bottom-right corner (exclusive) (range: -1024..1024)
[in]t1T coordinate of the texture at the bottom-right corner (exclusive) (range: -1024..1024)

◆ rdpq_texture_rectangle_raw

#define rdpq_texture_rectangle_raw (   tile,
  x0,
  y0,
  x1,
  y1,
  s0,
  t0,
  dsdx,
  dtdy 
)

Draw a textured rectangle with scaling – raw version (RDP command: TEXTURE_RECTANGLE)

This function is similar to rdpq_texture_rectangle but it does not perform any preprocessing on the input coordinates. Most users should use rdpq_texture_rectangle or rdpq_texture_rectangle_scaled instead.

Refer to rdpq_texture_rectangle for more details on how this command works.

Parameters
tileTile descriptor referring to the texture in TMEM to use for drawing
x0Top-left X coordinate of the rectangle (range: 0..1024)
y0Top-left Y coordinate of the rectangle (range: 0..1024)
x1Bottom-right exclusive X coordinate of the rectangle (range: 0..1024)
y1Bottom-right exclusive Y coordinate of the rectangle (range: 0..1024)
s0S coordinate of the texture at the top-left corner (range: -1024..1024)
t0T coordinate of the texture at the top-left corner (range: -1024..1024)
dsdxHorizontal increment of S coordinate per pixel (range: -32..32)
dtdyVertical increment of T coordinate per pixel (range: -32..32)
See also
rdpq_texture_rectangle
rdpq_texture_rectangle_scaled

◆ rdpq_texture_rectangle_flip_raw

#define rdpq_texture_rectangle_flip_raw (   tile,
  x0,
  y0,
  x1,
  y1,
  s,
  t,
  dsdy,
  dtdx 
)

Draw a textured flipped rectangle (RDP command: TEXTURE_RECTANGLE_FLIP)

The RDP command TEXTURE_RECTANGLE_FLIP is similar to TEXTURE_RECTANGLE, but the texture S coordinate is incremented over the Y axis, while the texture T coordinate is incremented over the X axis. The graphical effect is similar to a 90° degree rotation plus a mirroring of the texture.

Notice that this command cannot work in COPY mode, so the standard render mode must be activated (via rdpq_set_mode_standard).

Refer to rdpq_texture_rectangle_raw for further information.

Parameters
[in]tileTile descriptor referring to the texture in TMEM to use for drawing
[in]x0Top-left X coordinate of the rectangle
[in]y0Top-left Y coordinate of the rectangle
[in]x1Bottom-right exclusive X coordinate of the rectangle
[in]y1Bottom-right exclusive Y coordinate of the rectangle
[in]sS coordinate of the texture at the top-left corner
[in]tT coordinate of the texture at the top-left corner
[in]dsdySigned increment of S coordinate for each vertical pixel.
[in]dtdxSigned increment of T coordinate for each horizontal pixel.