3dcam-headers/psx.c

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C
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#include "psx.h"
void init(DISPENV disp[2], DRAWENV draw[2], short db, MATRIX * cmat, CVECTOR * BGc, VECTOR * BKc) {
ResetCallback();
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// Init pad
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//~ PadInit(0);
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//~ InitPAD(controllers[0].pad, 34, controllers[1].pad, 34);
//~ StartPAD();
// Reset the GPU
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ResetGraph( 0 );
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// Initialize and setup the GTE
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InitGeom();
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SetGeomOffset( CENTERX, CENTERY ); // x, y offset
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SetGeomScreen( FOV ); // Distance between eye and screen - Camera FOV
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// Set the display and draw environments
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SetDefDispEnv(&disp[0], 0, 0 , SCREENXRES, SCREENYRES);
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SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
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// If PAL , add 8 pix vertical offset ((256 - 240) /2)
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if ( VMODE ) {
SetVideoMode(MODE_PAL);
disp[0].screen.y += 8;
disp[1].screen.y += 8;
}
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// Set Draw area color
setRGB0(&draw[0], BGc->r, BGc->g, BGc->b);
setRGB0(&draw[1], BGc->r, BGc->g, BGc->b);
// Set Draw area clear flag
draw[0].isbg = 1;
draw[1].isbg = 1;
// Set the disp and draw env
PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
// Init font system
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FntLoad(FNT_VRAM_X, FNT_VRAM_Y);
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FntOpen( FNT_SCR_X,
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FNT_SCR_Y,
FNT_SCR_W,
FNT_SCR_H,
FNT_SCR_BG,
FNT_SCR_MAX_CHAR
);
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// Lighting setup
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SetColorMatrix( cmat );
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SetBackColor( BKc->vx, BKc->vy, BKc->vz );
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SetFarColor( BGc->r, BGc->g, BGc->b );
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SetFogNearFar( FOG_NEAR, FOG_FAR, SCREENXRES );
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};
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void ScrRst(void){
RECT scr;
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VSync( 0 ); // Wait for current drawing to finish
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SetDispMask( 0 ); // Set mask to not displayed
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ResetGraph( 1 ); // Cancel current drawing
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setRECT(&scr, 0, 0, SCREENXRES, SCREENYRES);
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ClearImage(&scr, CLEAR_COLOR_R, CLEAR_COLOR_G, CLEAR_COLOR_B );
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DrawSync( 0 );
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};
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void display(DISPENV * disp, DRAWENV * draw, u_long * otdisc, char * primbuff, char ** nextprim, char * db){
// https://stackoverflow.com/questions/3526503/how-to-set-pointer-reference-through-a-function
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DrawSync(0);
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VSync(VSYNC); // Using VSync 2 insures constant framerate. 0 makes the fr polycount dependant.
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ResetGraph(1);
PutDispEnv(disp);
PutDrawEnv(draw);
SetDispMask(1);
// Main OT
DrawOTag(otdisc + OT2LEN - 1);
*db = !*db;
*nextprim = primbuff;
};
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void LvlPtrSet(LEVEL * curLevel, LEVEL * level){
curLevel->cmat = level->cmat;
curLevel->lgtmat = level->lgtmat;
curLevel->meshes = level->meshes;
curLevel->meshes_length = level->meshes_length;
curLevel->actorPtr = level->actorPtr;
curLevel->levelPtr = level->levelPtr;
curLevel->propPtr = level->propPtr;
curLevel->camPtr = level->camPtr;
curLevel->camPath = level->camPath;
curLevel->camAngles = level->camAngles;
curLevel->curNode = level->curNode; // Blank
// Move these to drawPoly()
curLevel->meshPlan = level->meshPlan;
//~ FntPrint("%x %x", curLevel->meshes, level->meshes);
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};
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int LoadLevelCD(const char*const LevelName, u_long * LoadAddress){
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int cdread = 0, cdsync = 1;
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cdread = CdReadFile( (char *)(LevelName), LoadAddress, 0);
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cdsync = CdReadSync(0, 0);
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// return loaded size
return cdread;
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};
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void SwitchLevel( LEVEL * curLevel, LEVEL * loadLevel ){
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//~ ScrRst();
LvlPtrSet( curLevel, loadLevel);
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// Reload textures
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for (int k = 0; k < *curLevel->meshes_length ; k++){
LoadTexture(curLevel->meshes[k]->tim_data, curLevel->meshes[k]->tim);
}
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// BG texture
if (curLevel->camPtr->tim_data){
LoadTexture(curLevel->camPtr->tim_data, curLevel->camPtr->BGtim);
}
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};
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void LoadTexture(u_long * tim, TIM_IMAGE * tparam){ // This part is from Lameguy64's tutorial series : lameguy64.net/svn/pstutorials/chapter1/3-textures.html login/pw: annoyingmous
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OpenTIM(tim); // Open the tim binary data, feed it the address of the data in memory
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ReadTIM(tparam); // This read the header of the TIM data and sets the corresponding members of the TIM_IMAGE structure
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LoadImage(tparam->prect, tparam->paddr); // Transfer the data from memory to VRAM at position prect.x, prect.y
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DrawSync(0); // Wait for the drawing to end
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if (tparam->mode & 0x8){ // check 4th bit // If 4th bit == 1, TIM has a CLUT
LoadImage(tparam->crect, tparam->caddr); // Load it to VRAM at position crect.x, crect.y
DrawSync(0); // Wait for drawing to end
}
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};