118 lines
3.0 KiB
C
118 lines
3.0 KiB
C
#include "psx.h"
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void init(DISPENV disp[2], DRAWENV draw[2], short db, MATRIX * cmat, CVECTOR * BGc, VECTOR * BKc) {
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ResetCallback();
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// Reset the GPU before doing anything and the controller
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ResetGraph(0);
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PadInit(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
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if ( VMODE ) {
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SetVideoMode(MODE_PAL);
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disp[0].screen.y += 8;
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disp[1].screen.y += 8;
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}
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// Set Draw area color
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setRGB0(&draw[0], BGc->r, BGc->g, BGc->b);
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setRGB0(&draw[1], BGc->r, BGc->g, BGc->b);
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// Set Draw area clear flag
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draw[0].isbg = 1;
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draw[1].isbg = 1;
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// Set the disp and draw env
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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// Init font system
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FntLoad(FNT_POS_X, FNT_POS_Y);
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FntOpen(16, 90, 240, 180, 0, 512);
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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(1200, 1600, SCREENXRES);
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};
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void display(DISPENV * disp, DRAWENV * draw, u_long * otdisc, char * primbuff, char ** nextprim, char * db){
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// https://stackoverflow.com/questions/3526503/how-to-set-pointer-reference-through-a-function
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//~ //DrawSync(0);
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VSync(2); // Using VSync 2 insures constant framerate. 0 makes the fr polycount dependant.
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ResetGraph(1);
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PutDispEnv(disp);
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PutDrawEnv(draw);
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SetDispMask(1);
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// Main OT
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DrawOTag(otdisc + OT2LEN - 1);
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*db = !*db;
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*nextprim = primbuff;
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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
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LoadImage(tparam->crect, tparam->caddr); // Load it to VRAM at position crect.x, crect.y
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DrawSync(0); // Wait for drawing to end
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}
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};
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