now export/import gouraud textured meshes with UV!
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330
primdrawGT.c
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330
primdrawGT.c
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/* primdrawG.c, by Schnappy, 12-2020
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- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
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based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
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2014 Meido-Tek Productions.
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Demonstrates:
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- Using a primitive OT to draw triangles without libgs.
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- Using the GTE to rotate, translate, and project 3D primitives.
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Controls:
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Start - Toggle interactive/non-interactive mode.
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Select - Reset object's position and angles.
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L1/L2 - Move object closer/farther.
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L2/R2 - Rotate object (XY).
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Up/Down/Left/Right - Rotate object (XZ/YZ).
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Triangle/Cross/Square/Circle - Move object up/down/left/right.
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*/
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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#include <libetc.h>
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#include <stdio.h>
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// Sample vector model
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#include "cube.c"
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#define HI_RES 0 // 0: 320x240, 1: 640x480
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#define VMODE 1
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#define OT_LENGTH 2048 // Maximum number of OT entries
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#define MAX_PRIMS 1024 // Maximum number of POLY_GT3 primitives
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// Center screen coordinates
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#define SCREENXRES 320
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#define SCREENYRES 240
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#define CENTERX SCREENXRES/2
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#define CENTERY SCREENYRES/2
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// Display and draw environments
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DISPENV disp;
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DRAWENV draw;
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u_long ot[2][OT_LENGTH]; // Ordering table (contains addresses to primitives)
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POLY_GT3 primbuff[2][MAX_PRIMS]; // Primitive list // That's our prim buffer
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int primcnt=0; // Primitive counter
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int db = 0; // Current buffer counter
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RECT ClearRect ={0,0,320,240};
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//~ extern unsigned long _binary_TIM_bousai_tim_start[];
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//~ extern unsigned long _binary_TIM_bousai_tim_end[];
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//~ extern unsigned long _binary_TIM_bousai_tim_length;
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//~ TIM_IMAGE bousai;
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// Prototypes
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void init();
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void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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void init(){
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// Reset the GPU before doing anything and the controller
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PadInit(0);
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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(CENTERX); // Distance between eye and screen
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// Set the display and draw environments
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SetDefDispEnv(&disp, 0, 0, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw, 0, SCREENYRES, SCREENXRES, SCREENYRES);
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if (VMODE)
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{
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SetVideoMode(MODE_PAL);
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disp.screen.y += 8;
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}
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// Set the new display/drawing environments
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VSync(0);
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PutDispEnv(&disp);
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PutDrawEnv(&draw);
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ClearImage(&ClearRect, 0, 0, 127); // Clear FB
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// Init font system
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FntLoad(960, 0);
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FntOpen(16, 16, 196, 64, 0, 256);
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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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int main() {
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int i;
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int PadStatus;
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int TPressed=0;
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int AutoRotate=1;
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long t, p, OTz, Flag; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
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SVECTOR Rotate={ 0 }; // Rotation coordinates
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VECTOR Trans={ 0, 0, CENTERX, 0 }; // Translation coordinates
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// Scaling coordinates
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VECTOR Scale={ ONE*(1+HI_RES), ONE*(1+HI_RES), ONE*(1+HI_RES), 0 }; // ONE == 4096, is * 2 if HI_RES == 1
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MATRIX Matrix={0}; // Matrix data for the GTE
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draw.tw.w = 32;
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draw.tw.h = 32;
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init();
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LoadTexture(_binary_TIM_cube_tim_start, &tim_cube);
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// Main loop
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while (1) {
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// Render the banner (FntPrint is always on top because it is not part of the OT)
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//~ #if HI_RES
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//~ FntPrint("\n\n");
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//~ #endif
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//~ FntPrint("\n\nGOURAUD SHADED TMESH EXAMPLE\n");
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//~ FntPrint("SCHNAPPY, 2020 \n");
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//~ FntPrint("BASED ON PRIMDRAW BY LAMEGUY64, 2014 \n");
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// Read pad status
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PadStatus = PadRead(0);
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if (AutoRotate == 0) {
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if (PadStatus & PADL1) Trans.vz -= 4;
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if (PadStatus & PADR1) Trans.vz += 4;
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if (PadStatus & PADL2) Rotate.vz -= 8;
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if (PadStatus & PADR2) Rotate.vz += 8;
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if (PadStatus & PADLup) Rotate.vx -= 8;
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if (PadStatus & PADLdown) Rotate.vx += 8;
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if (PadStatus & PADLleft) Rotate.vy -= 8;
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if (PadStatus & PADLright) Rotate.vy += 8;
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if (PadStatus & PADRup) Trans.vy -= 2;
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if (PadStatus & PADRdown) Trans.vy += 2;
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if (PadStatus & PADRleft) Trans.vx -= 2;
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if (PadStatus & PADRright) Trans.vx += 2;
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if (PadStatus & PADselect) {
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Rotate.vx = Rotate.vy = Rotate.vz = 0;
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Scale.vx = Scale.vy = Scale.vz = ONE*(1+HI_RES);
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Trans.vx = Trans.vy = 0;
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Trans.vz = CENTERX;
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}
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}
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if (PadStatus & PADstart) {
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if (TPressed == 0) {
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AutoRotate = (AutoRotate + 1) & 1;
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Rotate.vx = Rotate.vy = Rotate.vz = 0;
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Scale.vx = Scale.vy = Scale.vz = ONE*(1+HI_RES);
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Trans.vx = Trans.vy = 0;
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Trans.vz = CENTERX;
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}
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TPressed = 1;
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} else {
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TPressed = 0;
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}
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if (AutoRotate) {
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Rotate.vy += 8; // Pan
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Rotate.vx += 8; // Tilt
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//~ Rotate.vz += 8; // Roll
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}
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// Clear the current OT
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ClearOTagR(&ot[db][0], OT_LENGTH);
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primcnt = 0;
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// Convert and set the matrixes
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RotMatrix(&Rotate, &Matrix);
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TransMatrix(&Matrix, &Trans);
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ScaleMatrix(&Matrix, &Scale);
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SetRotMatrix(&Matrix);
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SetTransMatrix(&Matrix);
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// Render the sample vector model
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t=0;
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// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
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for (i = 0; i < (modelCube.len*3); i += 3) {
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// Initialize the primitive and set its color values
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SetPolyGT3(&primbuff[db][primcnt]);
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setRGB0(&primbuff[db][primcnt], modelCube.c[i].r, modelCube.c[i].g, modelCube.c[i].b);
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setRGB1(&primbuff[db][primcnt], modelCube.c[i+1].r, modelCube.c[i+1].g, modelCube.c[i+1].b);
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setRGB2(&primbuff[db][primcnt], modelCube.c[i+2].r, modelCube.c[i+2].g, modelCube.c[i+2].b);
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((POLY_GT3 *)&primbuff[db][primcnt])->tpage = getTPage(tim_cube.mode&0x3, 0,
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tim_cube.prect->x,
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tim_cube.prect->y);
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setUV3(&primbuff[db][primcnt], modelCube.u[i].vx, modelCube.u[i].vy,
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modelCube.u[i+1].vx, modelCube.u[i+1].vy,
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modelCube.u[i+2].vx, modelCube.u[i+2].vy);
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//~ FntPrint("%d %d %d %d %d %d\n", modelCube.u[i].vx, modelCube.u[i].vy,
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//~ modelCube.u[i+1].vx, modelCube.u[i+1].vy,
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//~ modelCube.u[i+2].vx, modelCube.u[i+2].vy);
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// Rotate, translate, and project the vectors and output the results into a primitive
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OTz = RotTransPers(&modelCube_mesh[modelCube_index[t]], (long*)&primbuff[db][primcnt].x0, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&primbuff[db][primcnt].x1, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&primbuff[db][primcnt].x2, &p, &Flag);
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// Sort the primitive into the OT
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OTz /= 3;
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if ((OTz > 0) && (OTz < OT_LENGTH))
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AddPrim(&ot[db][OTz-2], &primbuff[db][primcnt]);
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primcnt++;
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t+=3;
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}
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//~ t=0;
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//~ // modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
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//~ for (i = 0; i < (modelPlan.len*3); i += 3) {
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//~ // Initialize the primitive and set its color values
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//~ SetPolyG3(&primbuff[db][primcnt]);
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//~ setRGB0(&primbuff[db][primcnt], modelPlan.c[i].r, modelPlan.c[i].g, modelPlan.c[i].b);
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//~ setRGB1(&primbuff[db][primcnt], modelPlan.c[i+1].r, modelPlan.c[i+1].g, modelPlan.c[i+1].b);
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//~ setRGB2(&primbuff[db][primcnt], modelPlan.c[i+2].r, modelPlan.c[i+2].g, modelPlan.c[i+2].b);
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//~ // Rotate, translate, and project the vectors and output the results into a primitive
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//~ OTz = RotTransPers(&modelPlan_mesh[modelPlan_index[t]], (long*)&primbuff[db][primcnt].x0, &p, &Flag);
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//~ OTz += RotTransPers(&modelPlan_mesh[modelPlan_index[t+1]], (long*)&primbuff[db][primcnt].x1, &p, &Flag);
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//~ OTz += RotTransPers(&modelPlan_mesh[modelPlan_index[t+2]], (long*)&primbuff[db][primcnt].x2, &p, &Flag);
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//~ // Sort the primitive into the OT
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//~ OTz /= 3;
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//~ if ((OTz > 0) && (OTz < OT_LENGTH))
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//~ AddPrim(&ot[db][OTz-2], &primbuff[db][primcnt]);
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//~ primcnt++;
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//~ t+=3;
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//~ }
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// Prepare to switch buffers
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#if HI_RES == 0
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SetDefDispEnv(&disp, 0, 240*db, 320, 240);
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SetDefDrawEnv(&draw, 0, 240*(1-db), 320, 240);
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#endif
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// Wait for all drawing to finish
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DrawSync(0);
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// Clear the current buffer before rendering the next frame
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#if HI_RES == 0
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ClearRect.y = 240*db;
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#endif
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ClearImage(&ClearRect, 0, 0, 127);
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// Begin rendering the next frame
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DrawOTag(&ot[db][OT_LENGTH-1]);
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FntFlush(0);
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// Wait for VSync and then switch buffers
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VSync(0);
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#if HI_RES == 0
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PutDispEnv(&disp);
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PutDrawEnv(&draw);
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#endif
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SetDispMask(1);
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// Toggle buffer index
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#if HI_RES == 0
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db = !db;
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#endif
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}
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return 0;
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}
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