now export/import gouraud textured meshes with UV!

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ABelliqueux 2020-12-29 15:03:34 +01:00
parent 2b145222d3
commit 18f2bfefed

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