Add PSX code
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35
Makefile
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35
Makefile
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@ -0,0 +1,35 @@
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TARGET = primdrawG
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TYPE = ps-exe
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SRCS = primdrawG.c \
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../common/crt0/crt0.s \
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#~ trisamp.c \
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CPPFLAGS += -I../psyq/include
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LDFLAGS += -L../psyq/lib
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LDFLAGS += -Wl,--start-group
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LDFLAGS += -lapi
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LDFLAGS += -lc
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LDFLAGS += -lc2
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LDFLAGS += -lcard
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LDFLAGS += -lcomb
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LDFLAGS += -lds
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LDFLAGS += -letc
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LDFLAGS += -lgpu
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LDFLAGS += -lgs
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LDFLAGS += -lgte
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LDFLAGS += -lgun
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LDFLAGS += -lhmd
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LDFLAGS += -lmath
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LDFLAGS += -lmcrd
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LDFLAGS += -lmcx
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LDFLAGS += -lpad
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LDFLAGS += -lpress
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LDFLAGS += -lsio
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LDFLAGS += -lsnd
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LDFLAGS += -lspu
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LDFLAGS += -ltap
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LDFLAGS += -Wl,--end-group
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include ../common.mk \
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60
README.md
60
README.md
@ -1,12 +1,12 @@
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# blender_io_export_psx_mesh
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# blender_io_export_psx_tmesh
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Blender <= 2.79c plugin to export a PSX mesh to a C file.
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Blender <= 2.79c plugin to export a gouraud shaded PSX mesh to a C file.
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Specifically, it generates a C file containing :
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* an array of SVECTOR containing the vertices coordinates
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* an array of SVECTOR containing the normals
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* an array of CVECTOR containg the color of each vertex
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* an array of CVECTOR containing the color of each vertex
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* an array of int that describe the relation between the tri meshes
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* a TMESH struct to ease access to those arrays
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@ -23,9 +23,9 @@ typedef struct {
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```
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# Install
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# Install the plugin
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Put the `io_export_psx_mesh.py` file in the addons folder of blender 2.79 :
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Put the `io_export_psx_tmesh.py` file in the addons folder of blender 2.79 :
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On Linux, that's :
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@ -38,59 +38,23 @@ On Linux, that's :
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2. When your model is ready, you can then vertex paint it. If you don't, the vertices colors will default to white.
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* If you modify your geometry *after* vertex painting, the plugin will faile to export the mesh. This is because the vertex color data is set to 0 each time you modify your geometry.
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3. Get the example code by Lameguy64 from [here](http://psx.arthus.net/code/primdraw.7z)
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4. Edit the `primdraw.c` file
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* lines 29 and 30 to reflect the number of tris you want to be able to draw
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3. If needed, edit the `primdraw.c` file , lines 29 and 30, to reflect the number of tris you want to be able to draw ( seems like the PSX is happy with max 1800 )
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```c
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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_FT3 primitives
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#define MAX_PRIMS 1024 // Maximum number of POLY_GT3 primitives
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```
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seem to be safe values.
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* to reflect the values in your exported .c file :
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For example, if you export the start cube after vertex painting and triangulation :
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# Compiling
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lines 190 to 199 of the original file :
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The provided `Makefile` uses the [Nugget+PsyQ setup](https://github.com/ABelliqueux/nolibgs_hello_worlds#setting-up-the-sdk--modern-gcc--psyq-aka-nuggetpsyq).
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```c
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for (i=0; i<vec.len; i++) {
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// Initialize the primitive and set its color values
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SetPolyF3(&myPrims[ActivePage][myPrimNum]);
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setRGB0(&myPrims[ActivePage][myPrimNum], vec_color[i].r, vec_color[i].g, vec_color[i].b);
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// Rotate, translate, and project the vectors and output the results into a primitive
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OTz = RotTransPers(&vec_mesh[t], (long*)&myPrims[ActivePage][myPrimNum].x0, &p, &Flag);
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OTz += RotTransPers(&vec_mesh[t+1], (long*)&myPrims[ActivePage][myPrimNum].x1, &p, &Flag);
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OTz += RotTransPers(&vec_mesh[t+2], (long*)&myPrims[ActivePage][myPrimNum].x2, &p, &Flag);
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```
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become :
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```c
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for (i=0; i<modelCube.len; i++) {
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// Initialize the primitive and set its color values
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SetPolyF3(&myPrims[ActivePage][myPrimNum]);
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setRGB0(&myPrims[ActivePage][myPrimNum], modelCube_color[i].r, modelCube_color[i].g, modelCube_color[i].b);
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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*)&myPrims[ActivePage][myPrimNum].x0, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&myPrims[ActivePage][myPrimNum].x1, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&myPrims[ActivePage][myPrimNum].x2, &p, &Flag);
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```
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Create a folder in `(...)/pcsx-redux/src/mips/`, put the `Makefile`, `cube.c` and `primdrawG.c` in it, then in a terminal, just type `make` to build the ps-exe.
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# Credits
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Author of the code example is [Lameguy64](https://github.com/Lameguy64)
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Original author of the plugin is TheDukeOfZill, 04-2014
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Based on the [code](https://pastebin.com/suU9DigB) provided by TheDukeOfZill, 04-2014, on http://www.psxdev.net/forum/viewtopic.php?f=64&t=537#p4088
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Original post : http://www.psxdev.net/forum/viewtopic.php?f=64&t=537&sid=f5d30dcfdef34bc9f4d644033ba93a98
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PSX code based on [example](http://psx.arthus.net/code/primdraw.7z) by [Lameguy64](https://github.com/Lameguy64)
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87
cube.c
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87
cube.c
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SVECTOR modelCube_mesh[] = {
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{20.0,19.999998807907104,-20.0},
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{20.0,-20.0,-20.0},
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{-20.00000238418579,-19.999996423721313,-20.0},
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{-19.999992847442627,20.000007152557373,-20.0},
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{20.000009536743164,19.99998927116394,20.0},
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{19.99998688697815,-20.000011920928955,20.0},
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{-20.000007152557373,-19.999992847442627,20.0},
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{-19.999998807907104,20.0,20.0}
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};
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SVECTOR modelCube_normal[] = {
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0.0,-0.0,-1.0,0,
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0.0,0.0,1.0,0,
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1.0,0.0,-2.384185791015625e-07,0,
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-8.940696716308594e-08,-1.0,-2.9802325229866256e-07,0,
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-1.0,2.384185791015625e-07,-1.4901158351676713e-07,0,
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2.6822084464583895e-07,1.0,2.3841852225814364e-07,0,
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0.0,0.0,-1.0,0,
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0.0,-0.0,1.0,0,
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1.0,-5.662441253662109e-07,3.2782537573439186e-07,0,
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-4.768372150465439e-07,-1.0,8.940690321423972e-08,0,
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-1.0,2.0861631355728605e-07,-1.1920931797249068e-07,0,
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2.0861631355728605e-07,1.0,1.7881397695873602e-07,0
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};
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CVECTOR modelCube_color[] = {
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255,255,255, 0,
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255,255,255, 0,
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54,65,255, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,255,255, 0,
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4,18,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,255,255, 0,
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254,255,23, 0,
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122,255,107, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,255,255, 0,
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254,255,94, 0,
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255,255,255, 0,
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35,255,11, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,255,255, 0,
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254,255,23, 0,
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255,255,255, 0,
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122,255,107, 0,
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255,255,255, 0,
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54,65,255, 0,
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255,255,255, 0
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};
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int modelCube_index[] = {
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0,2,3,
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7,5,4,
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4,1,0,
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5,2,1,
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2,7,3,
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0,7,4,
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0,1,2,
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7,6,5,
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4,5,1,
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5,6,2,
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2,6,7,
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0,3,7
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};
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TMESH modelCube = {
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modelCube_mesh,
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modelCube_normal,
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0,
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modelCube_color,
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12
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};
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primdrawG.c
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primdrawG.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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#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 OT_LENGTH 3072 // Maximum number of OT entries
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#define MAX_PRIMS 2048 // Maximum number of POLY_GT3 primitives
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// Center screen coordinates
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#if HI_RES
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#define CENTERX 320
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#define CENTERY 240
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#else
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#define CENTERX 160
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#define CENTERY 120
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#endif
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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_G3 primbuff[2][MAX_PRIMS]; // Primitive list // That's our prim buffer
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int primcnt=0; // Primitive counter
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// Prototypes
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int main();
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int main() {
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int db = 0; // That's db
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#if HI_RES == 0
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RECT ClearRect ={0,0,320,240};
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#else
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RECT ClearRect ={0,0,640,480};
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#endif
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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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// 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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// Init font system
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FntLoad(960, 0);
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FntOpen(0, 0, 640, 480, 0, 512);
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// Set the display and draw environments
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#if HI_RES == 0 // 320x240
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SetDefDispEnv(&disp, 0, 0, 320, 240);
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SetDefDrawEnv(&draw, 0, 240, 320, 240);
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#else // 640x480
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SetDefDispEnv(&disp, 0, 0, 640, 480);
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SetDefDrawEnv(&draw, 0, 0, 640, 480);
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#endif
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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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// 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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SetPolyG3(&primbuff[db][primcnt]);
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setRGB0(&primbuff[db][primcnt], modelCube_color[i].r, modelCube_color[i].g, modelCube_color[i].b);
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setRGB1(&primbuff[db][primcnt], modelCube_color[i+1].r, modelCube_color[i+1].g, modelCube_color[i+1].b);
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setRGB2(&primbuff[db][primcnt], modelCube_color[i+2].r, modelCube_color[i+2].g, modelCube_color[i+2].b);
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// Rotate, translate, and project the vectors and output the results into a primitive
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// RotTransPers(*vertex coordinate vector, *screen coordinates, *p (see line 69), * flag)
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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]);
|
||||
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user