export whole scenes
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47d60bcd14
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@ -22,6 +22,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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def execute(self, context):
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import bmesh
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from math import degrees
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def triangulate_object(obj): # Stolen from here : https://blender.stackexchange.com/questions/45698/triangulate-mesh-in-python/45722#45722
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me = obj.data
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@ -41,15 +42,20 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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if bpy.data.objects[m].type == 'MESH':
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triangulate_object(bpy.data.objects[m])
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scale = 120
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scale = 200
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f = open(os.path.normpath(self.filepath),"w+")
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# write typedef struct
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f.write("typedef struct { \n"+
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"\tTMESH * tmesh;\n" +
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"\tint * index;\n" +
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"\tTIM_IMAGE * tim; \n" +
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"\tu_long * tim_data;\n"
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"\tTMESH * tmesh;\n" +
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"\tint * index;\n" +
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"\tTIM_IMAGE * tim; \n" +
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"\tu_long * tim_data;\n"+
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"\tMATRIX * mat;\n" +
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"\tVECTOR * pos;\n" +
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"\tSVECTOR * rot;\n" +
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"\tshort * isPrism;\n" +
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"\tlong * p;\n" +
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"\t} MESH;\n\n")
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for m in bpy.data.meshes:
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@ -86,22 +92,24 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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# get image size x, y
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# print(bpy.data.meshes[0].uv_textures[0].data[0].image.size[0]) # x
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# print(bpy.data.meshes[0].uv_textures[0].data[0].image.size[1]) # y
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if m.uv_textures[0].data[0].image != None:
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f.write("SVECTOR "+"model"+m.name+"_uv[] = {\n")
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texture_image = m.uv_textures[0].data[0].image
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tex_width = texture_image.size[0]
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tex_height = texture_image.size[1]
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uv_layer = m.uv_layers[0].data
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for i in range(len(uv_layer)):
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u = uv_layer[i].uv
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ux = u.x * tex_width
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uy = u.y * tex_height
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f.write("\t"+str(ux)+","+str(tex_height - uy)+", 0, 0")
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if i != len(uv_layer) - 1:
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f.write(",")
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f.write("\n")
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f.write("};\n\n")
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if len(m.uv_textures) != 0:
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for t in range(len(m.uv_textures)):
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if m.uv_textures[t].data[0].image != None:
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f.write("SVECTOR "+"model"+m.name+"_uv[] = {\n")
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texture_image = m.uv_textures[t].data[0].image
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tex_width = texture_image.size[0]
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tex_height = texture_image.size[1]
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uv_layer = m.uv_layers[0].data
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for i in range(len(uv_layer)):
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u = uv_layer[i].uv
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ux = u.x * tex_width
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uy = u.y * tex_height
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f.write("\t"+str(ux)+","+str(tex_height - uy)+", 0, 0")
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if i != len(uv_layer) - 1:
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f.write(",")
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f.write("\n")
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f.write("};\n\n")
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# Write vertex colors vectors
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f.write("CVECTOR "+"model"+m.name+"_color[] = {\n")
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@ -135,13 +143,23 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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f.write("\n")
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f.write("};\n\n")
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#write object matrix, rot and pos vectors
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f.write("MATRIX model"+m.name+"_matrix = {0};\n" +
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"VECTOR model"+m.name+"_pos = {"+ str(bpy.data.objects[m.name].location.x * 100) + "," + str(bpy.data.objects[m.name].location.y * 100) + "," + str(bpy.data.objects[m.name].location.z * 100) + ", 0};\n" +
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"SVECTOR model"+m.name+"_rot = {"+ str(degrees(bpy.data.objects[m.name].rotation_euler.x)/360 * 4096) + "," + str(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096) + "," + str(degrees(bpy.data.objects[m.name].rotation_euler.z)/360 * 4096) + "};\n" +
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"short model"+m.name+"_isPrism = 0;\n" +
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"long model"+m.name+"_p = 0;\n" +
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"\n")
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# Write TMESH struct
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f.write("TMESH "+"model"+m.name+" = {\n")
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f.write("\t"+"model"+m.name+"_mesh, \n")
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f.write("\t"+"model"+m.name+"_normal,\n")
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if m.uv_textures[0].data[0].image != None:
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f.write("\t"+"model"+m.name+"_uv,\n")
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if len(m.uv_textures) != 0:
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for t in range(len(m.uv_textures)):
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if m.uv_textures[0].data[0].image != None:
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f.write("\t"+"model"+m.name+"_uv,\n")
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else:
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f.write("\t0,\n")
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@ -154,25 +172,35 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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# write texture binary name and declare TIM_IMAGE
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# by default, load the file from the TIM folder
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# ~ if len(m.uv_textures) != 0:
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if m.uv_textures[0].data[0].image != None:
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tex_name = texture_image.name
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prefix = str.partition(tex_name, ".")[0].replace('-','_')
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_start[];\n")
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_end[];\n")
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_length;\n\n")
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f.write("TIM_IMAGE tim_" + prefix + ";\n\n")
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if len(m.uv_textures) != 0:
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for t in range(len(m.uv_textures)):
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if m.uv_textures[0].data[0].image != None:
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tex_name = texture_image.name
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prefix = str.partition(tex_name, ".")[0].replace('-','_')
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_start[];\n")
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_end[];\n")
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f.write("extern unsigned long "+"_binary_TIM_" + prefix + "_tim_length;\n\n")
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f.write("TIM_IMAGE tim_" + prefix + ";\n\n")
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f.write("MESH mesh"+m.name+" = {\n")
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f.write("\t&model"+ m.name +",\n")
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f.write("\tmodel" + m.name + "_index,\n")
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if m.uv_textures[0].data[0].image != None:
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f.write("\t&tim_"+ prefix + ",\n")
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f.write("\t_binary_TIM_" + prefix + "_tim_start\n")
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if len(m.uv_textures) != 0:
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for t in range(len(m.uv_textures)):
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if m.uv_textures[0].data[0].image != None:
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f.write("\t&tim_"+ prefix + ",\n")
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f.write("\t_binary_TIM_" + prefix + "_tim_start,\n")
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else:
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f.write("0,\n" +
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"0,\n")
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f.write("\t0,\n" +
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"\t0,\n")
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f.write("\t&model"+m.name+"_matrix,\n" +
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"\t&model"+m.name+"_pos,\n" +
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"\t&model"+m.name+"_rot,\n" +
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"\t&model"+m.name+"_isPrism,\n" +
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"\t&model"+m.name+"_p\n")
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f.write("};\n\n")
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f.write("MESH * meshes[" + str(len(bpy.data.meshes)) + "] = {\n")
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531
primdrawGT.c
531
primdrawGT.c
@ -2,6 +2,10 @@
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- Draw a gouraud shaded, UV textured mesh exported by the blender <= 2.79b plugin io_export_psx_tmesh.py
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* added depth cueing use with fog farcolor
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* switched to double buffer
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* switched to vsync callback for pad input
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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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@ -35,6 +39,10 @@
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#include <libetc.h>
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#include <stdio.h>
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// Precalculated sin/cos values
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#include "psin.c"
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#include "pcos.c"
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// Sample vector model
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#include "coridor.c"
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@ -54,7 +62,7 @@
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DISPENV disp[2];
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DRAWENV draw[2];
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u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives)
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u_long ot[2][OTLEN] = {0}; // Ordering table (contains addresses to primitives)
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char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
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//~ int primcnt=0; // Primitive counter
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@ -64,20 +72,248 @@ char * nextpri = primbuff[0]; // Primitive counter
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char db = 0; // Current buffer counter
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short vs;
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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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int PadStatus;
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//~ int TPressed=0;
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//~ int AutoRotate=0;
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//~ TIM_IMAGE bousai;
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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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//~ MATRIX Matrix={0}; // Matrix data for the GTE
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//~ // Scaling coordinates
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//~ VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096
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//~ static int frame = 0;
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typedef struct{
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int x, xv; // x: current value += vx : new value
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int y, yv;
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int z, zv;
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int pan, panv;
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int tilt, tiltv;
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int rol;
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VECTOR pos;
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SVECTOR rot;
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SVECTOR dvs;
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MATRIX mat;
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} CAMERA;
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CAMERA camera = {0};
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// Prototypes
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void init(void);
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void display(void);
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void applyCamera(CAMERA * cam);
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void applyOrbCam(MESH * mesh);
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void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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void callback(void);
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int main() {
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int i;
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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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POLY_GT3 * poly; // pointer to a POLY_G4
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SVECTOR RotVector = {0, 0, 0}; // Initialize rotation vector {x, y, z}
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VECTOR MovVector = {0, 50, 50, 0};
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MATRIX PolyMatrix = {0};
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CVECTOR outCol ={0,0,0,0};
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CVECTOR outCol1 ={0,0,0,0};
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CVECTOR outCol2 ={0,0,0,0};
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// Texture window
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//~ DR_MODE * dr_mode; // Pointer to dr_mode prim
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//~ RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h
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init();
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VSyncCallback(callback);
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//~ SetBackColor(255 , 255, 255);
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SetFarColor(20, 20, 40);
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SetFogNearFar(1200, 3000,SCREENXRES);
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for (int k = 0; k < sizeof(meshes)/sizeof(TMESH *); k++){
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LoadTexture(meshes[k]->tim_data, meshes[k]->tim);
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}
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// Set Camera starting pos
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camera.xv = -ONE * -89;
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camera.yv = -ONE * 59;
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camera.zv = -ONE * 133;
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camera.tiltv = 232 ;
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camera.panv = -336;
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applyCamera(&camera);
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// Main loop
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while (1) {
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// Local Transform
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meshes[2]->rot->vy -= 28;
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meshes[1]->rot->vy += 28;
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//~ meshes[1]->rot->vz += 8;
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//~ meshes[1]->rot->vx += 2;
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//World Translations
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meshes[1]->pos->vz = meshes[1]->pos->vz + (pcos[VSync(-1)%1024]/768 );
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meshes[1]->pos->vx = meshes[1]->pos->vx + (psin[VSync(-1)%1024]/768 );
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//~ meshes[1]->pos->vz = pcos[VSync(-1)%4096] / 4096;
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//~ meshes[1]->pos->vx = psin[VSync(-1)%4096] / 4096;
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//~ meshes[1]->pos->vx = 0;
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//~ meshes[1]->pos->vz = 100;
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//~ meshes[1]->rot->vy ++;
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//~ if (!(VSync(-1)%2)){
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//~ meshes[1]->pos->vy = pcos[VSync(-1)%ONE] * psin[VSync(-1)%ONE] / ONE / 128;
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//~ }
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// Camera setup
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camera.pos.vx = -(camera.x/ONE);
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camera.pos.vy = -(camera.y/ONE);
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camera.pos.vz = -(camera.z/ONE);
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camera.rot.vx = camera.tilt;
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camera.rot.vy = -camera.pan;
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applyCamera(&camera);
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// Clear the current OT
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ClearOTagR(ot[db], OTLEN);
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for (int k = 0; k < sizeof(meshes)/sizeof(meshes[0]); k++){
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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 < (meshes[k]->tmesh->len * 3); i += 3) {
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poly = (POLY_GT3 *)nextpri;
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// Initialize the primitive and set its color values
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RotMatrix(meshes[k]->rot, meshes[k]->mat); // Apply rotation matrix
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TransMatrix(meshes[k]->mat, meshes[k]->pos); // Apply translation matrix
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CompMatrixLV(&camera.mat, meshes[k]->mat, &PolyMatrix);
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SetRotMatrix(&PolyMatrix); // Set default rotation matrix
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SetTransMatrix(&PolyMatrix);
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//~ applyOrbCam(meshes[1]);
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SetPolyGT3(poly);
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DpqColor3(&meshes[k]->tmesh->c[i],&meshes[k]->tmesh->c[i+1],&meshes[k]->tmesh->c[i+2], *meshes[k]->p,
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&outCol,&outCol1,&outCol2
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);
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setRGB0(poly, outCol.r, outCol.g , outCol.b);
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setRGB1(poly, outCol1.r, outCol1.g, outCol1.b);
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setRGB2(poly, outCol2.r, outCol2.g, outCol2.b);
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// The TIMs are loaded in vram vertically on the same TPAGE; eg. Tim1 640,0, Tim1 640, 128
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// We then add tim_image.prect.y to the y coord of the uvs to use the correct texture.
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if (*meshes[k]->isPrism){
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((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
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0,
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256
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);
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setUV3(poly, 32, 32,
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32, 220,
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220,220);
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} else {
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((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
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meshes[k]->tim->prect->x,
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meshes[k]->tim->prect->y
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);
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}
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setUV3(poly, meshes[k]->tmesh->u[i].vx , meshes[k]->tmesh->u[i].vy + meshes[k]->tim->prect->y,
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meshes[k]->tmesh->u[i+1].vx, meshes[k]->tmesh->u[i+1].vy + meshes[k]->tim->prect->y,
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meshes[k]->tmesh->u[i+2].vx, meshes[k]->tmesh->u[i+2].vy + meshes[k]->tim->prect->y);
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//~ }
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// Rotate, translate, and project the vectors and output the results into a primitive
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OTz = RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t]] , (long*)&poly->x0, meshes[k]->p, &Flag);
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OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+1]], (long*)&poly->x1, meshes[k]->p, &Flag);
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OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+2]], (long*)&poly->x2, meshes[k]->p, &Flag);
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// Using RotTransPers3 is a bit faster (-31ms/frame), but you loose precision for Z-ordering
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//~ OTz = RotTransPers3(
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//~ &meshes[k]->tmesh->v[meshes[k]->index[t]],
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//~ &meshes[k]->tmesh->v[meshes[k]->index[t+1]],
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//~ &meshes[k]->tmesh->v[meshes[k]->index[t+2]],
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//~ (long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
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//~ &p,
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//~ &Flag
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//~ );
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// Sort the primitive into the OT
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OTz /= 3;
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if ((OTz > 0) && (OTz < OTLEN) && (*meshes[k]->p < 3588)){
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AddPrim(&ot[db][OTz-2], poly);
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}
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nextpri += sizeof(POLY_GT3);
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t+=3;
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}
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}
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// Can we use texture window with UV mapping ?
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//~ dr_mode = (DR_MODE *)nextpri;
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//~ setDrawMode(dr_mode,1,0, getTPage(tim_cube.mode&0x3, 0,
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//~ tim_cube.prect->x,
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//~ tim_cube.prect->y), &tws); //set texture window
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//~ AddPrim(&ot[db], dr_mode);
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//~ nextpri += sizeof(DR_MODE);
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// Render the banner (FntPrint is always on top because it is not part of the OT)
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//~ FntPrint("BASED ON PRIMDRAW BY LAMEGUY64, 2014 \n");
|
||||
FntPrint("#Tris :%d \n", sizeof(ot[db])/sizeof(POLY_GT3));
|
||||
FntPrint("Vsync :%d \n", VSync(0));
|
||||
FntPrint("#Meshes %d\n", sizeof(meshes)/sizeof(TMESH *));
|
||||
FntPrint("Cam pos : %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
|
||||
FntPrint("Cam or : %d, %d", camera.tilt, camera.pan);
|
||||
|
||||
FntPrint("\np:%d", *meshes[0]->p);
|
||||
FntPrint("\n%d %d", meshes[1]->pos->vx, meshes[1]->pos->vz);
|
||||
FntPrint("\n%d %d", *meshes[0]->isPrism, *meshes[1]->isPrism);
|
||||
|
||||
FntFlush(-1);
|
||||
|
||||
display();
|
||||
|
||||
//~ frame = VSync(-1);
|
||||
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void init(){
|
||||
// Reset the GPU before doing anything and the controller
|
||||
@ -87,7 +323,7 @@ void init(){
|
||||
// Initialize and setup the GTE
|
||||
InitGeom();
|
||||
SetGeomOffset(CENTERX, CENTERY); // x, y offset
|
||||
SetGeomScreen(CENTERX*2); // Distance between eye and screen
|
||||
SetGeomScreen(CENTERX); // Distance between eye and screen
|
||||
|
||||
// Set the display and draw environments
|
||||
SetDefDispEnv(&disp[0], 0, 0 , SCREENXRES, SCREENYRES);
|
||||
@ -103,8 +339,8 @@ void init(){
|
||||
disp[1].screen.y += 8;
|
||||
}
|
||||
|
||||
setRGB0(&draw[0], 80, 80, 255);
|
||||
setRGB0(&draw[1], 80, 80, 255);
|
||||
setRGB0(&draw[0], 0, 0, 0);
|
||||
setRGB0(&draw[1], 0, 0, 0);
|
||||
|
||||
draw[0].isbg = 1;
|
||||
draw[1].isbg = 1;
|
||||
@ -114,14 +350,14 @@ void init(){
|
||||
|
||||
// Init font system
|
||||
FntLoad(960, 0);
|
||||
FntOpen(16, 16, 196, 64, 0, 256);
|
||||
FntOpen(16, 16, 196, 96, 0, 512);
|
||||
|
||||
}
|
||||
|
||||
void display(void){
|
||||
|
||||
DrawSync(0);
|
||||
vs = VSync(0);
|
||||
vs = VSync(-1);
|
||||
|
||||
PutDispEnv(&disp[db]);
|
||||
PutDrawEnv(&draw[db]);
|
||||
@ -137,6 +373,40 @@ void display(void){
|
||||
|
||||
}
|
||||
|
||||
void applyCamera(CAMERA * cam){
|
||||
VECTOR vec; // Vector that holds the output values of the following instructions
|
||||
|
||||
RotMatrix(&cam->rot, &cam->mat); // Convert rotation angle in psx units (360° == 4096) to rotation matrix)
|
||||
|
||||
ApplyMatrixLV(&cam->mat, &cam->pos, &vec); // Multiply matrix by vector pos and output to vec
|
||||
|
||||
TransMatrix(&cam->mat, &vec); // Apply transform vector
|
||||
|
||||
SetRotMatrix(&cam->mat); // Set Rotation matrix
|
||||
SetTransMatrix(&cam->mat); // Set Transform matrix
|
||||
}
|
||||
|
||||
void applyOrbCam(MESH * mesh){
|
||||
|
||||
MATRIX mat;
|
||||
|
||||
RotMatrix(mesh->rot, mesh->mat); // Apply rotation matrix
|
||||
TransMatrix(mesh->mat, mesh->pos); // Apply translation matrix
|
||||
|
||||
CompMatrixLV(&camera.mat, mesh->mat, &mat);
|
||||
|
||||
SetRotMatrix(&mat); // Set default rotation matrix
|
||||
SetTransMatrix(&mat); // Set Transform matrix
|
||||
|
||||
//~ RotMatrix(meshes[k]->rot, meshes[k]->mat); // Apply rotation matrix
|
||||
//~ TransMatrix(meshes[k]->mat, meshes[k]->pos); // Apply translation matrix
|
||||
|
||||
//~ CompMatrixLV(&camera.mat, meshes[k]->mat, &PolyMatrix);
|
||||
|
||||
//~ SetRotMatrix(&PolyMatrix); // Set default rotation matrix
|
||||
//~ SetTransMatrix(&PolyMatrix);
|
||||
}
|
||||
|
||||
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
|
||||
@ -151,186 +421,63 @@ void LoadTexture(u_long * tim, TIM_IMAGE * tparam){ // This part is from Lam
|
||||
|
||||
}
|
||||
|
||||
int main() {
|
||||
|
||||
int i;
|
||||
int PadStatus;
|
||||
int TPressed=0;
|
||||
int AutoRotate=1;
|
||||
void callback(void){
|
||||
|
||||
PadStatus = PadRead(0);
|
||||
|
||||
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
|
||||
// Camera panning
|
||||
if (PadStatus & PADLup) camera.tiltv += 8;
|
||||
if (PadStatus & PADLdown) camera.tiltv -= 8;
|
||||
if (PadStatus & PADLleft) camera.panv -= 12;
|
||||
if (PadStatus & PADLright) camera.panv += 12;
|
||||
|
||||
POLY_GT3 *poly = {0}; // pointer to a POLY_G4
|
||||
|
||||
|
||||
SVECTOR Rotate={ 0 }; // Rotation coordinates
|
||||
VECTOR Trans={ 0, 0, CENTERX*2, 0 }; // Translation coordinates
|
||||
// Scaling coordinates
|
||||
VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096
|
||||
MATRIX Matrix={0}; // Matrix data for the GTE
|
||||
|
||||
// Texture window
|
||||
|
||||
DR_MODE * dr_mode; // Pointer to dr_mode prim
|
||||
|
||||
RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h
|
||||
|
||||
init();
|
||||
|
||||
for (int k = 0; k < sizeof(meshes)/sizeof(TMESH *); k++){
|
||||
LoadTexture(meshes[k]->tim_data, meshes[k]->tim);
|
||||
}
|
||||
|
||||
// Main loop
|
||||
while (1) {
|
||||
//~ while ((VSync(-1) - frame) < 1){
|
||||
|
||||
// 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 -= 14;
|
||||
if (PadStatus & PADLright) Rotate.vy += 14;
|
||||
|
||||
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;
|
||||
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;
|
||||
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], OTLEN);
|
||||
|
||||
// Convert and set the matrixes
|
||||
RotMatrix(&Rotate, &Matrix);
|
||||
TransMatrix(&Matrix, &Trans);
|
||||
ScaleMatrix(&Matrix, &Scale);
|
||||
|
||||
SetRotMatrix(&Matrix);
|
||||
SetTransMatrix(&Matrix);
|
||||
|
||||
for (int k = 0; k < sizeof(meshes)/sizeof(TMESH *); k++){
|
||||
|
||||
// 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 < (meshes[0]->tmesh->len * 3); i += 3) {
|
||||
|
||||
poly = (POLY_GT3 *)nextpri;
|
||||
|
||||
// Initialize the primitive and set its color values
|
||||
|
||||
SetPolyGT3(poly);
|
||||
|
||||
setRGB0(poly, meshes[k]->tmesh->c[i].r , meshes[k]->tmesh->c[i].g , meshes[k]->tmesh->c[i].b);
|
||||
setRGB1(poly, meshes[k]->tmesh->c[i+1].r, meshes[k]->tmesh->c[i+1].g, meshes[k]->tmesh->c[i+1].b);
|
||||
setRGB2(poly, meshes[k]->tmesh->c[i+2].r, meshes[k]->tmesh->c[i+2].g, meshes[k]->tmesh->c[i+2].b);
|
||||
|
||||
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
|
||||
meshes[k]->tim->prect->x,
|
||||
meshes[k]->tim->prect->y
|
||||
);
|
||||
// The TIMs are loaded in vram vertically on the same TPAGE; eg. Tim1 640,0, Tim1 640, 128
|
||||
// We then add tim_image.prect.y to the y coord of the uvs to use the correct texture.
|
||||
|
||||
setUV3(poly, meshes[k]->tmesh->u[i].vx , meshes[k]->tmesh->u[i].vy + meshes[k]->tim->prect->y,
|
||||
meshes[k]->tmesh->u[i+1].vx, meshes[k]->tmesh->u[i+1].vy + meshes[k]->tim->prect->y,
|
||||
meshes[k]->tmesh->u[i+2].vx, meshes[k]->tmesh->u[i+2].vy + meshes[k]->tim->prect->y);
|
||||
|
||||
// Rotate, translate, and project the vectors and output the results into a primitive
|
||||
|
||||
OTz = RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t]] , (long*)&poly->x0, &p, &Flag);
|
||||
OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+1]], (long*)&poly->x1, &p, &Flag);
|
||||
OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+2]], (long*)&poly->x2, &p, &Flag);
|
||||
|
||||
|
||||
// Using RotTransPers3 is a bit faster (-31ms/frame), but you loose precision for Z-ordering
|
||||
//~ OTz = RotTransPers3(
|
||||
//~ &meshes[k]->tmesh->v[meshes[k]->index[t]],
|
||||
//~ &meshes[k]->tmesh->v[meshes[k]->index[t+1]],
|
||||
//~ &meshes[k]->tmesh->v[meshes[k]->index[t+2]],
|
||||
//~ (long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
|
||||
//~ &p,
|
||||
//~ &Flag
|
||||
//~ );
|
||||
|
||||
// Sort the primitive into the OT
|
||||
OTz /= 3;
|
||||
if ((OTz > 0) && (OTz < OTLEN))
|
||||
AddPrim(&ot[db][OTz-2], poly);
|
||||
|
||||
nextpri += sizeof(POLY_GT3);
|
||||
|
||||
t+=3;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//~ dr_mode = (DR_MODE *)nextpri;
|
||||
|
||||
//~ setDrawMode(dr_mode,1,0, getTPage(tim_cube.mode&0x3, 0,
|
||||
//~ tim_cube.prect->x,
|
||||
//~ tim_cube.prect->y), &tws); //set texture window
|
||||
|
||||
//~ AddPrim(&ot[db], dr_mode);
|
||||
|
||||
//~ nextpri += sizeof(DR_MODE);
|
||||
|
||||
// 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");
|
||||
FntPrint("# tris :%d \n", sizeof(ot[db])/sizeof(POLY_GT3));
|
||||
FntPrint("Vsync :%d \n", vs);
|
||||
FntPrint("%d ", sizeof(meshes)/sizeof(TMESH *));
|
||||
FntPrint("%d ", meshes[0]->tim->prect->y);
|
||||
|
||||
FntFlush(-1);
|
||||
|
||||
display();
|
||||
|
||||
//~ frame = VSync(-1);
|
||||
|
||||
// Camera movement
|
||||
if (PadStatus & PADRup) {
|
||||
camera.zv += (ccos(camera.pan) * ccos(camera.tilt)) / 1024; // pan = horizontal motion, tilt = vertical. cos(pan) returns value in rang -ONE,ONE on the horiz. axis. -4096-0 = left, 0-4096 = right
|
||||
camera.xv += (csin(camera.pan) * ccos(camera.tilt)) / 1024;
|
||||
camera.yv += (csin(camera.tilt) * ccos(camera.tilt)) / 1024;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (PadStatus & PADRdown) {
|
||||
camera.zv -= (ccos(camera.pan) * ccos(camera.tilt)) / 1024; // pan = horizontal motion, tilt = vertical. cos(pan) returns value in rang -ONE,ONE on the horiz. axis. -4096-0 = left, 0-4096 = right
|
||||
camera.xv -= (csin(camera.pan) * ccos(camera.tilt)) / 1024;
|
||||
camera.yv -= (csin(camera.tilt) * ccos(camera.tilt)) / 1024;
|
||||
}
|
||||
|
||||
if (PadStatus & PADRleft) {
|
||||
camera.zv += (csin(camera.pan)*2);
|
||||
camera.xv -= (ccos(camera.pan)*2);
|
||||
}
|
||||
|
||||
if (PadStatus & PADRright) {
|
||||
camera.zv -= (csin(camera.pan)*2);
|
||||
camera.xv += (ccos(camera.pan)*2);
|
||||
}
|
||||
|
||||
if (PadStatus & PADR1) camera.yv -= ONE*1;
|
||||
if (PadStatus & PADR2) camera.yv += ONE*1;
|
||||
|
||||
// Reset
|
||||
if (PadStatus & PADselect) {
|
||||
camera.x = camera.y = camera.z = 0;
|
||||
camera.pan = camera.tilt = camera.rol = 0;
|
||||
camera.panv = camera.tiltv = 0;
|
||||
camera.xv = 0;
|
||||
camera.yv = 0;
|
||||
camera.zv = -150;
|
||||
}
|
||||
|
||||
camera.x += camera.xv;
|
||||
camera.y += camera.yv;
|
||||
camera.z += camera.zv;
|
||||
camera.pan += camera.panv;
|
||||
camera.tilt += camera.tiltv;
|
||||
|
||||
camera.xv = 0;
|
||||
camera.yv = 0;
|
||||
camera.zv = 0;
|
||||
camera.panv = 0;
|
||||
camera.tiltv = 0;
|
||||
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user