/* 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 #include #include #include #include // 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; }