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// Hello poly ! Inline / DMPSX version
//
// Ref : /psyq/DOCS/Devrefs/Inlinref.pdf, p.18
// https://psx-spx.consoledev.net/geometrytransformationenginegte/
// PSX / Z+
// screen /
//coordinate +-----X+
//system / |
// eye | Y+
//
// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
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// Schnappy 07-2021
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# include <sys/types.h>
# include <stdio.h>
# include <libetc.h>
# include <libgte.h>
# include <libgpu.h>
// OldWorld PsyQ has a inline_c.h file for inline GTE functions. We have to use the one at https://github.com/grumpycoders/pcsx-redux/blob/07f9b02d1dbb68f57a9f5b9773041813c55a4913/src/mips/psyq/include/inline_n.h
// because the real GTE commands are needed in nugget : https://psx-spx.consoledev.net/geometrytransformationenginegte/#gte-coordinate-calculation-commands
# include <inline_n.h>
//~ #include <gtemac.h> // gtemac contains macro versions of the libgte functions, worth checking out to see the operations order.
# define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
# define SCREENXRES 320 // Screen width
# define SCREENYRES 240 + (VMODE << 4) // Screen height : If VMODE is 0 = 240, if VMODE is 1 = 256
# define CENTERX ( SCREENXRES >> 1 ) // Center of screen on x
# define CENTERY ( SCREENYRES >> 1 ) // Center of screen on y
# define MARGINX 0 // margins for text display
# define MARGINY 32
# define FONTSIZE 8 * 7 // Text Field Height
# define OTLEN 10 // Ordering Table Length
DISPENV disp [ 2 ] ; // Double buffered DISPENV and DRAWENV
DRAWENV draw [ 2 ] ;
u_long ot [ 2 ] [ OTLEN ] ; // double ordering table of length 8 * 32 = 256 bits / 32 bytes
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char primbuff [ 2 ] [ 32768 ] ; // double primitive buffer of length 32768 * 8 = 262.144 bits / 32,768 Kbytes
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char * nextpri = primbuff [ 0 ] ; // pointer to the next primitive in primbuff. Initially, points to the first bit of primbuff[0]
short db = 0 ; // index of which buffer is used, values 0, 1
void init ( void )
{
ResetGraph ( 0 ) ;
// Initialize and setup the GTE
InitGeom ( ) ;
//~ SetGeomOffset(CENTERX,CENTERY);
gte_SetGeomOffset ( CENTERX , CENTERY ) ;
gte_SetGeomScreen ( CENTERX ) ;
// Set display environment
SetDefDispEnv ( & disp [ 0 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
SetDefDispEnv ( & disp [ 1 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
// Set draw environment
SetDefDrawEnv ( & draw [ 0 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 1 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
// If PAL, use 320x256, hence 256 - 240 = 16 / 2 = 8 px vertical offset
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if ( VMODE ) SetVideoMode ( MODE_PAL ) ;
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SetDispMask ( 1 ) ;
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// Set background color
setRGB0 ( & draw [ 0 ] , 50 , 50 , 50 ) ;
setRGB0 ( & draw [ 1 ] , 50 , 50 , 50 ) ;
draw [ 0 ] . isbg = 1 ;
draw [ 1 ] . isbg = 1 ;
PutDispEnv ( & disp [ db ] ) ;
PutDrawEnv ( & draw [ db ] ) ;
FntLoad ( 960 , 0 ) ;
FntOpen ( MARGINX , SCREENYRES - MARGINY - FONTSIZE , SCREENXRES - MARGINX * 2 , FONTSIZE , 0 , 280 ) ;
}
void display ( void )
{
// Wait for drawing
DrawSync ( 0 ) ;
// Wait for vsync
VSync ( 0 ) ;
// Flip DISP and DRAW env
PutDispEnv ( & disp [ db ] ) ;
PutDrawEnv ( & draw [ db ] ) ;
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DrawOTag ( & ot [ db ] [ OTLEN - 1 ] ) ;
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// Flip db index
db = ! db ;
// Get next primitive in buffer
nextpri = primbuff [ db ] ;
}
int main ( void )
{
long p , flag , OTz ;
SVECTOR rotVector , rotVector4 = { 0 } ; // Initialize rotation vector {x, y, z}
VECTOR transVector = { 0 , 0 , CENTERX , 0 } ; // Initialize translation vector {x, y, z}
SVECTOR vertPos [ 4 ] = {
{ 0 , - 32 , 0 , 0 } , // Vert 1
{ 32 , 0 , 0 , 0 } , // Vert 2
{ - 32 , 0 , 0 , 0 } ,
{ 0 , 32 , 0 , 0 }
} ; // Vert 3
MATRIX workMatrix = { 0 } ;
POLY_F3 * poly = { 0 } ; // pointer to a POLY_F4
POLY_F4 * poly4 = { 0 } ; // pointer to a POLY_F4
init ( ) ;
while ( 1 )
{
// Set Ordering table
ClearOTagR ( ot [ db ] , OTLEN ) ;
// Draw on the left part of the screen
transVector . vx = - CENTERX / 2 ;
// Increment rotation angle on Y axis
rotVector . vy + = 8 ;
rotVector . vx - = 4 ;
// Find rotation matrix from vector, store in
RotMatrix_gte ( & rotVector , & workMatrix ) ;
// Ditto for translation
TransMatrix ( & workMatrix , & transVector ) ;
// Set the matrices we just found
gte_SetRotMatrix ( & workMatrix ) ;
gte_SetTransMatrix ( & workMatrix ) ;
// Cast next primitive in buffer as a POLY_F4 (see display() )
poly = ( POLY_F3 * ) nextpri ;
// Draw a Tri
// Initialize poly as a POLY_F3
setPolyF3 ( poly ) ;
// Set poly color - Hot pink
setRGB0 ( poly , 255 , 0 , 255 ) ;
// Store vertex positions for current polygon in registers v0,v1,v2
// Can be replaced by one gte_ldv3 call :
// gte_ldv3(&vertPos[0], &vertPos[1], &vertPos[2]);
gte_ldv0 ( & vertPos [ 0 ] ) ;
gte_ldv1 ( & vertPos [ 1 ] ) ;
gte_ldv2 ( & vertPos [ 2 ] ) ;
// RotTransPers3 : Perform coordinate and perspective transformation for three vertices.
// Use gte_rtps() for one vertex.
gte_rtpt ( ) ;
// Get screen coordinates from cop2 registers XY0,XY1,XY2 and store them in primitive's x0, y0, x1, y1, x2, y2 members.
// Can be replace with one gte_stsxy3() call :
// gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
// Can also be replaced with a primitive type dependant version :
// gte_stsxy3_f3(poly);
gte_stsxy0 ( & poly - > x0 ) ;
gte_stsxy1 ( & poly - > x1 ) ;
gte_stsxy2 ( & poly - > x2 ) ;
// Get depth interpolation coefficient p
gte_stdp ( & p ) ;
// Get the flag - see libover47.pdf, p.143 for details on ppossible values
gte_stflg ( & flag ) ;
// Get screen coordinate Z/4
gte_stszotz ( & OTz ) ;
// GTE macro version - needs 'gtemac.h' to be included - uncomment l.21
//~ gte_RotTransPers3( &VertPos[0], &VertPos[1], &VertPos[2],
//~ &poly->x0, &poly->x1, &poly->x2,
//~ &p, &flag, &OTz );
// add poly to the Ordering table
addPrim ( ot [ db ] , poly ) ;
// increment nextpri address with size of a POLY_F3 struct
nextpri + = sizeof ( POLY_F3 ) ;
// Draw a Quad
//
// The GTE rtpt can only transform 3 vertices at a time, so we have to do all operations as 3 + 1.
// Move to right of screen
transVector . vx = CENTERX / 2 ;
// Increment rot on X/Y axis
rotVector4 . vy - = 8 ;
rotVector4 . vx - = 4 ;
// Set matrices
RotMatrix_gte ( & rotVector4 , & workMatrix ) ;
TransMatrix ( & workMatrix , & transVector ) ;
gte_SetRotMatrix ( & workMatrix ) ;
gte_SetTransMatrix ( & workMatrix ) ;
// Cast a POLY_F4 at the address we just incremented.
poly4 = ( POLY_F4 * ) nextpri ;
// Initialize poly as a POLY_F4
setPolyF4 ( poly4 ) ;
// Set Poly color - Blue
setRGB0 ( poly4 , 0 , 255 , 255 ) ;
// Transform 3 first vertices
gte_ldv3 ( & vertPos [ 0 ] , & vertPos [ 1 ] , & vertPos [ 2 ] ) ;
gte_rtpt ( ) ;
gte_stsxy3_f4 ( poly4 ) ;
// Transform remaining vertex
gte_ldv0 ( & vertPos [ 3 ] ) ;
gte_rtps ( ) ;
// SXY3 is set with gte_stsxy() or gte_stsxy2() ¯\_(ツ)_/¯
gte_stsxy ( & poly4 - > x3 ) ;
// Get p, flag and OTz
gte_stdp ( & p ) ;
gte_stflg ( & flag ) ;
gte_stszotz ( & OTz ) ;
addPrim ( ot [ db ] , poly4 ) ; // add poly to the Ordering table
nextpri + = sizeof ( POLY_F4 ) ; // increment nextpri address with size of a POLY_F3 struct
// Display text
FntPrint ( " Hello Inline GTE ! \n " ) ;
FntFlush ( - 1 ) ;
display ( ) ;
}
return 0 ;
}