2021-07-10 15:48:45 +02:00
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/* hello_light.c, by Schnappy, 06-2021
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- Demonstrates setting and using light sources in 3D without libgs.
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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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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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*/
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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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 "../includes/cube.c"
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#define VMODE 0
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#define SCREENXRES 320
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#define SCREENYRES 240
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#define CENTERX SCREENXRES/2
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#define CENTERY SCREENYRES/2
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#define OTLEN 2048 // Maximum number of OT entries
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#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
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// Display and draw environments, double buffered
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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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char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
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char * nextpri = primbuff[0]; // Primitive counter
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short db = 0; // Current buffer counter
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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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// Lighting
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// See PsyQ's LibOver47.pdf, p.133 for more details on the purpose of each component and full calculations.
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// Far color : This is the color used to fade to when the mesh is far from the cam (NearFog)
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CVECTOR BGc = {150, 50, 75, 0};
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// Back color
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VECTOR BKc = {128, 128, 128, 0};
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// Light rotation angle
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SVECTOR lgtang = {0, 0, 0};
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// These will be used to store the light rotation matrix, cube rotation matrix, and composite light matrix.
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MATRIX rotlgt, rotcube, light;
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// Local Light Matrix : Direction and reach of each light source.
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// Each light points in the direction aligned with the axis, hence direction is in the same coordinate system as the PSX (see l.23-30 of this file)
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// Negative/positive value denotes light direction on corresponding axis
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// -4096 > Value < 4096 denotes reach/intensity of light source
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MATRIX lgtmat = {
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// X Y Z
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-ONE, -ONE, ONE, // Lightsource 1 : here, the light source is at the Bottom-Left of the screen, and points into the screen.
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0, 0, 0, // Lightsource 2
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0, 0, 0, // Lightsource 3
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};
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// Local Color Matrix
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// Set color of each light source (L)
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// Value range : 0 > x < 4096
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MATRIX cmat = {
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// L1 L2 L3
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4096, 0, 0, // R
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4096, 0, 0, // G
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4096, 0, 0 // B
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};
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// Prototypes
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void init(void);
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void display(void);
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//~ void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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void init(){
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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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// Set the display and draw environments
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SetDefDispEnv(&disp[0], 0, 0 , SCREENXRES, SCREENYRES);
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SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
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if (VMODE)
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{
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SetVideoMode(MODE_PAL);
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disp[0].screen.y += 8;
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disp[1].screen.y += 8;
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}
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2021-07-22 10:40:41 +02:00
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SetDispMask(1);
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2021-07-10 15:48:45 +02:00
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// Set light env
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// Set far color
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SetFarColor( BGc.r, BGc.g, BGc.b );
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// Set Ambient color
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SetBackColor( BKc.vx, BKc.vy, BKc.vz );
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// Set Color matrix
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SetColorMatrix(&cmat);
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// Set Fog settings
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SetFogNearFar( 1200, 2200, SCREENXRES );
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setRGB0(&draw[0], 0, 0, 255);
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setRGB0(&draw[1], 0, 0, 255);
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draw[0].isbg = 1;
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draw[1].isbg = 1;
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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// Init font system
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FntLoad(960, 0);
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FntOpen(16, 16, 196, 64, 0, 256);
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}
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void display(void){
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DrawSync(0);
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VSync(0);
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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2021-07-23 17:24:06 +02:00
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DrawOTag(&ot[db][OTLEN - 1]);
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2021-07-10 15:48:45 +02:00
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db = !db;
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nextpri = primbuff[db];
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}
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int main() {
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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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// Rotating cube
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POLY_G3 * poly;
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SVECTOR Rotate={ ONE/6,ONE/6,ONE/6 }; // Rotation coordinates
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VECTOR Trans={ -SCREENXRES/2, 0, CENTERX * 3, 0 }; // Translation coordinates
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VECTOR Scale={ ONE/2, ONE/2, ONE/2, 0 }; // Scaling coordinates : ONE == 4096
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MATRIX Matrix={0}; // Matrix data for the GTE
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// Static cube
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POLY_G3 * poly1; // pointer to a POLY_G4
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SVECTOR Rotate1={ ONE/6, ONE/6, ONE/6, 0 }; // Rotation coordinates
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VECTOR Trans1={ SCREENXRES/2, 0, CENTERX * 3, 0 }; // Translation coordinates
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VECTOR Scale1={ ONE/2, ONE/2, ONE/2, 0 }; // Scaling coordinates : ONE == 4096
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MATRIX Matrix1={0}; // Matrix data for the GTE
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init();
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// Main loop
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while (1) {
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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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}
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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.vy = Rotate.vx = Rotate.vz = ONE/6;
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Scale.vx = Scale.vy = Scale.vz = ONE/2;
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Trans.vx = -SCREENXRES/2;
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Trans.vy = 0;
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Trans.vz = CENTERX * 3;
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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], OTLEN);
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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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poly = (POLY_G3 *)nextpri;
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// Initialize the primitive and set its color values
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SetPolyG3(poly);
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// Rotate, translate, and project the vectors and output the results into a primitive
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// Could be replaced with one call with RotTransPers3()
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OTz = RotTransPers(&modelCube_mesh[modelCube_index[t]] , (long*)&poly->x0, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&poly->x1, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&poly->x2, &p, &Flag);
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// Find light color
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// Work color vectors
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CVECTOR outCol, outCol1, outCol2 = { 0,0,0,0 };
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// Find local color from three normal vectors and perform depth cueing.
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// Could be replaced with one call with NormalColorDpq3()
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NormalColorDpq(&modelCube.n[ modelCube_index[t+0] ], &modelCube.c[i+0], p, &outCol);
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NormalColorDpq(&modelCube.n[ modelCube_index[t+2] ], &modelCube.c[i+2], p, &outCol1);
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NormalColorDpq(&modelCube.n[ modelCube_index[t+1] ], &modelCube.c[i+1], p, &outCol2);
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// Set vertex colors
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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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// Sort the primitive into the OT
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OTz /= 3;
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if ((OTz > 0) && (OTz < OTLEN))
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AddPrim(&ot[db][OTz-2], poly);
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nextpri += sizeof(POLY_G3);
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t+=3;
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}
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// Find and apply light rotation matrix
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//~ // Find rotmat from light angles
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RotMatrix_gte(&lgtang, &rotlgt);
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// Find rotmat from cube angles
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RotMatrix_gte(&Rotate, &rotcube);
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// RotMatrix cube * RotMatrix light
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MulMatrix0(&rotcube, &rotlgt, &rotlgt);
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// Light Matrix * RotMatrix light
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MulMatrix0(&lgtmat, &rotlgt, &light);
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// Set new light matrix
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SetLightMatrix(&light);
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// Convert and set the matrices
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// Find Rotation matrix from object's angles
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RotMatrix(&Rotate, &Matrix);
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// Find Scale matrix from object's angles
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ScaleMatrix(&Matrix, &Scale);
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// Find Translation matrix from object's angles
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TransMatrix(&Matrix, &Trans);
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// Set GTE's rotation matrix
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SetRotMatrix(&Matrix);
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// Set GTE's Translation matrix
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SetTransMatrix(&Matrix);
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// Draw static cube
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t=0;
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for (i = 0; i < (modelCube1.len*3); i += 3) {
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poly1 = (POLY_G3 *)nextpri;
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SetPolyG3(poly1);
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OTz = RotTransPers(&modelCube1_mesh[modelCube1_index[t]] , (long*)&poly1->x0, &p, &Flag);
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OTz += RotTransPers(&modelCube1_mesh[modelCube1_index[t+2]], (long*)&poly1->x1, &p, &Flag);
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OTz += RotTransPers(&modelCube1_mesh[modelCube1_index[t+1]], (long*)&poly1->x2, &p, &Flag);
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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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NormalColorDpq(&modelCube1.n[ modelCube1_index[t+0] ], &modelCube1.c[i+0], p, &outCol);
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NormalColorDpq(&modelCube1.n[ modelCube1_index[t+2] ], &modelCube1.c[i+2], p, &outCol1);
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NormalColorDpq(&modelCube1.n[ modelCube1_index[t+1] ], &modelCube1.c[i+1], p, &outCol2);
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setRGB0(poly1, outCol.r, outCol.g , outCol.b);
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setRGB1(poly1, outCol1.r, outCol1.g, outCol1.b);
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setRGB2(poly1, outCol2.r, outCol2.g, outCol2.b);
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OTz /= 3;
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if ((OTz > 0) && (OTz < OTLEN))
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AddPrim(&ot[db][OTz-2], poly1);
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nextpri += sizeof(POLY_G3);
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t+=3;
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}
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// See l.216
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RotMatrix_gte(&lgtang, &rotlgt);
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RotMatrix_gte(&Rotate1, &rotcube);
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MulMatrix0(&rotcube, &rotlgt, &rotlgt);
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MulMatrix0(&lgtmat, &rotlgt, &light);
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SetLightMatrix(&light);
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// See l.227
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RotMatrix(&Rotate1, &Matrix1);
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ScaleMatrix(&Matrix1, &Scale1);
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TransMatrix(&Matrix1, &Trans1);
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SetRotMatrix(&Matrix1);
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SetTransMatrix(&Matrix1);
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FntPrint("Hello lightsources !\n");
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FntFlush(-1);
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display();
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}
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return 0;
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}
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