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// Draw a textured poly primitive with gouraud shading
//
// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
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//
// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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// Schnappy 2021
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# include <sys/types.h>
# include <stdio.h>
# include <libgte.h>
# include <libetc.h>
# include <libgpu.h>
# define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
# define SCREENXRES 320 // Screen width
# define SCREENYRES 240 // Screen height
# define CENTERX SCREENXRES / 2 // Center of screen on x
# define CENTERY SCREENYRES / 2 // Center of screen on y
# define MARGINX 32 // margins for text display
# define MARGINY 32
# define FONTSIZE 8 * 5 // Text Field Height
# define OTLEN 8 // 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
// 16bpp TIM
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 ;
MATRIX identity ( int num ) // generate num x num matrix
{
int row , col ;
MATRIX matrix ;
for ( row = 0 ; row < num ; row + + )
{
for ( col = 0 ; col < num ; col + + )
{
if ( row = = col )
matrix . m [ row ] [ col ] = 4096 ;
else
matrix . m [ row ] [ col ] = 0 ;
}
}
return matrix ;
}
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
}
}
void init ( void )
{
ResetGraph ( 0 ) ;
// Initialize and setup the GTE
InitGeom ( ) ;
SetGeomOffset ( CENTERX , CENTERY ) ;
SetGeomScreen ( CENTERX ) ;
SetDefDispEnv ( & disp [ 0 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
SetDefDispEnv ( & disp [ 1 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 0 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 1 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
if ( VMODE )
{
SetVideoMode ( MODE_PAL ) ;
disp [ 0 ] . screen . y + = 8 ;
disp [ 1 ] . screen . y + = 8 ;
}
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SetDispMask ( 1 ) ; // Display on screen
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setRGB0 ( & draw [ 0 ] , 128 , 128 , 128 ) ;
setRGB0 ( & draw [ 1 ] , 128 , 128 , 128 ) ;
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 )
{
DrawSync ( 0 ) ;
VSync ( 0 ) ;
PutDispEnv ( & disp [ db ] ) ;
PutDrawEnv ( & draw [ db ] ) ;
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DrawOTag ( & ot [ db ] [ OTLEN - 1 ] ) ;
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db = ! db ;
nextpri = primbuff [ db ] ;
}
int main ( void )
{
int i ;
MATRIX IDMATRIX = identity ( 3 ) ; // Generate 3x3 identity matrix
POLY_GT4 * poly = { 0 } ; // pointer to a POLY_G4
SVECTOR RotVector = { 0 , 0 , 0 } ; // Initialize rotation vector {x, y, z}
VECTOR MovVector = { 0 , 0 , 120 , 0 } ; // Initialize translation vector {x, y, z}
SVECTOR VertPos [ 4 ] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg
{ - 32 , - 32 , 0 } , // Vert 1
{ - 32 , 32 , 0 } , // Vert 2
{ 32 , - 32 , 0 } , // Vert 3
{ 32 , 32 , 0 } // Vert 4
} ;
MATRIX PolyMatrix = IDMATRIX ;
DR_TPAGE * bousai_tpage ;
long polydepth ;
long polyflag ;
init ( ) ;
LoadTexture ( _binary____TIM_bousai_tim_start , & bousai ) ;
while ( 1 )
{
ClearOTagR ( ot [ db ] , OTLEN ) ;
poly = ( POLY_GT4 * ) nextpri ; // Set poly to point to the address of the next primitiv in the buffer
// Set transform matrices for this polygon
RotMatrix ( & RotVector , & PolyMatrix ) ; // Apply rotation matrix
TransMatrix ( & PolyMatrix , & MovVector ) ; // Apply translation matrix
SetRotMatrix ( & PolyMatrix ) ; // Set default rotation matrix
SetTransMatrix ( & PolyMatrix ) ; // Set default transformation matrix
setPolyGT4 ( poly ) ; // Initialize poly as a POLY_F4
poly - > tpage = getTPage ( bousai . mode & 0x3 , 0 , bousai . prect - > x , bousai . prect - > y ) ;
setRGB0 ( poly , 128 , 128 , 128 ) ; // Set vertice 1 color
setRGB1 ( poly , 255 , 0 , 0 ) ; // Set vertice 2 color
setRGB2 ( poly , 0 , 255 , 0 ) ; // Set vertice 3 color
setRGB3 ( poly , 0 , 0 , 255 ) ; // Set vertice 4 color
RotTransPers4 (
& VertPos [ 0 ] , & VertPos [ 1 ] , & VertPos [ 2 ] , & VertPos [ 3 ] ,
( long * ) & poly - > x0 , ( long * ) & poly - > x1 , ( long * ) & poly - > x2 , ( long * ) & poly - > x3 ,
& polydepth ,
& polyflag
) ; // Perform coordinate and perspective transformation for 4 vertices
setUV4 ( poly , 0 , 0 , 0 , 144 , 144 , 0 , 144 , 144 ) ; // Set UV coordinates in order Top Left, Bottom Left, Top Right, Bottom Right
RotVector . vx + = 8 ; // Apply rotation on Z-axis. On PSX, the Z-axis is pointing away from the screen.
addPrim ( ot [ db ] , poly ) ; // add poly to the Ordering table
nextpri + = sizeof ( POLY_GT4 ) ; // increment nextpri address with size of a POLY_F4 struct
FntPrint ( " Hello textured shaded ! " ) ;
FntFlush ( - 1 ) ;
display ( ) ;
}
return 0 ;
}