198 lines
6.7 KiB
C
198 lines
6.7 KiB
C
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// With help from Nicolas Noble, Jaby smoll Seamonstah
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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//
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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#include <libetc.h>
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#include <libgpu.h>
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#define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
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#define SCREENXRES 320 // Screen width
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#define SCREENYRES 240 // Screen height
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#define CENTERX SCREENXRES/2 // Center of screen on x
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#define CENTERY SCREENYRES/2 // Center of screen on y
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#define MARGINX 32 // margins for text display
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#define MARGINY 32
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#define FONTSIZE 8 * 5 // Text Field Height
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#define OTLEN 8 // Ordering Table Length
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DISPENV disp[2]; // Double buffered DISPENV and DRAWENV
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DRAWENV draw[2];
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u_long ot[2][OTLEN]; // double ordering table of length 8 * 32 = 256 bits / 32 bytes
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char primbuff[2][32768] = {1}; // 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]
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short db = 0; // index of which buffer is used, values 0, 1
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// 16bpp TIM
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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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TIM_IMAGE bousai;
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MATRIX identity(int num) // generate num x num matrix
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{
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int row, col;
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MATRIX matrix;
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for (row = 0; row < num; row++)
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{
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for (col = 0; col < num; col++)
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{
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if (row == col)
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matrix.m[row][col] = 4096;
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else
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matrix.m[row][col] = 0;
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}
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}
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return matrix;
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}
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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
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OpenTIM(tim); // Open the tim binary data, feed it the address of the data in memory
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ReadTIM(tparam); // This read the header of the TIM data and sets the corresponding members of the TIM_IMAGE structure
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LoadImage(tparam->prect, tparam->paddr); // Transfer the data from memory to VRAM at position prect.x, prect.y
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DrawSync(0); // Wait for the drawing to end
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if (tparam->mode & 0x8){ // check 4th bit // If 4th bit == 1, TIM has a CLUT
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LoadImage(tparam->crect, tparam->caddr); // Load it to VRAM at position crect.x, crect.y
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DrawSync(0); // Wait for drawing to end
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}
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}
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void init(void)
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{
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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(0,0);
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SetGeomScreen(1);
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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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setRGB0(&draw[0], 128, 128, 128);
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setRGB0(&draw[1], 128, 128, 128);
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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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FntLoad(960, 0);
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FntOpen(MARGINX, SCREENYRES - MARGINY - FONTSIZE, SCREENXRES - MARGINX * 2, FONTSIZE, 0, 280 );
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}
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void display(void)
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{
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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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SetDispMask(1);
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DrawOTag(ot[db] + OTLEN - 1);
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db = !db;
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nextpri = primbuff[db];
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}
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int main(void)
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{
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MATRIX IDMATRIX = identity(3); // Generate 3x3 identity matrix
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POLY_FT4 *poly = {0}; // 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 = {CENTERX, CENTERY, 0}; // Initialize translation vector {x, y, z}
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SVECTOR VertPos[4] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg
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{-32, -32, 1 }, // Vert 1
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{-32, 32, 1 }, // Vert 2
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{ 32, -32, 1 }, // Vert 3
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{ 32, 32, 1 } // Vert 4
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};
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MATRIX PolyMatrix = IDMATRIX;
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long polydepth;
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long polyflag;
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init();
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LoadTexture(_binary_TIM_bousai_tim_start, &bousai);
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while (1)
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{
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ClearOTagR(ot[db], OTLEN);
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poly = (POLY_FT4 *)nextpri; // Set poly to point to the address of the next primitiv in the buffer
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// Set transform matrices for this polygon
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RotMatrix(&RotVector, &PolyMatrix); // Apply rotation matrix
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TransMatrix(&PolyMatrix, &MovVector); // Apply translation matrix
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SetRotMatrix(&PolyMatrix); // Set default rotation matrix
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SetTransMatrix(&PolyMatrix); // Set default transformation matrix
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setPolyFT4(poly); // Initialize poly as a POLY_F4
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poly->tpage = getTPage(bousai.mode&0x3, 0, bousai.prect->x, bousai.prect->y); // Get Tpage coordinates from the TIM_IMAGE mode and prect members.
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setRGB0(poly, 128, 128, 128); // Set poly color (neutra here)
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RotTransPers4(
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&VertPos[0], &VertPos[1], &VertPos[2], &VertPos[3],
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(long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2, (long*)&poly->x3,
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&polydepth,
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&polyflag
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); // Perform coordinate and perspective transformation for 4 vertices
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setUV4(poly, 0, 0, 0, 144, 144, 0, 144, 144); // Set UV coordinates in order Top Left, Bottom Left, Top Right, Bottom Right
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RotVector.vz+=16; // Apply rotation on Z-axis. On PSX, the Z-axis is pointing away from the screen.
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addPrim(ot[db], poly); // add poly to the Ordering table
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nextpri += sizeof(POLY_FT4); // increment nextpri address with size of a POLY_F4 struct
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FntPrint("Hello textured poly !");
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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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