diff --git a/Makefile b/Makefile index d6a4047..7a2787b 100644 --- a/Makefile +++ b/Makefile @@ -97,6 +97,13 @@ SRCS = hello_world.c \ #~ SRCS = hello_cube.c \ #~ ../common/crt0/crt0.s \ +#~ TARGET = hello_cubetex +#~ TYPE = ps-exe + +#~ SRCS = hello_cubetex.c \ +#~ ../common/crt0/crt0.s \ +#~ TIM/cubetex.tim \ + CPPFLAGS += -I../psyq/include LDFLAGS += -L../psyq/lib LDFLAGS += -Wl,--start-group diff --git a/TIM/cubetex.tim b/TIM/cubetex.tim new file mode 100644 index 0000000..a55697e Binary files /dev/null and b/TIM/cubetex.tim differ diff --git a/cubetex.blend b/cubetex.blend new file mode 100644 index 0000000..9a5c7d3 Binary files /dev/null and b/cubetex.blend differ diff --git a/hello_cubetex.c b/hello_cubetex.c new file mode 100644 index 0000000..8286120 --- /dev/null +++ b/hello_cubetex.c @@ -0,0 +1,297 @@ + +/* 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 "cubetex.c" + +#define VMODE 0 + +#define SCREENXRES 320 +#define SCREENYRES 240 + +#define CENTERX SCREENXRES/2 +#define CENTERY SCREENYRES/2 + +#define OTLEN 2048 // Maximum number of OT entries +#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives + +// Display and draw environments, double buffered +DISPENV disp[2]; +DRAWENV draw[2]; + +u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives) +char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer + +//~ int primcnt=0; // Primitive counter + +char * nextpri = primbuff[0]; // Primitive counter + +short db = 0; // Current buffer counter + +// Prototypes +void init(void); +void display(void); +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, 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; + } + + setRGB0(&draw[0], 0, 0, 255); + setRGB0(&draw[1], 0, 0, 255); + + draw[0].isbg = 1; + draw[1].isbg = 1; + + PutDispEnv(&disp[db]); + PutDrawEnv(&draw[db]); + + // Init font system + FntLoad(960, 0); + FntOpen(16, 16, 196, 64, 0, 256); + + } + +void display(void){ + + DrawSync(0); + VSync(0); + + PutDispEnv(&disp[db]); + PutDrawEnv(&draw[db]); + + SetDispMask(1); + + DrawOTag(ot[db] + OTLEN - 1); + + db = !db; + + nextpri = primbuff[db]; + + + } + +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 + + POLY_GT3 *poly = {0}; // pointer to a POLY_G4 + + + SVECTOR Rotate={ 0 }; // Rotation coordinates + VECTOR Trans={ 0, 0, CENTERX, 0 }; // Translation coordinates + // Scaling coordinates + VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096 + MATRIX Matrix={0}; // Matrix data for the GTE + + // Texture window + + DR_MODE * dr_mode; // Pointer to dr_mode prim + + RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h + + init(); + + LoadTexture(_binary_TIM_cubetex_tim_start, &tim_cube); + + // Main loop + while (1) { + + // 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; + 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; + 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], OTLEN); + + // 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) { + + poly = (POLY_GT3 *)nextpri; + + // Initialize the primitive and set its color values + + SetPolyGT3(poly); + + ((POLY_GT3 *)poly)->tpage = getTPage(tim_cube.mode&0x3, 0, + tim_cube.prect->x, + tim_cube.prect->y + ); + + setRGB0(poly, modelCube.c[i].r , modelCube.c[i].g , modelCube.c[i].b); + setRGB1(poly, modelCube.c[i+1].r, modelCube.c[i+1].g, modelCube.c[i+1].b); + setRGB2(poly, modelCube.c[i+2].r, modelCube.c[i+2].g, modelCube.c[i+2].b); + + setUV3(poly, 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*)&poly->x0, &p, &Flag); + OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&poly->x1, &p, &Flag); + OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&poly->x2, &p, &Flag); + + // Sort the primitive into the OT + OTz /= 3; + if ((OTz > 0) && (OTz < OTLEN)) + AddPrim(&ot[db][OTz-2], poly); + + nextpri += sizeof(POLY_GT3); + + t+=3; + + } + + dr_mode = (DR_MODE *)nextpri; + + setDrawMode(dr_mode,1,0, getTPage(tim_cube.mode&0x3, 0, + tim_cube.prect->x, + tim_cube.prect->y), &tws); //set texture window + + AddPrim(&ot[db], dr_mode); + + nextpri += sizeof(DR_MODE); + + + FntPrint("Hello textured cube!\n"); + + + FntFlush(-1); + + display(); + + } + return 0; +}