add 3d gouraud textured cube example

This commit is contained in:
ABelliqueux 2021-01-05 12:31:12 +01:00
parent a60ce464b4
commit 42547ca129
4 changed files with 304 additions and 0 deletions

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@ -97,6 +97,13 @@ SRCS = hello_world.c \
#~ SRCS = hello_cube.c \ #~ SRCS = hello_cube.c \
#~ ../common/crt0/crt0.s \ #~ ../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 CPPFLAGS += -I../psyq/include
LDFLAGS += -L../psyq/lib LDFLAGS += -L../psyq/lib
LDFLAGS += -Wl,--start-group LDFLAGS += -Wl,--start-group

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TIM/cubetex.tim Normal file

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cubetex.blend Normal file

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hello_cubetex.c Normal file
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/* 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 <sys/types.h>
#include <libgte.h>
#include <libgpu.h>
#include <libetc.h>
#include <stdio.h>
// 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;
}