add 3d gouraud textured cube example
This commit is contained in:
parent
a60ce464b4
commit
42547ca129
7
Makefile
7
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
|
||||
|
BIN
TIM/cubetex.tim
Normal file
BIN
TIM/cubetex.tim
Normal file
Binary file not shown.
BIN
cubetex.blend
Normal file
BIN
cubetex.blend
Normal file
Binary file not shown.
297
hello_cubetex.c
Normal file
297
hello_cubetex.c
Normal file
@ -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 <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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user