add 3d gouraud cube example
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452a074976
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4
Makefile
4
Makefile
@ -91,7 +91,11 @@ SRCS = hello_world.c \
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#~ SRCS = fun_with_poly.c \
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#~ ../common/crt0/crt0.s \
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#~ TARGET = hello_cube
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#~ TYPE = ps-exe
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#~ SRCS = hello_cube.c \
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#~ ../common/crt0/crt0.s \
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CPPFLAGS += -I../psyq/include
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LDFLAGS += -L../psyq/lib
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BIN
cube.blend
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BIN
cube.blend
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Binary file not shown.
87
cube.c
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87
cube.c
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@ -0,0 +1,87 @@
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SVECTOR modelCube_mesh[] = {
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{20.0,19.999998807907104,-20.0},
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{20.0,-20.0,-20.0},
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{-20.00000238418579,-19.999996423721313,-20.0},
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{-19.999992847442627,20.000007152557373,-20.0},
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{20.000009536743164,19.99998927116394,20.0},
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{19.99998688697815,-20.000011920928955,20.0},
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{-20.000007152557373,-19.999992847442627,20.0},
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{-19.999998807907104,20.0,20.0}
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};
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SVECTOR modelCube_normal[] = {
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0.0,-0.0,-1.0,0,
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0.0,0.0,1.0,0,
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1.0,0.0,-2.384185791015625e-07,0,
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-8.940696716308594e-08,-1.0,-2.9802325229866256e-07,0,
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-1.0,2.384185791015625e-07,-1.4901158351676713e-07,0,
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2.6822084464583895e-07,1.0,2.3841852225814364e-07,0,
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0.0,0.0,-1.0,0,
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0.0,-0.0,1.0,0,
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1.0,-5.662441253662109e-07,3.2782537573439186e-07,0,
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-4.768372150465439e-07,-1.0,8.940690321423972e-08,0,
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-1.0,2.0861631355728605e-07,-1.1920931797249068e-07,0,
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2.0861631355728605e-07,1.0,1.7881397695873602e-07,0
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};
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CVECTOR modelCube_color[] = {
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255,255,255, 0,
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255,255,255, 0,
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54,65,255, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,255,255, 0,
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4,18,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,255,255, 0,
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254,255,23, 0,
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122,255,107, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,255,255, 0,
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254,255,94, 0,
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255,255,255, 0,
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35,255,11, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,5,7, 0,
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255,255,255, 0,
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255,255,255, 0,
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254,255,23, 0,
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255,255,255, 0,
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122,255,107, 0,
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255,255,255, 0,
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54,65,255, 0,
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255,255,255, 0
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};
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int modelCube_index[] = {
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0,2,3,
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7,5,4,
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4,1,0,
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5,2,1,
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2,7,3,
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0,7,4,
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0,1,2,
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7,6,5,
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4,5,1,
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5,6,2,
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2,6,7,
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0,3,7
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};
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TMESH modelCube = {
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modelCube_mesh,
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modelCube_normal,
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0,
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modelCube_color,
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12
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};
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256
hello_cube.c
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256
hello_cube.c
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@ -0,0 +1,256 @@
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/* primdrawG.c, by Schnappy, 12-2020
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- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
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based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
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2014 Meido-Tek Productions.
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Demonstrates:
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- Using a primitive OT to draw triangles without libgs.
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- Using the GTE to rotate, translate, and project 3D primitives.
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Controls:
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Start - Toggle interactive/non-interactive mode.
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Select - Reset object's position and angles.
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L1/L2 - Move object closer/farther.
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L2/R2 - Rotate object (XY).
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Up/Down/Left/Right - Rotate object (XZ/YZ).
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Triangle/Cross/Square/Circle - Move object up/down/left/right.
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*/
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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#include <libetc.h>
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#include <stdio.h>
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// Sample vector model
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#include "cube.c"
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#define VMODE 0
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#define SCREENXRES 320
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#define SCREENYRES 240
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#define CENTERX SCREENXRES/2
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#define CENTERY SCREENYRES/2
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#define OTLEN 2048 // Maximum number of OT entries
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#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
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// Display and draw environments, double buffered
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DISPENV disp[2];
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DRAWENV draw[2];
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u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives)
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char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
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char * nextpri = primbuff[0]; // Primitive counter
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short db = 0; // Current buffer counter
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// Prototypes
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void init(void);
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void display(void);
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//~ void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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void init(){
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// Reset the GPU before doing anything and the controller
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PadInit(0);
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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(CENTERX, CENTERY); // x, y offset
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SetGeomScreen(CENTERX); // Distance between eye and screen
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// Set the display and draw environments
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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], 0, 0, 255);
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setRGB0(&draw[1], 0, 0, 255);
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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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// Init font system
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FntLoad(960, 0);
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FntOpen(16, 16, 196, 64, 0, 256);
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}
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void display(void){
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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() {
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int i;
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int PadStatus;
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int TPressed=0;
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int AutoRotate=1;
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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
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POLY_G3 *poly = {0}; // pointer to a POLY_G4
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SVECTOR Rotate={ 0 }; // Rotation coordinates
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VECTOR Trans={ 0, 0, CENTERX, 0 }; // Translation coordinates
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// Scaling coordinates
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VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096
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MATRIX Matrix={0}; // Matrix data for the GTE
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// Texture window
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DR_MODE * dr_mode; // Pointer to dr_mode prim
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RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h
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init();
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// Main loop
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while (1) {
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// Read pad status
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PadStatus = PadRead(0);
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if (AutoRotate == 0) {
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if (PadStatus & PADL1) Trans.vz -= 4;
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if (PadStatus & PADR1) Trans.vz += 4;
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if (PadStatus & PADL2) Rotate.vz -= 8;
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if (PadStatus & PADR2) Rotate.vz += 8;
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if (PadStatus & PADLup) Rotate.vx -= 8;
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if (PadStatus & PADLdown) Rotate.vx += 8;
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if (PadStatus & PADLleft) Rotate.vy -= 8;
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if (PadStatus & PADLright) Rotate.vy += 8;
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if (PadStatus & PADRup) Trans.vy -= 2;
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if (PadStatus & PADRdown) Trans.vy += 2;
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if (PadStatus & PADRleft) Trans.vx -= 2;
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if (PadStatus & PADRright) Trans.vx += 2;
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if (PadStatus & PADselect) {
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Rotate.vx = Rotate.vy = Rotate.vz = 0;
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Scale.vx = Scale.vy = Scale.vz = ONE;
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Trans.vx = Trans.vy = 0;
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Trans.vz = CENTERX;
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}
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}
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if (PadStatus & PADstart) {
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if (TPressed == 0) {
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AutoRotate = (AutoRotate + 1) & 1;
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Rotate.vx = Rotate.vy = Rotate.vz = 0;
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Scale.vx = Scale.vy = Scale.vz = ONE;
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Trans.vx = Trans.vy = 0;
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Trans.vz = CENTERX;
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}
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TPressed = 1;
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} else {
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TPressed = 0;
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}
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if (AutoRotate) {
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Rotate.vy += 8; // Pan
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Rotate.vx += 8; // Tilt
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//~ Rotate.vz += 8; // Roll
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}
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// Clear the current OT
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ClearOTagR(ot[db], OTLEN);
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// Convert and set the matrixes
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RotMatrix(&Rotate, &Matrix);
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TransMatrix(&Matrix, &Trans);
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ScaleMatrix(&Matrix, &Scale);
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SetRotMatrix(&Matrix);
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SetTransMatrix(&Matrix);
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// Render the sample vector model
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t=0;
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// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
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for (i = 0; i < (modelCube.len*3); i += 3) {
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poly = (POLY_G3 *)nextpri;
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// Initialize the primitive and set its color values
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SetPolyG3(poly);
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setRGB0(poly, modelCube.c[i].r , modelCube.c[i].g , modelCube.c[i].b);
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setRGB1(poly, modelCube.c[i+1].r, modelCube.c[i+1].g, modelCube.c[i+1].b);
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setRGB2(poly, modelCube.c[i+2].r, modelCube.c[i+2].g, modelCube.c[i+2].b);
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// Rotate, translate, and project the vectors and output the results into a primitive
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OTz = RotTransPers(&modelCube_mesh[modelCube_index[t]] , (long*)&poly->x0, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&poly->x1, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&poly->x2, &p, &Flag);
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// Sort the primitive into the OT
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OTz /= 3;
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if ((OTz > 0) && (OTz < OTLEN))
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AddPrim(&ot[db][OTz-2], poly);
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nextpri += sizeof(POLY_G3);
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t+=3;
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}
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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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