diff --git a/Makefile b/Makefile index aef3ccc..d6a4047 100644 --- a/Makefile +++ b/Makefile @@ -91,7 +91,11 @@ SRCS = hello_world.c \ #~ SRCS = fun_with_poly.c \ #~ ../common/crt0/crt0.s \ +#~ TARGET = hello_cube +#~ TYPE = ps-exe +#~ SRCS = hello_cube.c \ +#~ ../common/crt0/crt0.s \ CPPFLAGS += -I../psyq/include LDFLAGS += -L../psyq/lib diff --git a/cube.blend b/cube.blend new file mode 100644 index 0000000..a1bf53f Binary files /dev/null and b/cube.blend differ diff --git a/cube.c b/cube.c new file mode 100644 index 0000000..854a108 --- /dev/null +++ b/cube.c @@ -0,0 +1,87 @@ +SVECTOR modelCube_mesh[] = { + {20.0,19.999998807907104,-20.0}, + {20.0,-20.0,-20.0}, + {-20.00000238418579,-19.999996423721313,-20.0}, + {-19.999992847442627,20.000007152557373,-20.0}, + {20.000009536743164,19.99998927116394,20.0}, + {19.99998688697815,-20.000011920928955,20.0}, + {-20.000007152557373,-19.999992847442627,20.0}, + {-19.999998807907104,20.0,20.0} +}; + +SVECTOR modelCube_normal[] = { + 0.0,-0.0,-1.0,0, + 0.0,0.0,1.0,0, + 1.0,0.0,-2.384185791015625e-07,0, + -8.940696716308594e-08,-1.0,-2.9802325229866256e-07,0, + -1.0,2.384185791015625e-07,-1.4901158351676713e-07,0, + 2.6822084464583895e-07,1.0,2.3841852225814364e-07,0, + 0.0,0.0,-1.0,0, + 0.0,-0.0,1.0,0, + 1.0,-5.662441253662109e-07,3.2782537573439186e-07,0, + -4.768372150465439e-07,-1.0,8.940690321423972e-08,0, + -1.0,2.0861631355728605e-07,-1.1920931797249068e-07,0, + 2.0861631355728605e-07,1.0,1.7881397695873602e-07,0 +}; + +CVECTOR modelCube_color[] = { + 255,255,255, 0, + 255,255,255, 0, + 54,65,255, 0, + 255,255,255, 0, + 255,5,7, 0, + 255,255,255, 0, + 255,255,255, 0, + 255,255,255, 0, + 4,18,255, 0, + 255,5,7, 0, + 255,255,255, 0, + 255,255,255, 0, + 254,255,23, 0, + 122,255,107, 0, + 255,255,255, 0, + 255,255,255, 0, + 255,255,255, 0, + 254,255,94, 0, + 255,255,255, 0, + 35,255,11, 0, + 255,255,255, 0, + 255,255,255, 0, + 255,255,255, 0, + 255,5,7, 0, + 255,255,255, 0, + 255,5,7, 0, + 255,255,255, 0, + 255,5,7, 0, + 255,255,255, 0, + 255,255,255, 0, + 254,255,23, 0, + 255,255,255, 0, + 122,255,107, 0, + 255,255,255, 0, + 54,65,255, 0, + 255,255,255, 0 +}; + +int modelCube_index[] = { + 0,2,3, + 7,5,4, + 4,1,0, + 5,2,1, + 2,7,3, + 0,7,4, + 0,1,2, + 7,6,5, + 4,5,1, + 5,6,2, + 2,6,7, + 0,3,7 +}; + +TMESH modelCube = { + modelCube_mesh, + modelCube_normal, + 0, + modelCube_color, + 12 +}; diff --git a/hello_cube.c b/hello_cube.c new file mode 100644 index 0000000..d9aaaa3 --- /dev/null +++ b/hello_cube.c @@ -0,0 +1,256 @@ + +/* 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 "cube.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 + +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]; + + + } + +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_G3 *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(); + + // 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_G3 *)nextpri; + + // Initialize the primitive and set its color values + + SetPolyG3(poly); + + 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); + + // 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_G3); + + t+=3; + + } + + FntFlush(-1); + + display(); + + } + return 0; +}