Add FXs example

This commit is contained in:
ABelliqueux 2021-11-18 18:50:43 +01:00
parent 6d12150ef5
commit d92934338c
6 changed files with 543 additions and 0 deletions

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hello_fx/Makefile Normal file
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TARGET = hello_fx
SRCS = hello_fx.c \
TIM/cube.tim \
TIM/sky.tim \
TIM/bg.tim \
include ../common.mk

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hello_fx/TIM/bg.tim Normal file

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hello_fx/TIM/cube.tim Normal file

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hello_fx/TIM/sky.tim Normal file

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hello_fx/cubetex.c Normal file
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SVECTOR modelCube_mesh[] = {
{48,48,-48.0},
{48,-48,-48},
{-48,-48,-48},
{-48,48,-48},
{48,48,48},
{48,-48,48},
{-48,-48,48},
{-48,48,48}
};
SVECTOR modelCube_normal[] = {
0,-0,-1,0,
0,0,1,0,
1,0,-2,0,
-9,-1,-3,0,
-1,2,-1,0,
3,1,2,0,
0,0,-1,0,
0,-0,1,0,
1,-6,3,0,
-5,-1,9,0,
-1,2,-1,0,
2,1,2,0
};
SVECTOR modelCube_uv[] = {
84,84, 0, 0,
125,42, 0, 0,
84,42, 0, 0,
125,84, 0, 0,
84,125, 0, 0,
125,125, 0, 0,
1,84, 0, 0,
42,125, 0, 0,
42,84, 0, 0,
42,125, 0, 0,
84,84, 0, 0,
42,84, 0, 0,
42,1, 0, 0,
1,42, 0, 0,
42,42, 0, 0,
42,84, 0, 0,
1,42, 0, 0,
1,84, 0, 0,
84,84, 0, 0,
125,84, 0, 0,
125,42, 0, 0,
125,84, 0, 0,
84,84, 0, 0,
84,125, 0, 0,
1,84, 0, 0,
1,125, 0, 0,
42,125, 0, 0,
42,125, 0, 0,
84,125, 0, 0,
84,84, 0, 0,
42,1, 0, 0,
1,1, 0, 0,
1,42, 0, 0,
42,84, 0, 0,
42,42, 0, 0,
1,42, 0, 0
};
CVECTOR modelCube_color[] = {
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 0,
128,128,128, 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,
modelCube_uv,
modelCube_color,
12
};
typedef struct RGB_PIX {
u_int R:5, G:5, B:5, STP:1;
} RGB_PIX;
// Some structures to handle TIM files
typedef struct PIXEL {
u_long bnum;
u_short DX, DY;
u_short W, H;
RGB_PIX data[];
} PIXEL;
typedef struct CLUT {
u_long bnum;
u_short DX, DY;
u_short W, H;
u_short clut[];
} CLUT;
typedef struct TIM_FILE_CLUT{
u_long ID;
u_long flag;
u_long clut;
PIXEL pixel[];
} TIM_FILE_CLUT;
typedef struct TIM_FILE{
u_long ID;
u_long flag;
PIXEL pixel[];
} TIM_FILE;

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hello_fx/hello_fx.c Normal file
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// Controls :
// SELECT : Switch semi-transparency on/off on primitives
// START : Cycle semi-transparency rates on/off on primitives
// LEFT/RIGHT: Move forward cube
// X : Reset Cube position
// Schnappy 11-2021
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>
#include <libetc.h>
#include <libapi.h>
#include <inline_n.h>
#include <gtemac.h>
// Sample vector model
#include "cubetex.c"
#define VMODE 0
// Number of primitives to draw
#define NUM_PRIM 2
// Number of textures to load
#define NUM_TEX 3
#define SCREENXRES 320
#define SCREENYRES 240
#define CENTERX SCREENXRES/2
#define CENTERY SCREENYRES/2
#define MARGINX 16 // margins for text display
#define MARGINY 16
#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]; // Primitive list // That's our prim buffer
char * nextpri = primbuff[0]; // Primitive counter
short db = 0; // Current buffer counter
// Store TIM files in an array so we can iterate over them - see 'cubetex.c' for TIM_FILE struct and declaration
TIM_FILE * timFiles[3];
TIM_IMAGE timImages[3];
// Get included tim files address
extern TIM_FILE _binary_TIM_cube_tim_start;
extern TIM_FILE _binary_TIM_sky_tim_start;
extern TIM_FILE _binary_TIM_bg_tim_start;
// Light
CVECTOR BGc = {130, 200, 255, 0};
// Back color
VECTOR BKc = {128, 128, 128, 0};
// Light rotation angle
SVECTOR lgtang = {0, 0, 0};
// These will be used to store the light rotation matrix, cube rotation matrix, and composite light matrix.
MATRIX rotlgt, rotcube, light;
// Local Light Matrix : Direction and reach of each light source.
MATRIX lgtmat = {
// X Y Z
0, -ONE, 0, // Lightsource 1 : here, the light source is at the Bottom-Left of the screen, and points into the screen.
0, 0, 0, // Lightsource 2
0, 0, 0, // Lightsource 3
};
// Local Color Matrix
MATRIX cmat = {
// L1 L2 L3
4096, 0, 0, // R
4096, 0, 0, // G
4096, 0, 0 // B
};
// Prototypes
void init(void);
void display(void);
void LoadTexture(TIM_FILE * 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;
}
SetDispMask(1);
// Set far color
SetFarColor( BGc.r, BGc.g, BGc.b );
// Set Ambient color
SetBackColor( BKc.vx, BKc.vy, BKc.vz );
// Set Color matrix
SetColorMatrix(&cmat);
// Set Fog settings
SetFogNearFar( 128, 1024, CENTERX );
setRGB0(&draw[0], 0, 0, 0);
setRGB0(&draw[1], 0, 0, 0);
draw[0].isbg = 1;
draw[1].isbg = 1;
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
// Init font system
FntLoad(960, 0);
FntOpen(MARGINX, MARGINY, SCREENXRES - MARGINX * 2, SCREENXRES - MARGINY * 2, 0, 512 );
}
void display(void){
DrawSync(0);
VSync(0);
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
DrawOTag(&ot[db][OTLEN - 1]);
db = !db;
nextpri = primbuff[db];
}
void LoadTexture(TIM_FILE * tim, TIM_IMAGE * tparam){ // This part is from Lameguy64's tutorial series : lameguy64.net/svn/pstutorials/chapter1/3-textures.html login/pw: annoyingmous
OpenTIM((u_long*)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() {
// Populate array with pointers to TIM data
timFiles[0] = &_binary_TIM_cube_tim_start;
timFiles[1] = &_binary_TIM_sky_tim_start;
timFiles[2] = &_binary_TIM_bg_tim_start;
// Pad values
int pad, oldPad;
// Set semi-transparency on (1) and off (0)
int stpFlag = 1;
// Set primitive semi-transparency rate - See LibOver47.pdf, p.107
int stpRate = 0;
// If set, rotate cube
int rotateCube = 1;
int offsetCube = 0;
// Array of pointers to a POLY_G4 we iterate over
POLY_GT3 * poly[NUM_PRIM];
// Rotation vector
SVECTOR rotVector={ 384, 0, 128, 0 };
// Translation vector
VECTOR transVector= { 0, 0, 256, 0};
// BG sprt
POLY_FT4 * bg;
// Normalized UV coordinates for the X axis
long normH = ((255 << 12) / SCREENXRES);
// Init Disp/Drawenv, Font, etc.
init();
// Load textures to VRAM
for (char tex = 0; tex < NUM_TEX; tex++){
LoadTexture(timFiles[tex], &timImages[tex]);
}
// Main loop
while (1) {
// Work matrix
MATRIX Work= {0} ;
// Triangle counters array - one for each cube
long curTriangle[3] = {0,0,0};
// Clear the current OT
ClearOTagR(ot[db], OTLEN);
// Draw BG
bg = (POLY_FT4 * )nextpri;
SetPolyFT4(bg);
bg->tpage = getTPage( timImages[2].mode&0x3, 0,
timImages[2].prect->x,
timImages[2].prect->y
);
if ( (timImages[2].mode & 0x3) < 2 ) {
setClut( bg,
timImages[2].crect->x,
timImages[2].crect->y
);
}
setRGB0(bg, 127,127,127);
setUV4(bg, 0, 0,
SCREENYRES, 0,
0, SCREENYRES,
SCREENYRES, SCREENYRES
);
setXY4(bg, 0 , 0,
SCREENXRES, 0,
0 , SCREENYRES,
SCREENXRES, SCREENYRES);
addPrim(ot[db][OTLEN-1], bg);
nextpri += sizeof(POLY_FT4);
// Rotate cube
if(rotateCube) rotVector.vy += 10;
// Find and apply light rotation matrix
// Find rotmat from light angles
RotMatrix_gte(&lgtang, &rotlgt);
// Find rotmat from cube angles
RotMatrix_gte(&rotVector, &rotcube);
// RotMatrix cube * RotMatrix light
MulMatrix0(&rotcube, &rotlgt, &rotlgt);
// Light Matrix * RotMatrix light
MulMatrix0(&lgtmat, &rotlgt, &light);
// Set new light matrix
SetLightMatrix(&light);
// Apply Transl, Rot, then matrix
RotMatrix(&rotVector, &Work);
TransMatrix(&Work, &transVector);
SetRotMatrix(&Work);
SetTransMatrix(&Work);
long p, OTz, Flag;
// Draw NUM_PRIM primitives
for (int i = 0; i < (modelCube.len * 3); i += 3) {
// Set projection matrices
transVector.vx = 0;
TransMatrix(&Work, &transVector);
SetRotMatrix(&Work);
SetTransMatrix(&Work);
// Cast nextpri as POLY_GT3
poly[0] = (POLY_GT3 *)nextpri;
poly[1] = (POLY_GT3 *)nextpri+sizeof(POLY_GT3);
// Initialize the primitives
SetPolyGT3(poly[0]);
SetPolyGT3(poly[1]);
// Reflection Cube
// This cube has its UVs mapped directly to VRAM coordinates
// We're using the framebuffers as a texture (0,0 and 0,256)
// Get 256x256 texture page that's at x0, y0
poly[1]->tpage = getTPage( 2, stpRate,
0,
!(db) << 8 // Here, we're using db's value that can be either 0 or 1 to determine the texture page Y coordinate.
);
// Set STP
SetSemiTrans(poly[1], stpFlag);
// Map coordinates from drawarea (320x240) to texture size (128x128) in fixed point math
// x = x * (256 / 320) => ( x * ( 128 * 4096 ) / 320 ) / 4096
// y = y * (240 / 240) => ( y * ( 240 * 4096 ) / 240 ) / 4096 => y * 2184 >> 12 -> y
setUV3( poly[1],
(poly[1]->x0 * normH) >> 12,
poly[1]->y0 - (!(db) << 4) , // We're using db's value again to add a 16 pixels offset to the Y's coordinates of the UVs
(poly[1]->x1 * normH) >> 12,
poly[1]->y1 - (!(db) << 4), // We have to do that because the buffer is 240 high, whereas our texture page is 256, hence 256 - 240 == 16
(poly[1]->x2 * normH) >> 12,
poly[1]->y2 - (!(db) << 4)
);
// Draw "container" cube
// This cube has a texture with transparent areas.
// STP bit is set on PNG's alpha channel : img2tim -usealpha -org 320 0 -o cube.tim cube.png
poly[0]->tpage = getTPage( timImages[0].mode&0x3, stpRate,
timImages[0].prect->x,
timImages[0].prect->y
);
// If 8/4bpp, load CLUT to vram
if ( (timImages[0].mode & 0x3) < 2 ) {
setClut( poly[0],
timImages[0].crect->x,
timImages[0].crect->y
);
}
// Set UV coordinates
setUV3(poly[0], modelCube.u[i].vx, modelCube.u[i].vy,
modelCube.u[i+2].vx, modelCube.u[i+2].vy,
modelCube.u[i+1].vx, modelCube.u[i+1].vy
);
// Rotate, translate, and project the vectors and output the results into a primitive
// curTriangle, +1, +2 point to the vertices index of the triangle we're drawing.
OTz = RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[0] ] ] , ( long * ) &poly[1]->x0, &p, &Flag);
OTz += RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[0] + 2] ], ( long*) &poly[1]->x1, &p, &Flag);
OTz += RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[0] + 1] ], ( long * ) &poly[1]->x2, &p, &Flag);
// Here we're only messing with the matrices so that the foreground cube can be moved independantly from the backgound one.
// In real code, you don't want to do the same calculation twice !
transVector.vx = offsetCube;
TransMatrix(&Work, &transVector);
SetRotMatrix(&Work);
SetTransMatrix(&Work);
OTz = RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[0] ] ] , ( long * ) &poly[0]->x0, &p, &Flag);
OTz += RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[0] + 2] ], ( long*) &poly[0]->x1, &p, &Flag);
OTz += RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[0] + 1] ], ( long * ) &poly[0]->x2, &p, &Flag);
// The right way to do it is re-using the results from the first RotTransPer() batch
// i.e commenting lines 273 to 280 and uncommenting lines 284 to 289
//~ poly[0]->x0 = poly[1]->x0;
//~ poly[0]->y0 = poly[1]->y0;
//~ poly[0]->x1 = poly[1]->x1;
//~ poly[0]->y1 = poly[1]->y1;
//~ poly[0]->x2 = poly[1]->x2;
//~ poly[0]->y2 = poly[1]->y2;
// Average OTz value for 3 vertices
// OTz is 1/4 of screen to vertex length
OTz /= 3;
// Work color vectors
// This is the hue of the transparent cube
CVECTOR prismCol = {0xff,0xff,0x0,0x0};
// This will store the result of the depth cueing.
CVECTOR outCol, outCol1, outCol2 = { 0,0,0,0 };
// Find local color from three normal vectors and perform depth cueing.
gte_NormalColorDpq3( &modelCube.n[i+0],
&modelCube.n[i+2],
&modelCube.n[i+3],
&prismCol, p, &outCol, &outCol1, &outCol2);
// Set vertex colors on transparent/background cube
setRGB0(poly[1], outCol.r, outCol.g , outCol.b);
setRGB1(poly[1], outCol1.r, outCol1.g, outCol1.b);
setRGB2(poly[1], outCol2.r, outCol2.g, outCol2.b);
// Non-transparent/foreground cube color
// Find local color from three normal vectors and perform depth cueing.
gte_NormalColorDpq( &modelCube.n[i+0], &modelCube.c[i+0], p, &outCol);
gte_NormalColorDpq( &modelCube.n[i+2], &modelCube.c[i+2], p, &outCol2);
gte_NormalColorDpq( &modelCube.n[i+1], &modelCube.c[i+1], p, &outCol1);
// Set vertex colors
setRGB0(poly[0], outCol.r, outCol.g , outCol.b);
setRGB1(poly[0], outCol1.r, outCol1.g, outCol1.b);
setRGB2(poly[0], outCol2.r, outCol2.g, outCol2.b);
// If OTz is in range (not too close)
if ((OTz > 0) && (OTz < OTLEN))
// Add to ordering table, at index OTz-2
AddPrim(&ot[ db ][ OTz-2 ], poly[0]);
AddPrim(&ot[ db ][ OTz-2 ], poly[1]);
// Increment next primitive address
nextpri += sizeof(POLY_GT3)*2;
// Increment to next triangle
curTriangle[0] += 3;
curTriangle[1] += 3;
}
// Get pad input
pad = PadRead(0);
// If select button is used
if ( pad & PADselect && !(oldPad & PADselect) ){
// Flip STP flag
stpFlag = !stpFlag;
// Set flag to avoir misfire
oldPad = pad;
}
// Reset flag when button released
if ( !(pad & PADselect) && oldPad & PADselect) {
oldPad = pad;
}
// If start button is used
if ( pad & PADstart && !( oldPad & PADstart ) ){
// Switch STP rates
stpRate > 2 ? stpRate = 0 : stpRate++;
// Set flag to avoir misfire
oldPad = pad;
}
// Reset flag when button released
if (!(pad & PADstart) && oldPad & PADstart) {
oldPad = pad;
}
if ( pad & PADRdown && !( oldPad & PADRdown ) ){
// Switch STP rates
offsetCube = 0;
// Set flag to avoir misfire
oldPad = pad;
}
// Reset flag when button released
if (!(pad & PADRdown) && oldPad & PADRdown) {
oldPad = pad;
}
if ( pad & PADLright && !( oldPad & PADLright ) ){
offsetCube += 6;
}
if ( pad & PADLleft && !( oldPad & PADLleft ) ){
offsetCube -= 6;
}
FntPrint("Hello fx !\n");
FntPrint("Select: STP on/off\nStart: Cycle STP rates\nLeft/Right: Move FG cube.\nX: Reset cube pos\n");
FntPrint("STP : %d\n", stpFlag);
FntPrint("STP rate : %d\n", stpRate);
FntFlush(-1);
display();
}
return 0;
}