// Hello poly ! Inline / DMPSX version // // Ref : /psyq/DOCS/Devrefs/Inlinref.pdf, p.18 // https://psx-spx.consoledev.net/geometrytransformationenginegte/ // PSX / Z+ // screen / //coordinate +-----X+ //system / | // eye | Y+ // // Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp // https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002 #include #include #include #include #include // OldWorld PsyQ has a inline_c.h file for inline GTE functions. We have to use the one at https://github.com/grumpycoders/pcsx-redux/blob/07f9b02d1dbb68f57a9f5b9773041813c55a4913/src/mips/psyq/include/inline_n.h // because the real GTE commands are needed in nugget : https://psx-spx.consoledev.net/geometrytransformationenginegte/#gte-coordinate-calculation-commands #include //~ #include // gtemac contains macro versions of the libgte functions, worth checking out to see the operations order. #define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL #define SCREENXRES 320 // Screen width #define SCREENYRES 240 + (VMODE << 4) // Screen height : If VMODE is 0 = 240, if VMODE is 1 = 256 #define CENTERX ( SCREENXRES >> 1 ) // Center of screen on x #define CENTERY ( SCREENYRES >> 1 ) // Center of screen on y #define MARGINX 0 // margins for text display #define MARGINY 32 #define FONTSIZE 8 * 7 // Text Field Height #define OTLEN 10 // Ordering Table Length DISPENV disp[2]; // Double buffered DISPENV and DRAWENV DRAWENV draw[2]; u_long ot[2][OTLEN]; // double ordering table of length 8 * 32 = 256 bits / 32 bytes char primbuff[2][32768] = {1}; // double primitive buffer of length 32768 * 8 = 262.144 bits / 32,768 Kbytes char *nextpri = primbuff[0]; // pointer to the next primitive in primbuff. Initially, points to the first bit of primbuff[0] short db = 0; // index of which buffer is used, values 0, 1 short subdiv = 1; void init(void) { ResetGraph(0); // Initialize and setup the GTE InitGeom(); //~ SetGeomOffset(CENTERX,CENTERY); gte_SetGeomOffset(CENTERX,CENTERY); gte_SetGeomScreen(CENTERX); // Set display environment SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES); SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES); // Set draw environment SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES); SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES); // If PAL, use 320x256, hence 256 - 240 = 16 / 2 = 8 px vertical offset if (VMODE) { SetVideoMode(MODE_PAL); disp[0].screen.y += 8; disp[1].screen.y += 8; } SetDispMask(1); // Set background color setRGB0(&draw[0], 50, 50, 50); setRGB0(&draw[1], 50, 50, 50); draw[0].isbg = 1; draw[1].isbg = 1; PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); FntLoad(960, 0); FntOpen(MARGINX, SCREENYRES - MARGINY - FONTSIZE, SCREENXRES - MARGINX * 2, FONTSIZE, 0, 280 ); } void display(void) { // Wait for drawing DrawSync(0); // Wait for vsync VSync(0); // Flip DISP and DRAW env PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); DrawOTag(ot[db] + OTLEN - 1); // Flip db index db = !db; // Get next primitive in buffer nextpri = primbuff[db]; } int main(void) { long p, flag, OTz; SVECTOR rotVector = {0}; SVECTOR rotVector4 = {0}; // Initialize rotation vector {x, y, z} VECTOR transVector = {0, 0, CENTERX, 0}; // Initialize translation vector {x, y, z} SVECTOR vertPos[4] = { // 0 ______ 1 { -64, -32, 0, 0 }, // Vert 1 | | { 32, -32, 0, 0 }, // Vert 2 | _______| { -32, 48, 0, 0 }, // 2 3 { 22, 50, 0, 0 } }; // Vert 3 MATRIX workMatrix = {0}; POLY_F4 * poly = {0}; // pointer to a POLY_F4 POLY_F4 * poly4 = {0}; // pointer to a POLY_F4 POLY_F4 * polySub[4] = {0}; // pointer to a POLY_F4 init(); while (1) { // Set Ordering table ClearOTagR(ot[db], OTLEN); rotVector.vz += 4; // Find rotation matrix from vector, store in RotMatrix_gte(&rotVector, &workMatrix); // Ditto for translation TransMatrix(&workMatrix, &transVector); // Set the matrices we just found gte_SetRotMatrix(&workMatrix); gte_SetTransMatrix(&workMatrix); poly4 = (POLY_F4 *)nextpri; nextpri += sizeof(POLY_F4); // increment nextpri address with size of a POLY_F3 struct polySub[0] = (POLY_F4 *)nextpri; nextpri += sizeof(POLY_F4); polySub[1] = (POLY_F4 *)nextpri; nextpri += sizeof(POLY_F4); polySub[2] = (POLY_F4 *)nextpri; nextpri += sizeof(POLY_F4); polySub[3] = (POLY_F4 *)nextpri; polySub[0]->x0 = poly4->x0; polySub[0]->y0 = poly4->y0; polySub[0]->x1 = (poly4->x0 + poly4->x1) >> 1; polySub[0]->y1 = (poly4->y0 + poly4->y1) >> 1; polySub[0]->x2 = (poly4->x0 + poly4->x2) >> 1; polySub[0]->y2 = (poly4->y0 + poly4->y2) >> 1; polySub[0]->x3 = (poly4->x0 + poly4->x3) >> 1; polySub[0]->y3 = (poly4->y0 + poly4->y3) >> 1; polySub[1]->x0 = polySub[0]->x1; polySub[1]->y0 = polySub[0]->y1; polySub[1]->x1 = poly4->x1; polySub[1]->y1 = poly4->y1; polySub[1]->x2 = polySub[0]->x3; polySub[1]->y2 = polySub[0]->y3; polySub[1]->x3 = (poly4->x1 + poly4->x3) >> 1; polySub[1]->y3 = (poly4->y1 + poly4->y3) >> 1; polySub[2]->x0 = polySub[0]->x2; polySub[2]->y0 = polySub[0]->y2; polySub[2]->x1 = polySub[0]->x3; polySub[2]->y1 = polySub[0]->y3; polySub[2]->x2 = poly4->x2; polySub[2]->y2 = poly4->y2; polySub[2]->x3 = (poly4->x2 + poly4->x3) >> 1; polySub[2]->y3 = (poly4->y2 + poly4->y3) >> 1; polySub[3]->x0 = polySub[0]->x3; polySub[3]->y0 = polySub[0]->y3; polySub[3]->x1 = polySub[1]->x3; polySub[3]->y1 = polySub[1]->y3; polySub[3]->x2 = polySub[2]->x3; polySub[3]->y2 = polySub[2]->y3; polySub[3]->x3 = poly4->x3; polySub[3]->y3 = poly4->y3; // Draw a Quad // Transform 3 first vertices gte_ldv3(&vertPos[0], &vertPos[1], &vertPos[2]); gte_rtpt(); gte_stsxy3_f4(poly4); // Transform remaining vertex gte_ldv0(&vertPos[3]); gte_rtps(); // SXY3 is set with gte_stsxy() or gte_stsxy2() ¯\_(ツ)_/¯ gte_stsxy(&poly4->x3); // Get p, flag and OTz gte_stdp(&p); gte_stflg(&flag); gte_stszotz(&OTz); if ( subdiv == 0){ setPolyF4(poly4); setRGB0(poly4, 0, 255, 255); addPrim(ot[db], poly4); } else { setPolyF4(polySub[0]); setRGB0(polySub[0], 255, 0, 255); addPrim(ot[db], polySub[0]); setPolyF4(polySub[1]); setRGB0(polySub[1], 128, 0, 255); addPrim(ot[db], polySub[1]); setPolyF4(polySub[2]); setRGB0(polySub[2], 0, 128, 255); addPrim(ot[db], polySub[2]); setPolyF4(polySub[3]); setRGB0(polySub[3], 100, 255, 0); addPrim(ot[db], polySub[3]); } // Display text FntPrint("Hello poly subdiv !\n"); FntFlush(-1); display(); } return 0; }