// Demo the different settings for pixel and primitive semi-transparency // // Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html // // From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C : // /* PSX screen coordinate system * * Z+ * / * / * +------X+ * /| * / | * / Y+ * eye */ #include #include #include #include #include #include #define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL #define SCREENXRES 320 // Screen width #define SCREENYRES 240 // Screen height #define CENTERX SCREENXRES/2 // Center of screen on x #define CENTERY SCREENYRES/2 // Center of screen on y #define MARGINX 16 // margins for text display #define MARGINY 16 #define FONTSIZE 8 * 8 // Text Field Height #define OTLEN 8 // 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]; // 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 // RGB pixels are 16bpp, 5b Red, 5b Green, 5b Blue, 1b STP (semi-transparency) // See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.183 typedef struct RGB_PIX { u_int R:5, G:5, B:5, STP:1; } RGB_PIX; // TIM's pixel data // See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.182 typedef struct PIXEL { u_long bnum; u_short DX, DY; u_short W, H; RGB_PIX data[]; } PIXEL; // TIM's CLUT section - exists only in 4/8bpp TIMs // See See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.181 typedef struct CLUT { u_long bnum; u_short DX, DY; u_short W, H; u_short clut[]; } CLUT; // 4/8bpp TIM files have CLUT typedef struct TIM_FILE_CLUT{ u_long ID; u_long flag; u_long clut; PIXEL pixel[]; } TIM_FILE_CLUT; // 16/24bpp TIM files have not CLUT member // See See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.179 typedef struct TIM_FILE{ u_long ID; u_long flag; PIXEL pixel[]; } TIM_FILE; // If we were using C++, we could use templates //~ struct EmbeddedClut { u_long clut; }; //~ struct NoEmbeddedClut { }; //~ template //~ struct TIM_FILE { //~ u_long ID; //~ u_long flag; //~ std::conditional clut; //~ PIXEL pixel[]; //~ }; // 16bpp TIM // STP set on black pixels ( STP, B, R, G == 1, 0, 0 ,0) extern TIM_FILE _binary_TIM_stpOnBlack_tim_start; // STP set on non black pixels ( STP, B, R, G == 1, !0, !0 ,!0) extern TIM_FILE _binary_TIM_stpOnNonBlack_tim_start; // STP set on image's alpha channnel ( STP, B, R, G == 1, a, a ,a) extern TIM_FILE _binary_TIM_stpOnAlphaI_tim_start; // STP set on 8bpp TIM's CLUT index 0 ( STP, B, R, G == 1, i, i, i) extern TIM_FILE _binary_TIM_stpOnColIndex_tim_start; // Store in an array so we can iterate over it TIM_FILE * timFiles[4]; TIM_IMAGE timImages[4]; // Number of primitives to draw #define NUM_PRIM 4 // Primitive stp flag : 0 == off, 1 == on char stpFlag = 0; 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 } } void init(void) { ResetGraph(0); // Initialize and setup the GTE InitGeom(); SetGeomOffset( 0 , 0 ); SetGeomScreen( CENTERX ); 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); // Display on screen setRGB0(&draw[0], 255, 0, 128); setRGB0(&draw[1], 255, 0, 128); draw[0].isbg = 1; draw[1].isbg = 1; PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); 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]; } int main(void) { // Populate array with pointers to TIM data timFiles[0] = &_binary_TIM_stpOnBlack_tim_start; timFiles[1] = &_binary_TIM_stpOnNonBlack_tim_start; timFiles[2] = &_binary_TIM_stpOnAlphaI_tim_start; timFiles[3] = &_binary_TIM_stpOnColIndex_tim_start; // Init Disp/Draw, double buffer, font init(); // Init proto pad PadInit(0); int pad, oldPad; POLY_FT4 * poly[4] = {0}; // pointer to a POLY_G4 SVECTOR VertPos[4] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg {-32, -32, 1 }, // Vert 1 {-32, 32, 1 }, // Vert 2 { 32, -32, 1 }, // Vert 3 { 32, 32, 1 } // Vert 4 }; VECTOR TransVector = { SCREENXRES/3, SCREENYRES/4, 128, 0}; // Initialize translation vector {x, y, z, pad} SVECTOR RotVector = {0}; // Initialize rotation vector {x, y, z} // Load textures to VRAM for (char tim = 0; tim < 4; tim++){ LoadTexture(timFiles[tim], &timImages[tim]); } while (1) { // Clear OT ClearOTagR(ot[db], OTLEN); // Use a temporary work matrix MATRIX Work; // Set Trans/Rot vectors to work matrix RotMatrix(&RotVector, &Work); // Apply rotation matrix TransMatrix(&Work, &TransVector); // Apply translation matrix SetRotMatrix(&Work); // Set default rotation matrix SetTransMatrix(&Work); // Set default transformation matrix // Draw NUM_PRIM primitives for (int i = 0; i < NUM_PRIM; i++){ long p, flag; // Draw prims with an offset base on iteration number TransVector.vx = SCREENXRES/NUM_PRIM + (i * (SCREENXRES/NUM_PRIM + 32) ) ; TransVector.vy = SCREENYRES/NUM_PRIM; if ( i >= 2) { TransVector.vx = SCREENXRES/NUM_PRIM + ((i - 2) * (SCREENXRES/NUM_PRIM + 32) ) ; TransVector.vy = SCREENYRES/2 + 24; } TransMatrix(&Work, &TransVector); SetTransMatrix(&Work); // Set poly poly[i] = (POLY_FT4 *)nextpri; // Set poly to point to the address of the next primitiv in the buffer setPolyFT4(poly[i]); // Initialize poly as a POLY_F4 // Get texture page poly[i]->tpage = getTPage( timImages[i].mode & 0x3, 0, // Get Tpage coordinates from the TIM_IMAGE mode and prect members. timImages[i].prect->x, timImages[i].prect->y); // If 8/4bpp, get CLUT if ( (timImages[i].mode & 0x3) < 2 ) { setClut(poly[i], timImages[i].crect->x, timImages[i].crect->y ); } setRGB0(poly[i], 128, 128, 128); // Set poly color (neutra here) SetSemiTrans(poly[i], stpFlag); RotTransPers4( &VertPos[0], &VertPos[1], &VertPos[2], &VertPos[3], (long*)&poly[i]->x0, (long*)&poly[i]->x1, (long*)&poly[i]->x2, (long*)&poly[i]->x3, &p, &flag ); // Perform coordinate and perspective transformation for 4 vertices setUV4(poly[i], 0, 0, 0, 144, 144, 0, 144, 144); // Set UV coordinates in order Top Left, Bottom Left, Top Right, Bottom Right // Add poly to the Ordering table addPrim(ot[db], poly[i]); // Increment nextpri address with size of a POLY_F4 struct nextpri += sizeof(POLY_FT4); } // Get pad input pad = PadRead(0); // If select button is used if ( pad & PADselect && !( pad & oldPad ) ){ // Flip STP flag stpFlag = !stpFlag; // Set flag to avoir misfire oldPad = pad; } // Reset flag when button released if (!(pad & PADselect)) { oldPad = 0; } FntPrint("Hello semi-transparency !\nPrim STP (push Select) : %d\n\n\n\n\n\n\n\n\n\n\n\n", stpFlag); FntPrint(" stp on black stp on non-black\n\n\n\n\n\n\n\n\n\n\n\n"); FntPrint(" stp on non-black stp on col index"); FntFlush(-1); display(); } return 0; }