// With help from Nicolas Noble, Jaby smoll Seamonstah // 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 #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 32 // margins for text display #define MARGINY 32 #define FONTSIZE 8 * 5 // 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] = {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 // 16bpp TIM extern unsigned long _binary____TIM_bousai_tim_start[]; extern unsigned long _binary____TIM_bousai_tim_end[]; extern unsigned long _binary____TIM_bousai_tim_length; TIM_IMAGE bousai; MATRIX identity(int num) // generate num x num matrix { int row, col; MATRIX matrix; for (row = 0; row < num; row++) { for (col = 0; col < num; col++) { if (row == col) matrix.m[row][col] = 4096; else matrix.m[row][col] = 0; } } return matrix; } void LoadTexture(u_long * tim, TIM_IMAGE * tparam){ // This part is from Lameguy64's tutorial series : lameguy64.net/svn/pstutorials/chapter1/3-textures.html login/pw: annoyingmous OpenTIM(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(CENTERX,CENTERY); 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; } setRGB0(&draw[0], 128, 128, 128); setRGB0(&draw[1], 128, 128, 128); 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) { DrawSync(0); VSync(0); PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); SetDispMask(1); DrawOTag(ot[db] + OTLEN - 1); db = !db; nextpri = primbuff[db]; } int main(void) { int i; MATRIX IDMATRIX = identity(3); // Generate 3x3 identity matrix POLY_GT4 *poly = {0}; // pointer to a POLY_G4 SVECTOR RotVector = {0, 0, 0}; // Initialize rotation vector {x, y, z} VECTOR MovVector = {0, 0, 120, 0}; // Initialize translation vector {x, y, z} SVECTOR VertPos[4] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg {-32, -32, 0 }, // Vert 1 {-32, 32, 0 }, // Vert 2 { 32, -32, 0 }, // Vert 3 { 32, 32, 0 } // Vert 4 }; MATRIX PolyMatrix = IDMATRIX; DR_TPAGE * bousai_tpage; long polydepth; long polyflag; init(); LoadTexture(_binary____TIM_bousai_tim_start, &bousai); while (1) { ClearOTagR(ot[db], OTLEN); poly = (POLY_GT4 *)nextpri; // Set poly to point to the address of the next primitiv in the buffer // Set transform matrices for this polygon RotMatrix(&RotVector, &PolyMatrix); // Apply rotation matrix TransMatrix(&PolyMatrix, &MovVector); // Apply translation matrix SetRotMatrix(&PolyMatrix); // Set default rotation matrix SetTransMatrix(&PolyMatrix); // Set default transformation matrix setPolyGT4(poly); // Initialize poly as a POLY_F4 poly->tpage = getTPage(bousai.mode&0x3, 0, bousai.prect->x, bousai.prect->y); setRGB0(poly, 128, 128, 128); // Set vertice 1 color setRGB1(poly, 255, 0, 0); // Set vertice 2 color setRGB2(poly, 0, 255, 0); // Set vertice 3 color setRGB3(poly, 0, 0, 255); // Set vertice 4 color RotTransPers4( &VertPos[0], &VertPos[1], &VertPos[2], &VertPos[3], (long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2, (long*)&poly->x3, &polydepth, &polyflag ); // Perform coordinate and perspective transformation for 4 vertices setUV4(poly, 0, 0, 0, 144, 144, 0, 144, 144); // Set UV coordinates in order Top Left, Bottom Left, Top Right, Bottom Right RotVector.vx += 8; // Apply rotation on Z-axis. On PSX, the Z-axis is pointing away from the screen. addPrim(ot[db], poly); // add poly to the Ordering table nextpri += sizeof(POLY_GT4); // increment nextpri address with size of a POLY_F4 struct FntPrint("Hello textured shaded !"); FntFlush(-1); display(); } return 0; }