236 lines
8.1 KiB
C
236 lines
8.1 KiB
C
// 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 <sys/types.h>
|
|
#include <stdio.h>
|
|
#include <libgte.h>
|
|
#include <libetc.h>
|
|
#include <libgpu.h>
|
|
|
|
#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;
|
|
|
|
// Texture window
|
|
|
|
DR_MODE * dr_mode; // Pointer to dr_mode prim
|
|
|
|
RECT tws = {64, 32, 32, 32}; // Texture window coordinates : x, y, w, h
|
|
// x, y are in increments of 32 - w, h, min abs coord == 25
|
|
|
|
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.vy += 4; // 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_GT4 struct
|
|
|
|
// drawing mode primitive
|
|
|
|
dr_mode = (DR_MODE *)nextpri; // initialize drawing mode primitive
|
|
|
|
setDrawMode(dr_mode,1,0, getTPage(bousai.mode&0x3, 0, bousai.prect->x, bousai.prect->y), &tws); //set tewture window
|
|
|
|
addPrim(ot[db], dr_mode);
|
|
|
|
nextpri += sizeof(DR_MODE); // increment nextpri address with size of a DR_MODE struct
|
|
|
|
|
|
|
|
FntPrint("Hello textured shaded !");
|
|
|
|
FntFlush(-1);
|
|
|
|
display();
|
|
}
|
|
return 0;
|
|
}
|