258 lines
10 KiB
C
258 lines
10 KiB
C
// Demo the different settings for pixel and primitive semi-transparency
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//
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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//
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// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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//
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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#include <libetc.h>
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#include <libgpu.h>
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#include <libapi.h>
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#define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
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#define SCREENXRES 320 // Screen width
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#define SCREENYRES 240 // Screen height
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#define CENTERX SCREENXRES/2 // Center of screen on x
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#define CENTERY SCREENYRES/2 // Center of screen on y
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#define MARGINX 16 // margins for text display
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#define MARGINY 16
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#define FONTSIZE 8 * 8 // Text Field Height
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#define OTLEN 8 // Ordering Table Length
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DISPENV disp[2]; // Double buffered DISPENV and DRAWENV
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DRAWENV draw[2];
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u_long ot[2][OTLEN]; // double ordering table of length 8 * 32 = 256 bits / 32 bytes
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char primbuff[2][32768]; // double primitive buffer of length 32768 * 8 = 262.144 bits / 32,768 Kbytes
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char *nextpri = primbuff[0]; // pointer to the next primitive in primbuff. Initially, points to the first bit of primbuff[0]
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short db = 0; // index of which buffer is used, values 0, 1
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// RGB pixels are 16bpp, 5b Red, 5b Green, 5b Blue, 1b STP (semi-transparency)
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// See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.183
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typedef struct RGB_PIX {
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u_int R:5, G:5, B:5, STP:1;
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} RGB_PIX;
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// TIM's pixel data
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// See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.182
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typedef struct PIXEL {
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u_long bnum;
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u_short DX, DY;
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u_short W, H;
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RGB_PIX data[];
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} PIXEL;
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// TIM's CLUT section - exists only in 4/8bpp TIMs
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// See See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.181
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typedef struct CLUT {
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u_long bnum;
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u_short DX, DY;
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u_short W, H;
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u_short clut[];
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} CLUT;
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// 4/8bpp TIM files have CLUT
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typedef struct TIM_FILE_CLUT{
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u_long ID;
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u_long flag;
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u_long clut;
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PIXEL pixel[];
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} TIM_FILE_CLUT;
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// 16/24bpp TIM files have not CLUT member
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// See See http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf, p.179
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typedef struct TIM_FILE{
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u_long ID;
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u_long flag;
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PIXEL pixel[];
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} TIM_FILE;
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// If we were using C++, we could use templates
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//~ struct EmbeddedClut { u_long clut; };
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//~ struct NoEmbeddedClut { };
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//~ template<has_clut>
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//~ struct TIM_FILE {
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//~ u_long ID;
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//~ u_long flag;
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//~ std::conditional<has_clut, EmbeddedClut, NoEmbeddedClut> clut;
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//~ PIXEL pixel[];
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//~ };
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// 16bpp TIM
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// STP set on black pixels ( STP, B, R, G == 1, 0, 0 ,0)
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extern TIM_FILE _binary_TIM_stpOnBlack_tim_start;
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// STP set on non black pixels ( STP, B, R, G == 1, !0, !0 ,!0)
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extern TIM_FILE _binary_TIM_stpOnNonBlack_tim_start;
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// STP set on image's alpha channnel ( STP, B, R, G == 1, a, a ,a)
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extern TIM_FILE _binary_TIM_stpOnAlphaI_tim_start;
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// STP set on 8bpp TIM's CLUT index 0 ( STP, B, R, G == 1, i, i, i)
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extern TIM_FILE _binary_TIM_stpOnColIndex_tim_start;
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// Store in an array so we can iterate over it
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TIM_FILE * timFiles[4];
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TIM_IMAGE timImages[4];
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// Number of primitives to draw
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#define NUM_PRIM 4
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// Primitive stp flag : 0 == off, 1 == on
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char stpFlag = 0;
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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
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OpenTIM( ( u_long * ) tim); // Open the tim binary data, feed it the address of the data in memory
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ReadTIM(tparam); // This read the header of the TIM data and sets the corresponding members of the TIM_IMAGE structure
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LoadImage(tparam->prect, tparam->paddr); // Transfer the data from memory to VRAM at position prect.x, prect.y
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DrawSync(0); // Wait for the drawing to end
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if (tparam->mode & 0x8){ // check 4th bit // If 4th bit == 1, TIM has a CLUT
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LoadImage(tparam->crect, tparam->caddr); // Load it to VRAM at position crect.x, crect.y
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DrawSync(0); // Wait for drawing to end
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}
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}
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void init(void)
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{
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ResetGraph(0);
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// Initialize and setup the GTE
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InitGeom();
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SetGeomOffset( 0 , 0 );
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SetGeomScreen( CENTERX );
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SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES);
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SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
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if (VMODE)
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{
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SetVideoMode(MODE_PAL);
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disp[0].screen.y += 8;
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disp[1].screen.y += 8;
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}
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SetDispMask(1); // Display on screen
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setRGB0(&draw[0], 255, 0, 128);
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setRGB0(&draw[1], 255, 0, 128);
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draw[0].isbg = 1;
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draw[1].isbg = 1;
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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FntLoad(960, 0);
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FntOpen(MARGINX, MARGINY, SCREENXRES - MARGINX * 2, SCREENXRES - MARGINY * 2, 0, 512 );
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}
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void display(void)
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{
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DrawSync(0);
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VSync(0);
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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DrawOTag(&ot[db][OTLEN - 1]);
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db = !db;
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nextpri = primbuff[db];
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}
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int main(void)
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{
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// Populate array with pointers to TIM data
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timFiles[0] = &_binary_TIM_stpOnBlack_tim_start;
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timFiles[1] = &_binary_TIM_stpOnNonBlack_tim_start;
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timFiles[2] = &_binary_TIM_stpOnAlphaI_tim_start;
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timFiles[3] = &_binary_TIM_stpOnColIndex_tim_start;
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// Init Disp/Draw, double buffer, font
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init();
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// Init proto pad
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PadInit(0);
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int pad, oldPad;
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POLY_FT4 * poly[4] = {0}; // pointer to a POLY_G4
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SVECTOR VertPos[4] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg
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{-32, -32, 1 }, // Vert 1
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{-32, 32, 1 }, // Vert 2
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{ 32, -32, 1 }, // Vert 3
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{ 32, 32, 1 } // Vert 4
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};
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VECTOR TransVector = { SCREENXRES/3, SCREENYRES/4, 128, 0}; // Initialize translation vector {x, y, z, pad}
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SVECTOR RotVector = {0}; // Initialize rotation vector {x, y, z}
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// Load textures to VRAM
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for (char tim = 0; tim < 4; tim++){
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LoadTexture(timFiles[tim], &timImages[tim]);
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}
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while (1)
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{
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// Clear OT
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ClearOTagR(ot[db], OTLEN);
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// Use a temporary work matrix
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MATRIX Work;
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// Set Trans/Rot vectors to work matrix
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RotMatrix(&RotVector, &Work); // Apply rotation matrix
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TransMatrix(&Work, &TransVector); // Apply translation matrix
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SetRotMatrix(&Work); // Set default rotation matrix
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SetTransMatrix(&Work); // Set default transformation matrix
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// Draw NUM_PRIM primitives
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for (int i = 0; i < NUM_PRIM; i++){
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long p, flag;
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// Draw prims with an offset base on iteration number
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TransVector.vx = SCREENXRES/NUM_PRIM + (i * (SCREENXRES/NUM_PRIM + 32) ) ;
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TransVector.vy = SCREENYRES/NUM_PRIM;
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if ( i >= 2) {
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TransVector.vx = SCREENXRES/NUM_PRIM + ((i - 2) * (SCREENXRES/NUM_PRIM + 32) ) ;
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TransVector.vy = SCREENYRES/2 + 24;
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}
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TransMatrix(&Work, &TransVector);
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SetTransMatrix(&Work);
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// Set poly
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poly[i] = (POLY_FT4 *)nextpri; // Set poly to point to the address of the next primitiv in the buffer
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setPolyFT4(poly[i]); // Initialize poly as a POLY_F4
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// Get texture page
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poly[i]->tpage = getTPage( timImages[i].mode & 0x3,
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0,
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// Get Tpage coordinates from the TIM_IMAGE mode and prect members.
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timImages[i].prect->x,
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timImages[i].prect->y);
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// If 8/4bpp, get CLUT
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if ( (timImages[i].mode & 0x3) < 2 ) {
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setClut(poly[i],
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timImages[i].crect->x,
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timImages[i].crect->y
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);
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}
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setRGB0(poly[i], 128, 128, 128); // Set poly color (neutra here)
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SetSemiTrans(poly[i], stpFlag);
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RotTransPers4(
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&VertPos[0], &VertPos[1], &VertPos[2], &VertPos[3],
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(long*)&poly[i]->x0, (long*)&poly[i]->x1, (long*)&poly[i]->x2, (long*)&poly[i]->x3,
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&p,
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&flag
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); // Perform coordinate and perspective transformation for 4 vertices
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setUV4(poly[i], 0, 0, 0, 144, 144, 0, 144, 144); // Set UV coordinates in order Top Left, Bottom Left, Top Right, Bottom Right
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// Add poly to the Ordering table
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addPrim(ot[db], poly[i]);
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// Increment nextpri address with size of a POLY_F4 struct
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nextpri += sizeof(POLY_FT4);
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}
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// Get pad input
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pad = PadRead(0);
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// If select button is used
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if ( pad & PADselect && !( pad & oldPad ) ){
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// Flip STP flag
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stpFlag = !stpFlag;
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// Set flag to avoir misfire
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oldPad = pad;
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}
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// Reset flag when button released
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if (!(pad & PADselect)) {
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oldPad = 0;
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}
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FntPrint("Hello semi-transparency !\nPrim STP (push Select) : %d\n\n\n\n\n\n\n\n\n\n\n\n", stpFlag);
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FntPrint(" stp on black stp on non-black\n\n\n\n\n\n\n\n\n\n\n\n");
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FntPrint(" stp on non-black stp on col index");
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FntFlush(-1);
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display();
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}
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return 0;
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}
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