223 lines
10 KiB
C
223 lines
10 KiB
C
// Demo the different settings and rates for pixel and primitive semi-transparency on a cube
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// Controls :
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// SELECT : Switch semi-transparency on/off on primitives
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// START : Cycle semi-transparency rates on/off on primitives
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// Schnappy 07-2021
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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#include <libetc.h>
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#include <libapi.h>
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//~ #include <stdio.h>
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// Sample vector model
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#include "cubetex.c"
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#define VMODE 0
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// Number of primitives to draw
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#define NUM_PRIM 3
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#define SCREENXRES 320
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#define SCREENYRES 240
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#define CENTERX SCREENXRES/2
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#define CENTERY SCREENYRES/2
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#define MARGINX 16 // margins for text display
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#define MARGINY 16
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#define OTLEN 2048 // Maximum number of OT entries
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#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
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// Display and draw environments, double buffered
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DISPENV disp[2];
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DRAWENV draw[2];
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u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives)
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char primbuff[2][PRIMBUFFLEN]; // Primitive list // That's our prim buffer
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char * nextpri = primbuff[0]; // Primitive counter
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short db = 0; // Current buffer counter
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// Store TIM files in an array so we can iterate over them - see 'cubetex.c' for TIM_FILE struct and declaration
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TIM_FILE * timFiles[3];
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TIM_IMAGE timImages[3];
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// Prototypes
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void init(void);
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void display(void);
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void LoadTexture(TIM_FILE * tim, TIM_IMAGE * tparam);
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void init(){
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// Reset the GPU before doing anything and the controller
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PadInit(0);
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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(CENTERX, CENTERY); // x, y offset
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SetGeomScreen(CENTERX); // Distance between eye and screen
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// Set the display and draw environments
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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);
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setRGB0(&draw[0], 0, 0, 255);
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setRGB0(&draw[1], 0, 0, 255);
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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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// Init font system
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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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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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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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int main() {
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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_stpOn8bpp_tim_start;
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// Pad values
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int pad, oldPad;
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// Set semi-transparency on (1) and off (0)
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int stpFlag = 0;
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// Set primitive semi-transparency rate - See LibOver47.pdf, p.107
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int stpRate = 0;
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// If set, rotate cube
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int rotateCube = 1;
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// Array of pointers to a POLY_G4 we iterate over
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POLY_GT3 * poly[NUM_PRIM];
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// Rotation vector
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SVECTOR rotVector={ 496, 0, 0, 0 };
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// Translation vector
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VECTOR transVector= { -SCREENXRES/NUM_PRIM, -SCREENYRES/NUM_PRIM, SCREENXRES, 0};
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// Init Disp/Drawenv, Font, etc.
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init();
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// Load textures to VRAM
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for (char tim = 0; tim < NUM_PRIM; tim++){
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LoadTexture(timFiles[tim], &timImages[tim]);
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}
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// Main loop
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while (1) {
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// Work matrix
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MATRIX Work= {0} ;
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// Triangle counters array - one for each cube
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long curTriangle[3] = {0,0,0};
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// Clear the current OT
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ClearOTagR(ot[db], OTLEN);
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// Rotate cube
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if(rotateCube) rotVector.vy += 10;
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// Apply Transl, Rot, then matrix
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RotMatrix(&rotVector, &Work);
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TransMatrix(&Work, &transVector);
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SetRotMatrix(&Work);
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SetTransMatrix(&Work);
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// Draw NUM_PRIM primitives
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for (int prim = 0; prim < NUM_PRIM; prim++){
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// Draw prims with an offset based on iteration number
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// A bit messy but the cubes are drawn where we want them :)
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transVector.vx = ( SCREENXRES/NUM_PRIM + ( prim * (SCREENXRES/NUM_PRIM + 48) )) - SCREENXRES + 56 ;
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transVector.vy = SCREENYRES/NUM_PRIM - SCREENYRES + 86;
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// Add vertical offset to second cube
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if ( prim == 1) {
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transVector.vy = SCREENYRES/NUM_PRIM + 48;
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}
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// Apply transl matrix
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TransMatrix(&Work, &transVector);
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SetTransMatrix(&Work);
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// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
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for (int i = 0; i < (modelCube.len * 3); i += 3) {
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// t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
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long p, OTz, Flag;
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// cast nextpri as POLY_GT3
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poly[prim] = (POLY_GT3 *)nextpri;
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// Initialize the primitive and set its color values
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SetPolyGT3(poly[prim]);
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// Get TPAGE
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poly[prim]->tpage = getTPage( timImages[prim].mode&0x3, stpRate,
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timImages[prim].prect->x,
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timImages[prim].prect->y
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);
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// Set RGB colors for each vertex
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setRGB0(poly[prim] , modelCube.c[i].r , modelCube.c[i].g , modelCube.c[i].b);
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setRGB1(poly[prim], modelCube.c[i+2].r, modelCube.c[i+2].g, modelCube.c[i+2].b);
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setRGB2(poly[prim], modelCube.c[i+1].r, modelCube.c[i+1].g, modelCube.c[i+1].b);
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// If 8/4bpp, load CLUT to vram
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if ( (timImages[prim].mode & 0x3) < 2 ) {
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setClut( poly[prim],
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timImages[prim].crect->x,
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timImages[prim].crect->y
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);
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}
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// Set stpFlag
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SetSemiTrans(poly[prim], stpFlag);
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// Set UV coordinates
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setUV3(poly[prim], modelCube.u[i].vx, modelCube.u[i].vy,
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modelCube.u[i+2].vx, modelCube.u[i+2].vy,
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modelCube.u[i+1].vx, modelCube.u[i+1].vy);
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// Rotate, translate, and project the vectors and output the results into a primitive
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// curTriangle, +1, +2 point to the vertices index of the triangle we're drawing.
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OTz = RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[prim] ] ] , ( long * ) &poly[prim]->x0, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[prim] + 2] ], ( long*) &poly[prim]->x1, &p, &Flag);
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OTz += RotTransPers(&modelCube_mesh[ modelCube_index[ curTriangle[prim] + 1] ], ( long * ) &poly[prim]->x2, &p, &Flag);
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// Average OTz value for 3 vertices
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// OTz is 1/4 of screen to vertex length
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OTz /= 3;
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// If OTz is in range (not to close)
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if ((OTz > 0) && (OTz < OTLEN))
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// Add to ordering table, at index OTz-2
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AddPrim(&ot[ db ][ OTz-2 ], poly[prim]);
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// Increment next primitive address
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nextpri += sizeof(POLY_GT3);
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// Increment to next triangle
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curTriangle[prim] += 3;
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}
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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 && !(oldPad & PADselect) ){
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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) && oldPad & PADselect) {
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oldPad = pad;
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}
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// If start button is used
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if ( pad & PADstart && !( oldPad & PADstart ) ){
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// Switch STP rates
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stpRate > 2 ? stpRate = 0 : stpRate++;
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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 & PADstart) && oldPad & PADstart) {
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oldPad = pad;
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}
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FntPrint("Hello semi-transparency !\nPrim STP (push Select) : %d\nSTP rate (push start): %d\n\n\n\n\n\n\n\n\n\n\n\n", stpFlag, stpRate);
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FntPrint(" stp on black stp on col index\n\n\n\n\n\n\n\n\n\n\n\n");
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FntPrint(" stp on non-black");
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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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