298 lines
9.9 KiB
C
298 lines
9.9 KiB
C
|
|
/* primdrawG.c, by Schnappy, 12-2020
|
|
|
|
- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
|
|
|
|
based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
|
|
2014 Meido-Tek Productions.
|
|
|
|
Demonstrates:
|
|
- Using a primitive OT to draw triangles without libgs.
|
|
- Using the GTE to rotate, translate, and project 3D primitives.
|
|
|
|
Controls:
|
|
Start - Toggle interactive/non-interactive mode.
|
|
Select - Reset object's position and angles.
|
|
L1/L2 - Move object closer/farther.
|
|
L2/R2 - Rotate object (XY).
|
|
Up/Down/Left/Right - Rotate object (XZ/YZ).
|
|
Triangle/Cross/Square/Circle - Move object up/down/left/right.
|
|
|
|
*/
|
|
/* PSX screen coordinate system
|
|
*
|
|
* Z+
|
|
* /
|
|
* /
|
|
* +------X+
|
|
* /|
|
|
* / |
|
|
* / Y+
|
|
* eye */
|
|
|
|
#include <sys/types.h>
|
|
#include <libgte.h>
|
|
#include <libgpu.h>
|
|
#include <libetc.h>
|
|
#include <stdio.h>
|
|
|
|
// Sample vector model
|
|
#include "cubetex.c"
|
|
|
|
#define VMODE 0
|
|
|
|
#define SCREENXRES 320
|
|
#define SCREENYRES 240
|
|
|
|
#define CENTERX SCREENXRES/2
|
|
#define CENTERY SCREENYRES/2
|
|
|
|
#define OTLEN 2048 // Maximum number of OT entries
|
|
#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
|
|
|
|
// Display and draw environments, double buffered
|
|
DISPENV disp[2];
|
|
DRAWENV draw[2];
|
|
|
|
u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives)
|
|
char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
|
|
|
|
//~ int primcnt=0; // Primitive counter
|
|
|
|
char * nextpri = primbuff[0]; // Primitive counter
|
|
|
|
short db = 0; // Current buffer counter
|
|
|
|
// Prototypes
|
|
void init(void);
|
|
void display(void);
|
|
void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
|
|
|
|
void init(){
|
|
// Reset the GPU before doing anything and the controller
|
|
PadInit(0);
|
|
ResetGraph(0);
|
|
|
|
// Initialize and setup the GTE
|
|
InitGeom();
|
|
SetGeomOffset(CENTERX, CENTERY); // x, y offset
|
|
SetGeomScreen(CENTERX); // Distance between eye and screen
|
|
|
|
// Set the display and draw environments
|
|
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], 0, 0, 255);
|
|
setRGB0(&draw[1], 0, 0, 255);
|
|
|
|
draw[0].isbg = 1;
|
|
draw[1].isbg = 1;
|
|
|
|
PutDispEnv(&disp[db]);
|
|
PutDrawEnv(&draw[db]);
|
|
|
|
// Init font system
|
|
FntLoad(960, 0);
|
|
FntOpen(16, 16, 196, 64, 0, 256);
|
|
|
|
}
|
|
|
|
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];
|
|
|
|
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
}
|
|
|
|
int main() {
|
|
|
|
int i;
|
|
int PadStatus;
|
|
int TPressed=0;
|
|
int AutoRotate=1;
|
|
|
|
long t, p, OTz, Flag; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
|
|
|
|
POLY_GT3 *poly = {0}; // pointer to a POLY_G4
|
|
|
|
|
|
SVECTOR Rotate={ 0 }; // Rotation coordinates
|
|
VECTOR Trans={ 0, 0, CENTERX, 0 }; // Translation coordinates
|
|
// Scaling coordinates
|
|
VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096
|
|
MATRIX Matrix={0}; // Matrix data for the GTE
|
|
|
|
// Texture window
|
|
|
|
DR_MODE * dr_mode; // Pointer to dr_mode prim
|
|
|
|
RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h
|
|
|
|
init();
|
|
|
|
LoadTexture(_binary____TIM_cubetex_tim_start, &tim_cube);
|
|
|
|
// Main loop
|
|
while (1) {
|
|
|
|
// Read pad status
|
|
PadStatus = PadRead(0);
|
|
|
|
if (AutoRotate == 0) {
|
|
|
|
if (PadStatus & PADL1) Trans.vz -= 4;
|
|
if (PadStatus & PADR1) Trans.vz += 4;
|
|
if (PadStatus & PADL2) Rotate.vz -= 8;
|
|
if (PadStatus & PADR2) Rotate.vz += 8;
|
|
|
|
if (PadStatus & PADLup) Rotate.vx -= 8;
|
|
if (PadStatus & PADLdown) Rotate.vx += 8;
|
|
if (PadStatus & PADLleft) Rotate.vy -= 8;
|
|
if (PadStatus & PADLright) Rotate.vy += 8;
|
|
|
|
if (PadStatus & PADRup) Trans.vy -= 2;
|
|
if (PadStatus & PADRdown) Trans.vy += 2;
|
|
if (PadStatus & PADRleft) Trans.vx -= 2;
|
|
if (PadStatus & PADRright) Trans.vx += 2;
|
|
|
|
if (PadStatus & PADselect) {
|
|
Rotate.vx = Rotate.vy = Rotate.vz = 0;
|
|
Scale.vx = Scale.vy = Scale.vz = ONE;
|
|
Trans.vx = Trans.vy = 0;
|
|
Trans.vz = CENTERX;
|
|
}
|
|
|
|
}
|
|
|
|
if (PadStatus & PADstart) {
|
|
if (TPressed == 0) {
|
|
AutoRotate = (AutoRotate + 1) & 1;
|
|
Rotate.vx = Rotate.vy = Rotate.vz = 0;
|
|
Scale.vx = Scale.vy = Scale.vz = ONE;
|
|
Trans.vx = Trans.vy = 0;
|
|
Trans.vz = CENTERX;
|
|
}
|
|
TPressed = 1;
|
|
} else {
|
|
TPressed = 0;
|
|
}
|
|
|
|
if (AutoRotate) {
|
|
Rotate.vy += 8; // Pan
|
|
Rotate.vx += 8; // Tilt
|
|
//~ Rotate.vz += 8; // Roll
|
|
}
|
|
|
|
|
|
// Clear the current OT
|
|
ClearOTagR(ot[db], OTLEN);
|
|
|
|
// Convert and set the matrixes
|
|
RotMatrix(&Rotate, &Matrix);
|
|
TransMatrix(&Matrix, &Trans);
|
|
ScaleMatrix(&Matrix, &Scale);
|
|
|
|
SetRotMatrix(&Matrix);
|
|
SetTransMatrix(&Matrix);
|
|
|
|
|
|
// Render the sample vector model
|
|
t=0;
|
|
|
|
// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
|
|
for (i = 0; i < (modelCube.len*3); i += 3) {
|
|
|
|
poly = (POLY_GT3 *)nextpri;
|
|
|
|
// Initialize the primitive and set its color values
|
|
|
|
SetPolyGT3(poly);
|
|
|
|
((POLY_GT3 *)poly)->tpage = getTPage(tim_cube.mode&0x3, 0,
|
|
tim_cube.prect->x,
|
|
tim_cube.prect->y
|
|
);
|
|
|
|
setRGB0(poly, modelCube.c[i].r , modelCube.c[i].g , modelCube.c[i].b);
|
|
setRGB1(poly, modelCube.c[i+2].r, modelCube.c[i+2].g, modelCube.c[i+2].b);
|
|
setRGB2(poly, modelCube.c[i+1].r, modelCube.c[i+1].g, modelCube.c[i+1].b);
|
|
|
|
setUV3(poly, modelCube.u[i].vx, modelCube.u[i].vy,
|
|
modelCube.u[i+2].vx, modelCube.u[i+2].vy,
|
|
modelCube.u[i+1].vx, modelCube.u[i+1].vy);
|
|
|
|
// Rotate, translate, and project the vectors and output the results into a primitive
|
|
|
|
OTz = RotTransPers(&modelCube_mesh[modelCube_index[t]] , (long*)&poly->x0, &p, &Flag);
|
|
OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&poly->x1, &p, &Flag);
|
|
OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&poly->x2, &p, &Flag);
|
|
|
|
// Sort the primitive into the OT
|
|
OTz /= 3;
|
|
if ((OTz > 0) && (OTz < OTLEN))
|
|
AddPrim(&ot[db][OTz-2], poly);
|
|
|
|
nextpri += sizeof(POLY_GT3);
|
|
|
|
t+=3;
|
|
|
|
}
|
|
|
|
dr_mode = (DR_MODE *)nextpri;
|
|
|
|
setDrawMode(dr_mode,1,0, getTPage(tim_cube.mode&0x3, 0,
|
|
tim_cube.prect->x,
|
|
tim_cube.prect->y), &tws); //set texture window
|
|
|
|
AddPrim(&ot[db], dr_mode);
|
|
|
|
nextpri += sizeof(DR_MODE);
|
|
|
|
|
|
FntPrint("Hello textured cube!\n");
|
|
|
|
|
|
FntFlush(-1);
|
|
|
|
display();
|
|
|
|
}
|
|
return 0;
|
|
}
|