nolibgs_hello_worlds/hello_poly_inline.c

215 lines
8.2 KiB
C

// Hello poly ! Inline / DMPSX version
//
// Ref : /psyq/DOCS/Devrefs/Inlinref.pdf, p.18
// https://psx-spx.consoledev.net/geometrytransformationenginegte/
// PSX / Z+
// screen /
//coordinate +-----X+
//system / |
// eye | Y+
//
// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
#include <sys/types.h>
#include <stdio.h>
#include <libetc.h>
#include <libgte.h>
#include <libgpu.h>
// OldWorld PsyQ has a inline_c.h file for inline GTE functions. We have to use the one at https://github.com/grumpycoders/pcsx-redux/blob/07f9b02d1dbb68f57a9f5b9773041813c55a4913/src/mips/psyq/include/inline_n.h
// because the real GTE commands are needed in nugget : https://psx-spx.consoledev.net/geometrytransformationenginegte/#gte-coordinate-calculation-commands
#include <inline_n.h>
//~ #include <gtemac.h> // gtemac contains macro versions of the libgte functions, worth checking out to see the operations order.
#define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
#define SCREENXRES 320 // Screen width
#define SCREENYRES 240 + (VMODE << 4) // Screen height : If VMODE is 0 = 240, if VMODE is 1 = 256
#define CENTERX ( SCREENXRES >> 1 ) // Center of screen on x
#define CENTERY ( SCREENYRES >> 1 ) // Center of screen on y
#define MARGINX 0 // margins for text display
#define MARGINY 32
#define FONTSIZE 8 * 7 // Text Field Height
#define OTLEN 10 // 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
void init(void)
{
ResetGraph(0);
// Initialize and setup the GTE
InitGeom();
//~ SetGeomOffset(CENTERX,CENTERY);
gte_SetGeomOffset(CENTERX,CENTERY);
gte_SetGeomScreen(CENTERX);
// Set display environment
SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES);
SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
// Set draw environment
SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
// If PAL, use 320x256, hence 256 - 240 = 16 / 2 = 8 px vertical offset
if (VMODE)
{
SetVideoMode(MODE_PAL);
disp[0].screen.y += 8;
disp[1].screen.y += 8;
}
SetDispMask(1);
// Set background color
setRGB0(&draw[0], 50, 50, 50);
setRGB0(&draw[1], 50, 50, 50);
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)
{
// Wait for drawing
DrawSync(0);
// Wait for vsync
VSync(0);
// Flip DISP and DRAW env
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
//~ SetDispMask(1);
DrawOTag(ot[db] + OTLEN - 1);
// Flip db index
db = !db;
// Get next primitive in buffer
nextpri = primbuff[db];
}
int main(void)
{
long p, flag, OTz;
SVECTOR rotVector, rotVector4 = {0}; // Initialize rotation vector {x, y, z}
VECTOR transVector = {0, 0, CENTERX, 0}; // Initialize translation vector {x, y, z}
SVECTOR vertPos[4] = {
{ 0, -32, 0, 0 }, // Vert 1
{ 32, 0, 0, 0 }, // Vert 2
{ -32, 0, 0, 0 },
{ 0, 32, 0, 0 }
}; // Vert 3
MATRIX workMatrix = {0};
POLY_F3 * poly = {0}; // pointer to a POLY_F4
POLY_F4 * poly4 = {0}; // pointer to a POLY_F4
init();
while (1)
{
// Set Ordering table
ClearOTagR(ot[db], OTLEN);
// Draw on the left part of the screen
transVector.vx = -CENTERX/2;
// Increment rotation angle on Y axis
rotVector.vy += 8;
rotVector.vx -= 4 ;
// Find rotation matrix from vector, store in
RotMatrix_gte(&rotVector, &workMatrix);
// Ditto for translation
TransMatrix(&workMatrix, &transVector);
// Set the matrices we just found
gte_SetRotMatrix(&workMatrix);
gte_SetTransMatrix(&workMatrix);
// Cast next primitive in buffer as a POLY_F4 (see display() )
poly = (POLY_F3 *)nextpri;
// Draw a Tri
// Initialize poly as a POLY_F3
setPolyF3(poly);
// Set poly color - Hot pink
setRGB0(poly, 255, 0, 255);
// Store vertex positions for current polygon in registers v0,v1,v2
// Can be replaced by one gte_ldv3 call :
// gte_ldv3(&vertPos[0], &vertPos[1], &vertPos[2]);
gte_ldv0(&vertPos[0]);
gte_ldv1(&vertPos[1]);
gte_ldv2(&vertPos[2]);
// RotTransPers3 : Perform coordinate and perspective transformation for three vertices.
// Use gte_rtps() for one vertex.
gte_rtpt();
// Get screen coordinates from cop2 registers XY0,XY1,XY2 and store them in primitive's x0, y0, x1, y1, x2, y2 members.
// Can be replace with one gte_stsxy3() call :
// gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
// Can also be replaced with a primitive type dependant version :
// gte_stsxy3_f3(poly);
gte_stsxy0(&poly->x0);
gte_stsxy1(&poly->x1);
gte_stsxy2(&poly->x2);
// Get depth interpolation coefficient p
gte_stdp(&p);
// Get the flag - see libover47.pdf, p.143 for details on ppossible values
gte_stflg(&flag);
// Get screen coordinate Z/4
gte_stszotz(&OTz);
// GTE macro version - needs 'gtemac.h' to be included - uncomment l.21
//~ gte_RotTransPers3( &VertPos[0], &VertPos[1], &VertPos[2],
//~ &poly->x0, &poly->x1, &poly->x2,
//~ &p, &flag, &OTz );
// add poly to the Ordering table
addPrim(ot[db], poly);
// increment nextpri address with size of a POLY_F3 struct
nextpri += sizeof(POLY_F3);
// Draw a Quad
//
// The GTE rtpt can only transform 3 vertices at a time, so we have to do all operations as 3 + 1.
// Move to right of screen
transVector.vx = CENTERX/2;
// Increment rot on X/Y axis
rotVector4.vy -= 8 ;
rotVector4.vx -= 4 ;
// Set matrices
RotMatrix_gte(&rotVector4, &workMatrix);
TransMatrix(&workMatrix, &transVector);
gte_SetRotMatrix(&workMatrix);
gte_SetTransMatrix(&workMatrix);
// Cast a POLY_F4 at the address we just incremented.
poly4 = (POLY_F4 *)nextpri;
// Initialize poly as a POLY_F4
setPolyF4(poly4);
// Set Poly color - Blue
setRGB0(poly4, 0, 255, 255);
// Transform 3 first vertices
gte_ldv3(&vertPos[0], &vertPos[1], &vertPos[2]);
gte_rtpt();
gte_stsxy3_f4(poly4);
// Transform remaining vertex
gte_ldv0(&vertPos[3]);
gte_rtps();
// SXY3 is set with gte_stsxy() or gte_stsxy2() ¯\_(ツ)_/¯
gte_stsxy(&poly4->x3);
// Get p, flag and OTz
gte_stdp(&p);
gte_stflg(&flag);
gte_stszotz(&OTz);
addPrim(ot[db], poly4); // add poly to the Ordering table
nextpri += sizeof(POLY_F4); // increment nextpri address with size of a POLY_F3 struct
// Display text
FntPrint("Hello Inline GTE !\n");
FntFlush(-1);
display();
}
return 0;
}