/* * LibPSn00b Example Programs * * GTE Graphics Example * 2019 - 2021 Meido-Tek Productions / PSn00bSDK Project * * Renders a spinning 3D cube with light source calculation * using GTE macros. * * * Example by Lameguy64 * * Changelog: * * Aug 10, 2022 - Added texture to cube faces. * * May 10, 2021 - Variable types updated for psxgpu.h changes. * * Jan 26, 2019 - Initial version. * */ #include #include #include #include #include /* OT and Packet Buffer sizes */ #define OT_LEN 256 #define PACKET_LEN 1024 /* Screen resolution */ #define SCREEN_XRES 320 #define SCREEN_YRES 240 /* Screen center position */ #define CENTERX SCREEN_XRES>>1 #define CENTERY SCREEN_YRES>>1 /* Double buffer structure */ typedef struct { DISPENV disp; /* Display environment */ DRAWENV draw; /* Drawing environment */ uint32_t ot[OT_LEN]; /* Ordering table */ char p[PACKET_LEN]; /* Packet buffer */ } DB; /* Double buffer variables */ DB db[2]; int db_active = 0; char *db_nextpri; /* For easier handling of vertex indices */ typedef struct { short v0,v1,v2,v3; } INDEX; /* Cube vertices */ SVECTOR cube_verts[] = { { -100, -100, -100, 0 }, { 100, -100, -100, 0 }, { -100, 100, -100, 0 }, { 100, 100, -100, 0 }, { 100, -100, 100, 0 }, { -100, -100, 100, 0 }, { 100, 100, 100, 0 }, { -100, 100, 100, 0 } }; /* Cube face normals */ SVECTOR cube_norms[] = { { 0, 0, -ONE, 0 }, { 0, 0, ONE, 0 }, { 0, -ONE, 0, 0 }, { 0, ONE, 0, 0 }, { -ONE, 0, 0, 0 }, { ONE, 0, 0, 0 } }; /* Cube vertex indices */ INDEX cube_indices[] = { { 0, 1, 2, 3 }, { 4, 5, 6, 7 }, { 5, 4, 0, 1 }, { 6, 7, 3, 2 }, { 0, 2, 5, 7 }, { 3, 1, 6, 4 } }; /* Number of faces of cube */ #define CUBE_FACES 6 /* Light color matrix */ /* Each column represents the color matrix of each light source and is */ /* used as material color when using gte_ncs() or multiplied by a */ /* source color when using gte_nccs(). 4096 is 1.0 in this matrix */ /* A column of zeroes disables the light source. */ MATRIX color_mtx = { ONE * 3/4, 0, 0, /* Red */ ONE * 3/4, 0, 0, /* Green */ ONE * 3/4, 0, 0 /* Blue */ }; /* Light matrix */ /* Each row represents a vector direction of each light source. */ /* An entire row of zeroes disables the light source. */ MATRIX light_mtx = { /* X, Y, Z */ -2048 , -2048 , -2048, 0 , 0 , 0, 0 , 0 , 0 }; /* Reference texture data */ extern const uint32_t tim_texture[]; /* TPage and CLUT values */ uint16_t texture_tpage; /* For the scrolling blending pattern */ uint16_t texture_clut; /* Function declarations */ void init(); void display(); /* Main function */ int main() { int i,p,xy_temp; SVECTOR rot = { 0 }; /* Rotation vector for Rotmatrix */ VECTOR pos = { 0, 0, 400 }; /* Translation vector for TransMatrix */ MATRIX mtx,lmtx; /* Rotation matrices for geometry and lighting */ POLY_FT4 *pol4; /* Flat shaded textured quad primitive pointer */ /* Init graphics and GTE */ init(); /* Main loop */ while( 1 ) { /* Set rotation and translation to the matrix */ RotMatrix( &rot, &mtx ); TransMatrix( &mtx, &pos ); /* Multiply light matrix by rotation matrix so light source */ /* won't appear relative to the model's rotation */ MulMatrix0( &light_mtx, &mtx, &lmtx ); /* Set rotation and translation matrix */ gte_SetRotMatrix( &mtx ); gte_SetTransMatrix( &mtx ); /* Set light matrix */ gte_SetLightMatrix( &lmtx ); /* Make the cube SPEEN */ rot.vx += 16; rot.vz += 16; /* Draw the cube */ pol4 = (POLY_FT4*)db_nextpri; for( i=0; i>2) > OT_LEN ) continue; /* Initialize a quad primitive */ setPolyFT4( pol4 ); /* Set the projected vertices to the primitive */ gte_stsxy0( &pol4->x0 ); gte_stsxy1( &pol4->x1 ); gte_stsxy2( &pol4->x2 ); /* Compute the last vertex and set the result */ gte_ldv0( &cube_verts[cube_indices[i].v3] ); gte_rtps(); gte_stsxy( &pol4->x3 ); /* Load primitive color even though gte_ncs() doesn't use it. */ /* This is so the GTE will output a color result with the */ /* correct primitive code. */ gte_ldrgb( &pol4->r0 ); /* Load the face normal */ gte_ldv0( &cube_norms[i] ); /* Normal Color Single */ gte_ncs(); /* Store result to the primitive */ gte_strgb( &pol4->r0 ); /* Set face texture */ setUVWH( pol4, 0, 1, 128, 128 ); pol4->tpage = texture_tpage; pol4->clut = texture_clut; /* Sort primitive to the ordering table */ addPrim( db[db_active].ot+(p>>2), pol4 ); /* Advance to make another primitive */ pol4++; } /* Update nextpri variable */ /* (IMPORTANT if you plan to sort more primitives after this) */ db_nextpri = (char*)pol4; /* Swap buffers and draw the primitives */ display(); } return 0; } void init() { TIM_IMAGE tim; /* Reset the GPU, also installs a VSync event handler */ ResetGraph( 0 ); /* Set display and draw environment areas */ /* (display and draw areas must be separate, otherwise hello flicker) */ SetDefDispEnv( &db[0].disp, 0, 0, SCREEN_XRES, SCREEN_YRES ); SetDefDrawEnv( &db[0].draw, SCREEN_XRES, 0, SCREEN_XRES, SCREEN_YRES ); /* Enable draw area clear and dither processing */ setRGB0( &db[0].draw, 63, 0, 127 ); db[0].draw.isbg = 1; db[0].draw.dtd = 1; /* Define the second set of display/draw environments */ SetDefDispEnv( &db[1].disp, SCREEN_XRES, 0, SCREEN_XRES, SCREEN_YRES ); SetDefDrawEnv( &db[1].draw, 0, 0, SCREEN_XRES, SCREEN_YRES ); setRGB0( &db[1].draw, 63, 0, 127 ); db[1].draw.isbg = 1; db[1].draw.dtd = 1; /* Apply the drawing environment of the first double buffer */ PutDrawEnv( &db[0].draw ); /* Clear both ordering tables to make sure they are clean at the start */ ClearOTagR( db[0].ot, OT_LEN ); ClearOTagR( db[1].ot, OT_LEN ); /* Set primitive pointer address */ db_nextpri = db[0].p; /* Initialize the GTE */ InitGeom(); /* Set GTE offset (recommended method of centering) */ gte_SetGeomOffset( CENTERX, CENTERY ); /* Set screen depth (basically FOV control, W/2 works best) */ gte_SetGeomScreen( CENTERX ); /* Set light ambient color and light color matrix */ gte_SetBackColor( 63, 63, 63 ); gte_SetColorMatrix( &color_mtx ); /* Load .TIM file */ GetTimInfo(tim_texture, &tim); if( tim.mode & 0x8 ) LoadImage( tim.crect, tim.caddr ); /* Upload CLUT if present */ LoadImage( tim.prect, tim.paddr ); /* Upload texture to VRAM */ texture_tpage = getTPage(tim.mode, 1, tim.prect->x, tim.prect->y); texture_clut = getClut(tim.crect->x, tim.crect->y); } void display() { /* Wait for GPU to finish drawing and vertical retrace */ DrawSync( 0 ); VSync( 0 ); /* Swap buffers */ db_active ^= 1; db_nextpri = db[db_active].p; /* Clear the OT of the next frame */ ClearOTagR( db[db_active].ot, OT_LEN ); /* Apply display/drawing environments */ PutDrawEnv( &db[db_active].draw ); PutDispEnv( &db[db_active].disp ); /* Enable display */ SetDispMask( 1 ); /* Start drawing the OT of the last buffer */ DrawOTag( db[1-db_active].ot+(OT_LEN-1) ); }