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#include <stdint.h>
#include <stdio.h>
#include <psxetc.h>
#include <psxapi.h>
#include <psxgpu.h>
#include <psxgte.h>
#include <psxpad.h>
#include <inline_c.h>
/* 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, 0, 0, /* Red */
ONE, 0, 0, /* Green */
ONE, 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
};
char pad_buff[2][34];
/* Function declarations */
void init(void);
void display(void);
/* Main function */
int main(int argc, const char *argv[]) {
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_F4 *pol4; /* Flat shaded quad primitive pointer */
printf( "Arguments passed: %d\n", argc );
for( i=0; i<argc; i++ )
{
printf( "%s\n", argv[i] );
}
/* Init graphics and GTE */
init();
/* Main loop */
while( 1 ) {
PADTYPE *pad = (PADTYPE*)pad_buff[0];
if( pad->stat == 0 ) {
// For digital pad, dual-analog and dual-shock
if( ( pad->type == 0x4 ) || ( pad->type == 0x5 ) || ( pad->type == 0x7 ) ) {
if( !(pad->btn&PAD_SELECT) ) {
break;
}
}
}
/* 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_F4*)db_nextpri;
for( i=0; i<CUBE_FACES; i++ ) {
/* Load the first 3 vertices of a quad to the GTE */
gte_ldv3(
&cube_verts[cube_indices[i].v0],
&cube_verts[cube_indices[i].v1],
&cube_verts[cube_indices[i].v2] );
/* Rotation, Translation and Perspective Triple */
gte_rtpt();
/* Compute normal clip for backface culling */
gte_nclip();
/* Get result*/
gte_stopz( &p );
/* Skip this face if backfaced */
if( p < 0 )
continue;
/* Calculate average Z for depth sorting */
gte_avsz4();
gte_stotz( &p );
/* Skip if clipping off */
/* (the shift right operator is to scale the depth precision) */
if( (p>>2) > OT_LEN )
continue;
/* Initialize a quad primitive */
setPolyF4( 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 );
/* 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();
}
DrawSync(0);
StopPAD();
StopCallback();
return 0;
}
void init(void) {
/* 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 );
InitPAD(pad_buff[0], 34, pad_buff[1], 34);
StartPAD();
ChangeClearPAD(0);
}
void display(void) {
/* 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) );
}
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