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main.c
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main.c
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/*
* LibPSn00b Example Programs
*
* First-Person and Look-At Camera Example
* 2019 Meido-Tek Productions / PSn00bSDK Project
*
* Demonstrates both a first person perspective camera implementation with
* full six degrees of movement using fixed point integer math and a look-at
* tracking perspective. This example also shows how to use BIOS controller
* functions and how to parse analog controller input.
*
* Controls:
* Up - Look up
* Down - Look down
* Left - Look left
* Right - Look right
* Triangle - Move forward
* Cross - Move backward
* Square - Strafe left
* Circle - Strafe right
* R1 - Slide up
* R2 - Slide down
* L1 - Look at cube
* Select - Exit program (only works with CD loaders)
*
*
* Example by Lameguy64
*
* Changelog:
*
* July 18, 2019 - Initial version.
*
* Sep 24, 2019 - Added camera position display and _boot() exit.
*
*/
#include <sys/types.h>
#include <stdlib.h>
#include <stdio.h>
#include <psxgpu.h>
#include <psxgte.h>
#include <psxpad.h>
#include <psxapi.h>
#include <psxetc.h>
#include <psxspu.h>
#include <psxcd.h>
#include <inline_c.h>
#include "clip.h"
#include "lookat.h"
#include "psm.h"
// Region definition
#define REGION MODE_NTSC
// OT and Packet Buffer sizes
#define OT_LEN 1024
#define PACKET_LEN 50768
// Screen resolution
#define SCREEN_XRES 320
#define SCREEN_YRES 240
// Screen center position
#define CENTERX SCREEN_XRES>>1
#define CENTERY SCREEN_YRES>>1
#define SPU_CD_VOL_L *((volatile uint16_t *) (0x1f801db0))
#define SPU_CD_VOL_R *((volatile uint16_t *) (0x1f801db2))
// Double buffer structure
typedef struct {
DISPENV disp; // Display environment
DRAWENV draw; // Drawing environment
u_long 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;
RECT screen_clip;
// Pad data buffer
char pad_buff[2][34];
u_long* modelData;
// For easier handling of vertex indexes
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, 150, -200, 0 },
{ 100, -100, 100, 0 },
{ -100, -100, 100, 0 },
{ 100, 150, 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
SVECTOR pyr_verts[] = {
{ -50, -99, -87, 0 },
{ -50, -99, 87, 0 },
{ 100, -99, 0, 0 },
{ 0 , 101, 0, 0 }
};
// Pyrimid face normals
SVECTOR pyr_norms[] = {
{ 0, -ONE, 0, 0 },
{ 4095, 993, 0, 0 },
{ 1987, 993, 3441, 0 },
{ 1987, 993, -3441, 0 },
};
// Pyrimid vertex indices
INDEX pyr_indices[] = {
{ 0, 2, 1, 0 },
{ 0, 1, 3, 0 },
{ 1, 2, 3, 0 },
{ 2, 0, 3, 0 }
};
// Number of faces of pyrimid
#define PYR_FACES 4
// 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 effectively disables the light source.
MATRIX color_mtx = {
ONE, 0, 0, // Red
ONE, 0, 0, // Green
2000, 0, 0 // Blue
};
// Light matrix
// Each row represents a vector direction of each light source.
// An entire row of zeroes effectively disables the light source.
MATRIX light_mtx = {
/* X, Y, Z */
-2048 , -2048 , -2048,
0 , 0 , 0,
0 , 0 , 0
};
// Function declarations
void init();
void display();
void sort_cube(MATRIX* mtx, VECTOR* pos, SVECTOR* rot);
void sort_pyrimid(MATRIX* mtx, VECTOR* pos, SVECTOR* rot);
void LoadTexture(u_long* tim, TIM_IMAGE* tparam);
unsigned long* load_file(const char* filename);
void initialLoad();
// Data returned by CdControl(CdlGetTN)
typedef struct {
uint8_t status;
uint8_t firstTrack;
uint8_t lastTrack;
} CDInfo;
uint32_t nextTrack = 0;
uint32_t numTracks = 0;
TIM_IMAGE tim;
void playNextTrack() {
printf("Playing track %d.\n", nextTrack + 2);
uint8_t cmd = itob(nextTrack + 2); // Start from track 2
CdControlF(CdlPlay, &cmd);
nextTrack++;
nextTrack %= numTracks - 1; // Exclude track 1 (data)
}
// Main function
int main() {
int i, p, xy_temp;
int px, py;
SVECTOR rot; // Rotation vector for cube
VECTOR pos; // Position vector for cube
VECTOR posp; // Position vector for pyrimid
SVECTOR verts[17][17]; // Vertex array for floor
VECTOR cam_pos; // Camera position (in fixed point integers)
VECTOR cam_rot; // Camera view angle (in fixed point integers)
int cam_mode; // Camera mode (between first-person and look-at)
VECTOR tpos; // Translation value for matrix calculations
SVECTOR trot; // Rotation value for matrix calculations
MATRIX mtx, lmtx; // Rotation matrices for geometry and lighting
PADTYPE* pad; // Pad structure pointer for parsing controller
POLY_F4* pol4; // Flat shaded quad primitive pointer
MODEL* model;
// Init graphics and GTE
init();
LoadModel(modelData, &model);
// Set coordinates to the vertex array for the floor
for (py = 0; py < 17; py++) {
for (px = 0; px < 17; px++) {
setVector(&verts[py][px],
(100 * (px - 8)) - 50,
0,
(100 * (py - 8)) - 50);
}
}
// Camera default coordinates
setVector(&cam_pos, 0, ONE, 0);
setVector(&cam_rot, 0, 0, 0);
// Main loop
while (1) {
// Set pad buffer data to pad pointer
pad = (PADTYPE*)&pad_buff[0][0];
// Parse controller input
cam_mode = 0;
// Divide out fractions of camera rotation
trot.vx = cam_rot.vx >> 12;
trot.vy = cam_rot.vy >> 12;
trot.vz = cam_rot.vz >> 12;
if (pad->stat == 0) {
// For digital pad, dual-analog and dual-shock
if ((pad->type == 0x4) || (pad->type == 0x5) || (pad->type == 0x7)) {
// The button status bits are inverted,
// so 0 means pressed in this case
// Look controls
if (!(pad->btn & PAD_UP)) {
// Look up
cam_rot.vx -= ONE * 8;
}
else if (!(pad->btn & PAD_DOWN)) {
// Look down
cam_rot.vx += ONE * 8;
}
if (!(pad->btn & PAD_LEFT)) {
// Look left
cam_rot.vy += ONE * 8;
}
else if (!(pad->btn & PAD_RIGHT)) {
// Look right
cam_rot.vy -= ONE * 8;
}
// Movement controls
if (!(pad->btn & PAD_TRIANGLE)) {
// Move forward
cam_pos.vx -= ((isin(trot.vy) * icos(trot.vx)) >> 12) << 4;
cam_pos.vy += isin(trot.vx) << 4;
cam_pos.vz += ((icos(trot.vy) * icos(trot.vx)) >> 12) << 4;
}
else if (!(pad->btn & PAD_CROSS)) {
// Move backward
cam_pos.vx += ((isin(trot.vy) * icos(trot.vx)) >> 12) << 2;
cam_pos.vy -= isin(trot.vx) << 2;
cam_pos.vz -= ((icos(trot.vy) * icos(trot.vx)) >> 12) << 2;
}
if (!(pad->btn & PAD_SQUARE)) {
// Slide left
cam_pos.vx -= icos(trot.vy) << 2;
cam_pos.vz -= isin(trot.vy) << 2;
}
else if (!(pad->btn & PAD_CIRCLE)) {
// Slide right
cam_pos.vx += icos(trot.vy) << 2;
cam_pos.vz += isin(trot.vy) << 2;
}
if (!(pad->btn & PAD_R1)) {
// Slide up
cam_pos.vx -= ((isin(trot.vy) * isin(trot.vx)) >> 12) << 2;
cam_pos.vy -= icos(trot.vx) << 2;
cam_pos.vz += ((icos(trot.vy) * isin(trot.vx)) >> 12) << 2;
}
if (!(pad->btn & PAD_R2)) {
// Slide down
cam_pos.vx += ((isin(trot.vy) * isin(trot.vx)) >> 12) << 2;
cam_pos.vy += icos(trot.vx) << 2;
cam_pos.vz -= ((icos(trot.vy) * isin(trot.vx)) >> 12) << 2;
}
// Look at cube
if (!(pad->btn & PAD_L1)) {
cam_mode = 1;
}
if (!(pad->btn & PAD_START)) {
cam_mode = 2;
}
if (!(pad->btn & PAD_SELECT)) {
_boot();
}
}
// For dual-analog and dual-shock (analog input)
if ((pad->type == 0x5) || (pad->type == 0x7)) {
// Moving forwards and backwards
if (((pad->ls_y - 128) < -16) || ((pad->ls_y - 128) > 16)) {
cam_pos.vx += (((isin(trot.vy) * icos(trot.vx)) >> 12) * (pad->ls_y - 128)) >> 5;
cam_pos.vy -= (isin(trot.vx) * (pad->ls_y - 128)) >> 5;
cam_pos.vz -= (((icos(trot.vy) * icos(trot.vx)) >> 12) * (pad->ls_y - 128)) >> 5;
}
// Strafing left and right
if (((pad->ls_x - 128) < -16) || ((pad->ls_x - 128) > 16)) {
cam_pos.vx += (icos(trot.vy) * (pad->ls_x - 128)) >> 5;
cam_pos.vz += (isin(trot.vy) * (pad->ls_x - 128)) >> 5;
}
// Look up and down
if (((pad->rs_y - 128) < -16) || ((pad->rs_y - 128) > 16)) {
cam_rot.vx += (pad->rs_y - 128) << 9;
}
// Look left and right
if (((pad->rs_x - 128) < -16) || ((pad->rs_x - 128) > 16)) {
cam_rot.vy -= (pad->rs_x - 128) << 9;
}
}
}
// Print out some info
FntPrint(-1, "BUTTONS=%04x\n", pad->btn);
FntPrint(-1, "X=%d Y=%d Z=%d\n",
cam_pos.vx >> 12,
cam_pos.vy >> 12,
cam_pos.vz >> 12);
FntPrint(-1, "RX=%d RY=%d\n",
cam_rot.vx >> 12,
cam_rot.vy >> 12);
// First-person camera mode
if (cam_mode == 0) {
// Set rotation to the matrix
RotMatrix(&trot, &mtx);
// Divide out the fractions of camera coordinates and invert
// the sign, so camera coordinates will line up to world
// (or geometry) coordinates
tpos.vx = -cam_pos.vx >> 12;
tpos.vy = -cam_pos.vy >> 12;
tpos.vz = -cam_pos.vz >> 12;
// Apply rotation of matrix to translation value to achieve a
// first person perspective
ApplyMatrixLV(&mtx, &tpos, &tpos);
// Set translation matrix
TransMatrix(&mtx, &tpos);
// Tracking mode
}
if(cam_mode == 1) {
// Vector that defines the 'up' direction of the camera
SVECTOR up = { 0, -ONE, 0 };
// Divide out fractions of camera coordinates
tpos.vx = cam_pos.vx >> 12;
tpos.vy = cam_pos.vy >> 12;
tpos.vz = cam_pos.vz >> 12;
// Look at the cube
LookAt(&tpos, &pos, &up, &mtx);
}
if (cam_mode == 2) {
// Vector that defines the 'up' direction of the camera
SVECTOR up = { 0, -ONE, 0 };
// Divide out fractions of camera coordinates
tpos.vx = cam_pos.vx >> 12;
tpos.vy = cam_pos.vy >> 12;
tpos.vz = cam_pos.vz >> 12;
// Look at the pyrimid
LookAt(&tpos, &posp, &up, &mtx);
}
// Set rotation and translation matrix
//gte_SetRotMatrix(&mtx);
//gte_SetTransMatrix(&mtx);
// Draw the floor
/*pol4 = (POLY_F4*)db_nextpri;
for (py = 0; py < 16; py++) {
for (px = 0; px < 16; px++) {
// Load first three vertices to GTE
gte_ldv3(
&verts[py][px],
&verts[py][px + 1],
&verts[py + 1][px]);
gte_rtpt();
gte_avsz3();
gte_stotz(&p);
if (((p >> 2) >= OT_LEN) || ((p >> 2) <= 0))
continue;
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(&verts[py + 1][px + 1]);
gte_rtps();
gte_stsxy(&pol4->x3);
// Test if quad is off-screen, discard if so
// Clipping is important as it not only prevents primitive
// overflows (tends to happen on textured polys) but also
// saves packet buffer space and speeds up rendering.
if (quad_clip(&screen_clip,
(DVECTOR*)&pol4->x0, (DVECTOR*)&pol4->x1,
(DVECTOR*)&pol4->x2, (DVECTOR*)&pol4->x3))
continue;
gte_avsz4();
gte_stotz(&p);
if ((px + py) & 0x1) {
setRGB0(pol4, 0, 0, 0);
}
else {
setRGB0(pol4, 255, 255, 255);
}
addPrim(db[db_active].ot + (p >> 2), pol4);
pol4++;
}
}
// Update nextpri variable (very important)
db_nextpri = (char*)pol4;
*/
// Position the cube going around the floor bouncily
setVector(&pos,
isin(rot.vy) >> 4,
-300 + (isin(rot.vy << 2) >> 5),
icos(rot.vy) >> 3);
setVector(&posp,
isin(rot.vy) >> 4,
-1000 + (isin(rot.vy << 2) >> 5),
icos(rot.vy) >> 3);
// Sort cube
//sort_cube(&mtx, &pos, &rot);
//sort_pyrimid(&mtx, &posp, &rot);
// Make the cube SPEEN
//rot.vx += 8;
//rot.vy += 8;
//rot.vz += 8;
// Flush text to drawing area
FntFlush(-1);
VECTOR modelPos = { 2000,-200,2000 };
SPRT* sprt = (SPRT*)db_nextpri;
setSprt(sprt);
setWH(sprt, 15, 17); // Initialize the primitive (very important)
setXY0(sprt, 48, 215); // Position the sprite at (48,48)
setUV0(sprt, // Set UV coordinates
0,
0);
setClut(sprt, // Set CLUT coordinates to sprite
tim.crect->x,
tim.crect->y);
setRGB0(sprt, // Set primitive color
128, 128, 128);
addPrim(db[db_active].ot + (p >> 2), sprt);
sprt++;
db_nextpri = (char*)sprt;
DrawModel_Unlit(model, &mtx, &modelPos, &rot, screen_clip, db[db_active].ot, db_nextpri, tim);
DR_TPAGE* tprit = (DR_TPAGE*)db_nextpri;
setDrawTPage(tprit, 0, 0, getTPage(tim.mode & 0x3, 0, tim.prect->x, tim.prect->y));
addPrim(db[db_active].ot + (p >> 2), tprit);
tprit++;
db_nextpri = (char*)tprit;
// Swap buffers and draw the primitives
display();
}
return 0;
}
void sort_cube(MATRIX* mtx, VECTOR* pos, SVECTOR* rot) {
int i, p;
POLY_F4* pol4;
// Object and light matrix for object
MATRIX omtx, lmtx;
// Set object rotation and position
RotMatrix(rot, &omtx);
TransMatrix(&omtx, pos);
// Multiply light matrix to object matrix
MulMatrix0(&light_mtx, &omtx, &lmtx);
// Set result to GTE light matrix
gte_SetLightMatrix(&lmtx);
// Composite coordinate matrix transform, so object will be rotated and
// positioned relative to camera matrix (mtx), so it'll appear as
// world-space relative.
CompMatrixLV(mtx, &omtx, &omtx);
// Save matrix
PushMatrix();
// Set matrices
gte_SetRotMatrix(&omtx);
gte_SetTransMatrix(&omtx);
// Sort 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_avsz3();
gte_stotz(&p);
// Skip if clipping off
// (the shift right operator is to scale the depth precision)
if (((p >> 2) <= 0) || ((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);
// Test if quad is off-screen, discard if so
if (quad_clip(&screen_clip,
(DVECTOR*)&pol4->x0, (DVECTOR*)&pol4->x1,
(DVECTOR*)&pol4->x2, (DVECTOR*)&pol4->x3))
continue;
// 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);
gte_avsz4();
gte_stotz(&p);
// Sort primitive to the ordering table
addPrim(db[db_active].ot + (p >> 2), pol4);
// Advance to make another primitive
pol4++;
}
// Update nextpri
db_nextpri = (char*)pol4;
// Restore matrix
PopMatrix();
}
void sort_pyrimid(MATRIX* mtx, VECTOR* pos, SVECTOR* rot) {
int i, p;
POLY_F3* pol3;
// Object and light matrix for object
MATRIX omtx, lmtx;
// Set object rotation and position
RotMatrix(rot, &omtx);
TransMatrix(&omtx, pos);
// Multiply light matrix to object matrix
MulMatrix0(&light_mtx, &omtx, &lmtx);
// Set result to GTE light matrix
gte_SetLightMatrix(&lmtx);
// Composite coordinate matrix transform, so object will be rotated and
// positioned relative to camera matrix (mtx), so it'll appear as
// world-space relative.
CompMatrixLV(mtx, &omtx, &omtx);
// Save matrix
PushMatrix();
// Set matrices
gte_SetRotMatrix(&omtx);
gte_SetTransMatrix(&omtx);
// Sort the cube
pol3 = (POLY_F3*)db_nextpri;
for (i = 0; i < PYR_FACES; i++) {
// Load the first 3 vertices of a quad to the GTE
gte_ldv3(
&pyr_verts[pyr_indices[i].v0],
&pyr_verts[pyr_indices[i].v1],
&pyr_verts[pyr_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_avsz3();
gte_stotz(&p);
// Skip if clipping off
// (the shift right operator is to scale the depth precision)
if (((p >> 2) <= 0) || ((p >> 2) >= OT_LEN))
continue;
// Initialize a tri primitive
setPolyF3(pol3);
// Set the projected vertices to the primitive
gte_stsxy0(&pol3->x0);
gte_stsxy1(&pol3->x1);
gte_stsxy2(&pol3->x2);
// Test if quad is off-screen, discard if so
if (tri_clip(&screen_clip,
(DVECTOR*)&pol3->x0, (DVECTOR*)&pol3->x1,
(DVECTOR*)&pol3->x2))
continue;
// 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(&pol3->r0);
// Load the face normal
gte_ldv0(&pyr_norms[i]);
// Normal Color Single
gte_ncs();
// Store result to the primitive
gte_strgb(&pol3->r0);
gte_avsz4();
gte_stotz(&p);
// Sort primitive to the ordering table
addPrim(db[db_active].ot + (p >> 2), pol3);
// Advance to make another primitive
pol3++;
}
// Update nextpri
db_nextpri = (char*)pol3;
// Restore matrix
PopMatrix();
}
unsigned long* load_file(const char* filename)
{
CdlFILE file;
unsigned long* buffer;
printf("Reading file %s... ", filename);
// Search for the file
if (!CdSearchFile(&file, (char*)filename))
{
// Return value is NULL, file is not found
printf("Not found!\n");
buffer = NULL;
//return NULL;
}
// Allocate a buffer for the file
buffer = (unsigned long*)malloc(2048 * ((file.size + 2047) / 2048));
// Set seek target (seek actually happens on CdRead())
CdControl(CdlSetloc, (unsigned char*)&file.pos, 0);
// Read sectors
CdRead((file.size + 2047) / 2048, buffer, CdlModeSpeed);
// Wait until read has completed
CdReadSync(0, 0);
printf("Done.\n");
return buffer;
}
void LoadTexture(u_long* tim, TIM_IMAGE* tparam) {
// Read TIM information (PSn00bSDK)
GetTimInfo(tim, tparam);
// Upload pixel data to framebuffer
LoadImage(tparam->prect, (u_long*)tparam->paddr);
DrawSync(0);
// Upload CLUT to framebuffer
LoadImage(tparam->crect, (u_long*)tparam->caddr);
DrawSync(0);
}
void init() {
// Reset the GPU, also installs a VSync event handler
ResetGraph(0);
SetVideoMode(REGION);
// 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, 0, 0, 0);
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, 0, 0, 0);
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;
// Set clip region
setRECT(&screen_clip, 0, 0, SCREEN_XRES, SCREEN_YRES);
// 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);
SpuInit();
// CD volume is in 0x0000-0x7fff range
CdlATV cdvol = { 255,255,255,255 };
CdMix(&cdvol);
SPU_CD_VOL_L = 0x3fff;
SPU_CD_VOL_R = 0X3fff;
CdInit();
initialLoad();
CdAutoPauseCallback(&playNextTrack);
// Retrieve number of tracks
CDInfo info;
CdControl(CdlGetTN, 0, (CDInfo*)&info);
numTracks = btoi(info.lastTrack) - btoi(info.firstTrack) + 1;
printf("Found %d tracks.\n", numTracks);
// Configure drive for CDDA playback
u_char result;
uint8_t cmd = CdlModeDA | CdlModeAP;
CdControl(CdlSetmode, &cmd, &result);
printf("Result: %d", (int)result);
playNextTrack();
// Init BIOS pad driver and set pad buffers (buffers are updated
// automatically on every V-Blank)
InitPAD(&pad_buff[0][0], 34, &pad_buff[1][0], 34);
// Start pad
StartPAD();
// Don't make pad driver acknowledge V-Blank IRQ (recommended)
ChangeClearPAD(0);
// Load font and open a text stream
FntLoad(960, 0);
FntOpen(0, 8, 320, 216, 0, 100);
}
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));
}