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psm.c
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psm.c
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#include <psxgte.h>
#include <psxgpu.h>
#include <stdio.h>
#include <stdlib.h>
#include <inline_c.h>
#include "clip.h"
#include "psm.h"
#define OT_LEN 4094
int triCounter = 0;
u_char light = 40;
typedef union {
unsigned char c[4];
int i;
} raw_int;
typedef union {
unsigned char c[2];
short s;
} raw_short;
void LoadModel(unsigned long* data, MODEL **model) {
HEADER* header = (HEADER*)data;
printf("\nModel Info:\nUntextured tris: %d\nTextured tris: %d\nVerts: %d\nNorms: %d\nUV's: %d", header->numUntex, header->numTex, header->numVerts, header->numNorms, header->numUV);
int fileSize = 11 + (header->numVerts * sizeof(VECTOR)) + (header->numNorms * sizeof(VECTOR)) + (header->numMat * sizeof(COLVECTOR)) + (header->numUV * sizeof(UV_COORDS)) + (header->numUntex * sizeof(FTRI)) + (header->numTex * sizeof(FTTRI));
*model = malloc(fileSize);
(*model)->h = malloc(11);
(*model)->vIndex = malloc(header->numVerts * sizeof(VECTOR));
(*model)->nIndex = malloc(header->numNorms * sizeof(VECTOR));
(*model)->matIndex = malloc(header->numMat * sizeof(COLVECTOR));
(*model)->uvIndex = malloc(header->numUV * sizeof(UV_COORDS));
(*model)->untexFaces = malloc(header->numUntex * sizeof(FTRI));
(*model)->texFaces = malloc(header->numTex * sizeof(FTTRI));
(*model)->h = header;
unsigned char* byteData = (unsigned char *)data;
int index = 11;
raw_int verts[3] = { 0 };
raw_short triInfo[7] = { 0 };
uint8_t counter = 0;
for (int i = 0; i < (*model)->h->numVerts; i++) {
for (int a = 0; a < 3; a++) {
verts[a].c[0] = byteData[index];
index++;
verts[a].c[1] = byteData[index];
index++;
verts[a].c[2] = byteData[index];
index++;
verts[a].c[3] = byteData[index];
index++;
}
(*model)->vIndex[i].vx = verts[0].i;
(*model)->vIndex[i].vy = verts[1].i;
(*model)->vIndex[i].vz = verts[2].i;
}
for (int i = 0; i < (*model)->h->numNorms; i++) {
for (int a = 0; a < 3; a++) {
verts[a].c[0] = byteData[index];
index++;
verts[a].c[1] = byteData[index];
index++;
verts[a].c[2] = byteData[index];
index++;
verts[a].c[3] = byteData[index];
index++;
}
(*model)->nIndex[i].vx = verts[0].i;
(*model)->nIndex[i].vy = verts[1].i;
(*model)->nIndex[i].vz = verts[2].i;
}
for (int i = 0; i < (*model)->h->numMat; i++) {
(*model)->matIndex[i].r = byteData[index];
index++;
(*model)->matIndex[i].b = byteData[index];
index++;
(*model)->matIndex[i].g = byteData[index];
index++;
}
for (int i = 0; i < (*model)->h->numUV; i++) {
(*model)->uvIndex[i].u = (uint8_t)byteData[index];
index++;
(*model)->uvIndex[i].v = (uint8_t)byteData[index];
index++;
}
for (int i = 0; i < (*model)->h->numUntex; i++) {
for (int a = 0; a < 4; a++) {
triInfo[a].c[0] = byteData[index];
index++;
triInfo[a].c[1] = byteData[index];
index++;
}
(*model)->untexFaces[i].v[0] = triInfo[0].s;
(*model)->untexFaces[i].v[1] = triInfo[1].s;
(*model)->untexFaces[i].v[2] = triInfo[2].s;
(*model)->untexFaces[i].n = triInfo[3].s;
(*model)->untexFaces[i].mat = byteData[index];
index++;
}
for (int i = 0; i < (*model)->h->numTex; i++) {
for (int a = 0; a < 7; a++) {
triInfo[a].c[0] = byteData[index];
index++;
triInfo[a].c[1] = byteData[index];
index++;
}
(*model)->texFaces[i].v[0] = triInfo[0].s;
(*model)->texFaces[i].v[1] = triInfo[1].s;
(*model)->texFaces[i].v[2] = triInfo[2].s;
(*model)->texFaces[i].n = triInfo[3].s;
(*model)->texFaces[i].t[0] = triInfo[4].s;
(*model)->texFaces[i].t[1] = triInfo[5].s;
(*model)->texFaces[i].t[2] = triInfo[6].s;
}
printf("\nInitialized");
printf("\nModel Info:\nUntextured tris: %d\nTextured tris: %d\nVerts: %d\nNorms: %d\nUV's: %d", (*model)->h->numUntex, (*model)->h->numTex, (*model)->h->numVerts, (*model)->h->numNorms, (*model)->h->numUV);
printf("\nSecond Face - x: %d y: %d z: %d - Norm: %d", (*model)->texFaces[1].v[0], (*model)->texFaces[1].v[1], (*model)->texFaces[1].v[2], (*model)->texFaces[1].n);
printf("\nSecond Vert - x: %d y: %d z: %d", (*model)->vIndex[1].vx, (*model)->vIndex[1].vy, (*model)->vIndex[1].vz);
printf("\n%d", (*model)->uvIndex[0].u);
}
void DrawModel_Unlit(MODEL* model, MATRIX* mtx, VECTOR* pos, SVECTOR* rot, RECT screen_clip, u_long* OT, char* db_nextpri, TIM_IMAGE tex) {
int i, p;
POLY_F3* pol3;
POLY_FT3* polt3;
// Object and light matrix for object
MATRIX omtx, lmtx;
// Set object rotation and position
RotMatrix(rot, &omtx);
TransMatrix(&omtx, pos);
// 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;
if (model->h->numUntex != 0) {
printf("\nUntex");
for (i = 0; i < model->h->numUntex; i++) {
// Load the first 3 vertices of a quad to the GTE
gte_ldv3(
&model->vIndex[model->untexFaces[i].v[0] - 1],
&model->vIndex[model->untexFaces[i].v[1] - 1],
&model->vIndex[model->untexFaces[i].v[2] - 1]);
// 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);
SVECTOR norm = (SVECTOR){ model->nIndex[model->untexFaces[i].n - 1].vx, model->nIndex[model->untexFaces[i].n - 1].vy, model->nIndex[model->untexFaces[i].n - 1].vz, 0 };
// Load the face normal
gte_ldv0(&norm);
gte_avsz4();
gte_stotz(&p);
setRGB0(pol3, model->matIndex[model->untexFaces[i].mat].r, model->matIndex[model->untexFaces[i].mat].g, model->matIndex[model->untexFaces[i].mat].b);
// Sort primitive to the ordering table
addPrim(OT + (p >> 2), pol3);
// Advance to make another primitive
pol3++;
}
}
// Update nextpri
db_nextpri = (char*)pol3;
polt3 = (POLY_FT3*)db_nextpri;
for (i = 0; i < model->h->numTex; i++) {
// Load the first 3 vertices of a quad to the GTE
if (light < 254) {
SVECTOR v1 = (SVECTOR){ model->vIndex[model->texFaces[i].v[0] - 1].vx,model->vIndex[model->texFaces[i].v[0] - 1].vy,model->vIndex[model->texFaces[i].v[0] - 1].vz,0 };
SVECTOR v2 = (SVECTOR){ model->vIndex[model->texFaces[i].v[1] - 1].vx,model->vIndex[model->texFaces[i].v[1] - 1].vy,model->vIndex[model->texFaces[i].v[1] - 1].vz,0 };
SVECTOR v3 = (SVECTOR){ model->vIndex[model->texFaces[i].v[2] - 1].vx,model->vIndex[model->texFaces[i].v[2] - 1].vy,model->vIndex[model->texFaces[i].v[2] - 1].vz,0 };
gte_ldv3(
&v1,
&v2,
&v3);
// 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) <= 15) || ((p >> 2) >= OT_LEN))
continue;
// Initialize a tri primitive
// Set the projected vertices to the primitive
gte_stsxy3(&polt3->x0, &polt3->x1, &polt3->x2);
/*gte_stsxy0(&polt3->x0);
gte_stsxy1(&polt3->x1);
gte_stsxy2(&polt3->x2);*/
// Test if tri is off-screen, discard if so
if (tri_clip(&screen_clip,
(DVECTOR*)&polt3->x0, (DVECTOR*)&polt3->x1,
(DVECTOR*)&polt3->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(&polt3->r0);
/*SVECTOR norm = (SVECTOR){model->nIndex[model->texFaces[i].n - 1].vx, model->nIndex[model->texFaces[i].n - 1].vy, model->nIndex[model->texFaces[i].n - 1].vz, 0};
// Load the face normal
gte_ldv0(&norm);*/
setUV3(polt3, model->uvIndex[model->texFaces[i].t[0] - 1].u, model->uvIndex[model->texFaces[i].t[0] - 1].v, model->uvIndex[model->texFaces[i].t[1] - 1].u, model->uvIndex[model->texFaces[i].t[1] - 1].v, model->uvIndex[model->texFaces[i].t[2] - 1].u, model->uvIndex[model->texFaces[i].t[2] - 1].v);
setClut(polt3, tex.crect->x, tex.crect->y);
setTPage(polt3, tex.mode & 0x3, 1, tex.prect->x, tex.prect->y);
setRGB0(polt3, -light, -light, -light);
setPolyFT3(polt3);
// Sort primitive to the ordering table
addPrim(OT + (p >> 2), polt3);
// Advance to make another primitive
polt3++;
triCounter++;
if (light < 254) {
light = triCounter + 40;
}
//printf("\nTri %d: x1: %d y1: %d z1: %d x2: %d y2: %d z2: %d x3: %d y3: %d z3: %d", i, model->vIndex[model->texFaces[i].v[0] - 1].vx, model->vIndex[model->texFaces[i].v[0] - 1].vy, model->vIndex[model->texFaces[i].v[0] - 1].vz, model->vIndex[model->texFaces[i].v[1] - 1].vx, model->vIndex[model->texFaces[i].v[1] - 1].vy, model->vIndex[model->texFaces[i].v[1] - 1].vz, model->vIndex[model->texFaces[i].v[2] - 1].vx, model->vIndex[model->texFaces[i].v[2] - 1].vy, model->vIndex[model->texFaces[i].v[2] - 1].vz);
}
}
// Update nextpri
db_nextpri = (char*)polt3;
printf(triCounter);
triCounter = 0;
light = 40;
// Restore matrix
PopMatrix();
}