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57b07ae84f
9 changed files with 340 additions and 0 deletions
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2.gitignore
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25CMakeLists.txt
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23CMakePresets.json
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34iso.xml
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252main.c
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BINplayer128-16.tim
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BINplayer128.tim
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BINshambler128.tim
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4system.cnf
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.vscode/ |
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build/ |
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# PSn00bSDK example CMake script |
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# (C) 2021 spicyjpeg - MPL licensed |
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|
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cmake_minimum_required(VERSION 3.20) |
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|
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project( |
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PSn00bSDK-template |
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LANGUAGES C CXX ASM |
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VERSION 1.0.0 |
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DESCRIPTION "PSn00bSDK template" |
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HOMEPAGE_URL "http://lameguy64.net/?page=psn00bsdk" |
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) |
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|
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psn00bsdk_add_executable(template STATIC main.c) |
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psn00bsdk_target_incbin(template PRIVATE tim_player128 player128.tim) |
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psn00bsdk_target_incbin(template PRIVATE tim_player16bpp player128-16.tim) |
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psn00bsdk_target_incbin(template PRIVATE tim_shambler shambler128.tim) |
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psn00bsdk_add_cd_image( |
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iso # Target name |
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template # Output file name (= template.bin + template.cue) |
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iso.xml # Path to config file |
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DEPENDS template |
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) |
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{ |
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"version": 2, |
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"cmakeMinimumRequired": { |
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"major": 3, |
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"minor": 20, |
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"patch": 0 |
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}, |
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"configurePresets": [ |
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{ |
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"name": "default", |
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"displayName": "Default configuration", |
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"description": "Use this preset to build the project using PSn00bSDK.", |
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"generator": "Ninja", |
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"binaryDir": "${sourceDir}/build", |
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"cacheVariables": { |
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"CMAKE_BUILD_TYPE": "Debug", |
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"CMAKE_TOOLCHAIN_FILE": "$env{PSN00BSDK_LIBS}/cmake/sdk.cmake", |
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"PSN00BSDK_TC": "", |
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"PSN00BSDK_TARGET": "mipsel-none-elf" |
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} |
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} |
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] |
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} |
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<?xml version="1.0" encoding="utf-8"?> |
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<!-- |
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This file is processed by CMake and used by mkpsxiso to build the CD image. |
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NOTE: all paths are relative to the build directory; if you want to include |
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a file from the source tree, you'll have to prepend its path with |
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${PROJECT_SOURCE_DIR}. |
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--> |
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<iso_project |
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image_name="${CD_IMAGE_NAME}.bin" |
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cue_sheet="${CD_IMAGE_NAME}.cue" |
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> |
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<track type="data"> |
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<identifiers |
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system ="PLAYSTATION" |
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volume ="PSN00BSDK_TEMPLATE" |
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volume_set ="PSN00BSDK_TEMPLATE" |
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publisher ="MEIDOTEK" |
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data_preparer ="PSN00BSDK ${PSN00BSDK_VERSION}" |
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application ="PLAYSTATION" |
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copyright ="README.TXT;1" |
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/> |
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|
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<directory_tree> |
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<file name="SYSTEM.CNF" type="data" source="${PROJECT_SOURCE_DIR}/system.cnf" /> |
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<file name="TEMPLATE.EXE" type="data" source="template.exe" /> |
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<file name="TEMPLATE.MAP" type="data" source="template.map" /> |
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<dummy sectors="1024"/> |
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</directory_tree> |
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</track> |
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<!--<track type="audio" source="track2.wav" />--> |
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</iso_project> |
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/* |
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* LibPSn00b Example Programs |
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* |
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* Hello World Example |
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* 2019-2020 Meido-Tek Productions / PSn00bSDK Project |
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* |
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* The obligatory hello world example normally included in nearly every |
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* SDK package. This example should also get you started in how to manage |
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* the display using psxgpu. |
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* |
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* Example by Lameguy64 |
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* |
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* |
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* Changelog: |
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* |
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* January 1, 2020 - Initial version |
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*/ |
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#include <stdio.h> |
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#include <sys/types.h> |
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#include <psxetc.h> |
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#include <psxgte.h> |
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#include <psxgpu.h> |
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#define OTLEN 8 |
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// Define display/draw environments for double buffering |
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DISPENV disp[2]; |
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DRAWENV draw[2]; |
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int db; |
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u_long ot[2][OTLEN]; // Ordering tables, two arrays for double buffering. These are basically "layers" for drawing. |
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char primbuff[2][32768]; // Primitive buffer, just a raw buffer of bytes to use as a pool for primitives |
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char *nextpri; |
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extern u_long tim_player128[]; |
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extern u_long tim_player16bpp[]; |
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extern u_long tim_shambler[]; |
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TIM_IMAGE playerTex; |
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TIM_IMAGE shamblerTex; |
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void loadTexture(u_long* tim, TIM_IMAGE* tparam) |
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{ |
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GetTimInfo(tim, tparam); |
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// This freezes up if the TIM image has weird dimensions, such as the ones from Quake... |
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LoadImage(tparam->prect, tparam->paddr); |
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// Upload CLUT for palettized images |
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if (tparam->mode & 0x8) |
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{ |
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LoadImage(tparam->crect, tparam->caddr); |
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} |
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DrawSync(0); |
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} |
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// Init function |
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void init(void) |
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{ |
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// This not only resets the GPU but it also installs the library's |
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// ISR subsystem to the kernel |
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ResetGraph(0); |
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// Define display environments, first on top and second on bottom |
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SetDefDispEnv(&disp[0], 0, 0, 320, 240); |
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SetDefDispEnv(&disp[1], 0, 240, 320, 240); |
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// Define drawing environments, first on bottom and second on top |
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SetDefDrawEnv(&draw[0], 0, 240, 320, 240); |
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SetDefDrawEnv(&draw[1], 0, 0, 320, 240); |
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// Set and enable clear color |
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setRGB0(&draw[0], 96, 0, 96); |
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setRGB0(&draw[1], 96, 0, 96); |
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draw[0].isbg = 1; |
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draw[1].isbg = 1; |
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// Clear double buffer counter |
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db = 0; |
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// Apply the GPU environments |
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PutDispEnv(&disp[db]); |
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PutDrawEnv(&draw[db]); |
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// Load test font |
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FntLoad(960, 0); |
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// Open up a test font text stream of 100 characters |
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FntOpen(0, 8, 320, 224, 0, 100); |
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nextpri = primbuff[0]; |
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loadTexture(tim_player128, &playerTex); |
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loadTexture(tim_player16bpp, &playerTex); |
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loadTexture(tim_shambler, &shamblerTex); |
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// Set texture page for the entire drawing environment. Nice in some cases perhaps, but not what we need. |
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//draw[0].tpage = getTPage(playerTex.mode & 0x3, 0, playerTex.prect->x, playerTex.prect->y); |
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//draw[1].tpage = getTPage(playerTex.mode & 0x3, 0, playerTex.prect->x, playerTex.prect->y); |
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} |
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// Display function |
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void display(void) |
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{ |
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// Wait for all drawing to complete |
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// TODO: this should be interleaved with the double buffered ordering table draw commands, to minimize CPU idle time while waiting for the GPU |
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DrawSync(0); |
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// Wait for vertical sync to cap the logic to 60fps (or 50 in PAL mode) |
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// and prevent screen tearing |
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VSync(0); |
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// Switch pages |
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PutDispEnv(&disp[db]); |
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PutDrawEnv(&draw[db]); |
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// Enable display output, ResetGraph() disables it by default |
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SetDispMask(1); |
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DrawOTag(ot[db] + OTLEN - 1); // This performs a DMA transfer to quickly send all the primitives off to the GPU |
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// Flip buffer index |
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db = !db; |
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nextpri = primbuff[db]; |
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} |
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static void lerpcol(int r0, int g0, int b0, int r1, int g1, int b1, int lerp, int* rout, int* gout, int* bout) // lerp = 0-4096 |
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{ |
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int invlerp = 4096 - lerp; |
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*rout = (r0 * invlerp + r1 * lerp) >> 12; |
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*gout = (g0 * invlerp + g1 * lerp) >> 12; |
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*bout = (b0 * invlerp + b1 * lerp) >> 12; |
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} |
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void addTile(int x, int y, int w, int h, int r, int g, int b) |
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{ |
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// Initialize tile primitive |
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TILE *tile = (TILE*)nextpri; |
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setTile(tile); |
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setXY0(tile, x, y); |
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setWH(tile, w, h); |
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setRGB0(tile, r, g, b); |
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addPrim(ot[db], tile); |
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nextpri += sizeof(TILE); |
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} |
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void addColoredTriangle(int x0, int y0, int x1, int y1, int x2, int y2, unsigned int rgb0, unsigned int rgb1, unsigned int rgb2) |
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{ |
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POLY_G3 *poly = (POLY_G3*)nextpri; |
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setPolyG3(poly); |
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setXY3(poly, x0, y0, x1, y1, x2, y2); |
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setRGB0(poly, (rgb0 >> 16) & 0xFF, (rgb0 >> 8) & 0xFF, rgb0 & 0xFF); |
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setRGB1(poly, (rgb1 >> 16) & 0xFF, (rgb1 >> 8) & 0xFF, rgb1 & 0xFF); |
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setRGB2(poly, (rgb2 >> 16) & 0xFF, (rgb2 >> 8) & 0xFF, rgb2 & 0xFF); |
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addPrim(ot[db], poly); |
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nextpri += sizeof(POLY_G3); |
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} |
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void addTexturedTriangle(int x0, int y0, int x1, int y1, int x2, int y2, short u0, short v0, short u1, short v1, short u2, short v2, TIM_IMAGE *img) |
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{ |
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short uoffs = (img->prect->x % 64) << (2 - (img->mode & 0x3)); |
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short voffs = (img->prect->y & 0xFF); |
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POLY_FT3 *poly = (POLY_FT3*)nextpri; |
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setPolyFT3(poly); |
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setXY3(poly, x0, y0, x1, y1, x2, y2); |
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setUV3(poly, uoffs + u0, voffs + v0, uoffs + u1, voffs + v1, uoffs + u2, voffs + v2); |
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setRGB0(poly, 128, 128, 128); |
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setClut(poly, img->crect->x, img->crect->y); |
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setTPage(poly, img->mode & 0x3, 0, img->prect->x, img->prect->y); |
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addPrim(ot[db], poly); |
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nextpri += sizeof(POLY_FT3); |
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} |
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void addTexturedSprite(int x, int y, int w, int h, TIM_IMAGE *img) |
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{ |
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short uoffs = (img->prect->x % 64) << (2 - (img->mode & 0x3)); |
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short voffs = (img->prect->y & 0xFF); |
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SPRT *sprite = (SPRT*)nextpri; |
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setSprt(sprite); |
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setXY0(sprite, x, y); |
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setWH(sprite, w, h); |
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setUV0(sprite, uoffs, voffs); |
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setClut(sprite, img->crect->x, img->crect->y); |
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setRGB0(sprite, 128, 128, 128); |
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addPrim(ot[db], sprite); |
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nextpri += sizeof(SPRT); |
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DR_TPAGE *tpage = (DR_TPAGE*)nextpri; |
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setDrawTPage(tpage, 0, 1, getTPage(img->mode & 0x3, 0, img->prect->x, img->prect->y)); |
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addPrim(ot[db], tpage); |
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nextpri += sizeof(DR_TPAGE); |
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} |
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void drawStuff(int counter) |
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{ |
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ClearOTagR(ot[db], OTLEN); |
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// Print the obligatory hello world and counter to show that the |
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// program isn't locking up to the last created text stream |
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FntPrint(-1, "HELLO WORLD\n"); |
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FntPrint(-1, "COUNTER=%d, SIN=%d\n", counter, isin(counter)); |
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FntPrint(-1, "Image x %d y %d w %d h %d mode 0x%x\n", playerTex.prect->x, playerTex.prect->y, playerTex.prect->w, playerTex.prect->h, playerTex.mode); |
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// Draw the last created text stream |
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FntFlush(-1); |
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int r, g, b; |
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lerpcol(255, 255, 0, 255, 0, 0, (icos(counter * 32) + 4096) >> 1, &r, &g, &b); |
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addTile(32, 32, 64, 64, r, g, b); |
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lerpcol(0, 255, 255, 0, 255, 0, (icos(counter * 24 + 512) + 4096) >> 1, &r, &g, &b); |
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addTile(128, 160, 48, 48, r, g, b); |
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addColoredTriangle(260, 140, 220, 220, 300, 220, 0xFF0000, 0x00FF00, 0x0000FF); |
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addTexturedTriangle(260, 40, 220, 120, 300, 120, 0, 94, 74, 124, 58, 1, &playerTex); |
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addTexturedSprite(20, 140, 80, 80, &playerTex); |
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addTexturedSprite(80, 40, 154, 114, &shamblerTex); |
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} |
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// Main function, program entrypoint |
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int main(int argc, const char *argv[]) |
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{ |
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int counter; |
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// Init stuff |
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init(); |
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// Main loop |
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counter = 0; |
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while(1) |
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{ |
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drawStuff(counter); |
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// Update display |
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display(); |
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// Increment the counter |
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counter++; |
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} |
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return 0; |
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} |
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BOOT=cdrom:\template.exe;1 |
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TCB=4 |
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EVENT=10 |
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STACK=801FFFF0 |
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