Beispiel #1
0
void Red3dSetupLight(ScePspFVector3 pos, u32 dif, u32 spec)
{
	
	sceGuEnable(GU_LIGHTING);
	sceGuEnable(GU_LIGHT0);
	sceGuEnable(GU_LIGHT1);
	sceGuEnable(GU_LIGHT2);
	sceGuEnable(GU_LIGHT3);
	
	int lightnumber = 0;
	sceGuLight(lightnumber,GU_POINTLIGHT,GU_DIFFUSE_AND_SPECULAR,&pos);
	sceGuLightColor(lightnumber,GU_DIFFUSE,dif);
	sceGuLightColor(lightnumber,GU_SPECULAR,spec);
	sceGuLightAtt(lightnumber,0.0f,1.0f,0.0f);
	sceGuSpecular(12.0f);
	sceGuAmbient(0x00222222);
}
Beispiel #2
0
void drawTorus( int val )
{
    // setup a light

    ScePspFVector3 dir = { 0, 0, 1 };
    sceGuLight(0,GU_DIRECTIONAL,GU_DIFFUSE,&dir);
    sceGuLightColor(0,GU_DIFFUSE,0x00ff4040 );
    sceGuLightAtt(0,1.0f,0.0f,0.0f);
    sceGuAmbient(0x00202020);

    // setup texture
    sceGuDisable(GU_TEXTURE_2D);
    sceGuEnable(GU_LIGHTING);
    sceGuEnable(GU_LIGHT0);

    // setup matrices for torus

    sceGumMatrixMode(GU_PROJECTION);
    sceGumLoadIdentity();
    sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

    sceGumMatrixMode(GU_VIEW);
    {
        ScePspFVector3 pos = {0.0f,0.0f,-2.5f};

        sceGumLoadIdentity();
        sceGumTranslate(&pos);
    }

    sceGumMatrixMode(GU_MODEL);
    {
        ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};

        sceGumLoadIdentity();
        sceGumRotateXYZ(&rot);
    }

    // draw torus

    sceGuColor(0xffffff);
    sceGumDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(torus_indices)/sizeof(unsigned short),torus_indices,torus_vertices);


    // restore state

    sceGuDisable(GU_LIGHTING);
    sceGuDisable(GU_LIGHT0);
    sceGuEnable(GU_TEXTURE_2D);
}
Beispiel #3
0
int main(int argc, char* argv[])
{
	setupCallbacks();

	int i, j;

	// Load emd mesh from file
	EMD_MESH* mesh = EMD_LoadMeshFromFile("scene.emd");
	int vert_count = EMD_GetVertexCount(mesh);
	int idx_count = 0;

	int elem_count = EMD_GetElementCount(mesh);
	for (i=0; i<elem_count; i++)
	{
		idx_count += EMD_GetIndexCount(mesh, i);
	}

	VERTEX* vert_buf = (VERTEX*)memalign(16, sizeof(VERTEX) * vert_count);
	GW_UINT16* idx_buf = (GW_UINT16*)memalign(16, sizeof(GW_UINT16) * idx_count);

	for (i=0; i<vert_count; i++)
	{
		EMD_GetVertexByIndex(mesh, i, &vert_buf[i].x, &vert_buf[i].y, &vert_buf[i].z);
		EMD_GetTexcoordByIndex(mesh, i, &vert_buf[i].u, &vert_buf[i].v);
		EMD_GetNormalByIndex(mesh, i, &vert_buf[i].nx, &vert_buf[i].ny, &vert_buf[i].nz);
		//vert_buf[i].color = 0xffffffff;
	}

	GW_UINT32 idx_head = 0;
	GW_UINT32* data;
	GW_UINT32 count;

	// Pack 32-bit index into 16-bit buffer
	for (i=0; i<elem_count; i++)
	{
		count = EMD_GetIndexCount(mesh, i);
		data = EMD_GetIndexArray(mesh, i);
		for (j=0; j<count; j++)
		{
			idx_buf[j + idx_head] = (GW_UINT16)data[j];
		}

		idx_head += count;
	}

	EMD_FreeMesh(mesh);


	// flush cache so that no stray data remains

	sceKernelDcacheWritebackAll();

	// setup GU

	void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);

	pspDebugScreenInit();
	sceGuInit();

	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
	sceGuDepthBuffer(zbp,BUF_WIDTH);
	sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
	sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
	sceGuDepthRange(65535,0);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CCW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	//sceGuDisable(GU_TEXTURE_2D);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuEnable(GU_LIGHTING);
	sceGuEnable(GU_LIGHT0);
	sceGuEnable(GU_LIGHT1);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	// run sample

	int val = 0;

	while(running())
	{
		sceGuStart(GU_DIRECT,list);

		// clear screen

		sceGuClearColor(0xff554433);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

		
		// setup lights

		ScePspFVector3 light_dir = { 1.0f, 1.0f, 1.0f };

		// GU_DIRECTIONAL
		// GU_POINTLIGHT
		sceGuLight(0, GU_POINTLIGHT, GU_DIFFUSE, &light_dir);
		sceGuLightColor(0, GU_DIFFUSE, 0xffffffff);
		sceGuAmbient(0x00202020);

		light_dir.x = -light_dir.x;
		light_dir.y = -light_dir.y;
		light_dir.z = -light_dir.z;

		sceGuLight(1, GU_DIRECTIONAL, GU_DIFFUSE_AND_SPECULAR, &light_dir);
		sceGuLightColor(1, GU_DIFFUSE, 0xff7f7f7f);
		

		// setup matrices for cube

		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

		sceGumMatrixMode(GU_VIEW);
		sceGumLoadIdentity();

		sceGumMatrixMode(GU_MODEL);
		sceGumLoadIdentity();
		{
			ScePspFVector3 pos = { 0, 0, -5.0f };
			ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
			sceGumTranslate(&pos);
			sceGumRotateXYZ(&rot);
		}

		// setup texture

		//sceGuTexMode(GU_PSM_4444,0,0,0);
		// sceGuTexImage(0,64,64,64,logo_start);
		//sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
		//sceGuTexEnvColor(0xffff00);
		//sceGuTexFilter(GU_LINEAR,GU_LINEAR);
		//sceGuTexScale(1.0f,1.0f);
		//sceGuTexOffset(0.0f,0.0f);
		//sceGuAmbientColor(0xff7f7f7f);

		// draw cube

		sceGuColor(0xffffff);
		sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,
				idx_count, idx_buf, vert_buf);
		

		pspDebugScreenSetXY(0, 0);
		pspDebugScreenPrintf("v: %d", vert_count);
		pspDebugScreenSetXY(0, 1);
		pspDebugScreenPrintf("i: %d", idx_count);

		sceGuFinish();
		sceGuSync(0,0);

		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();

		val++;
	}

	sceGuTerm();

	// Release buffers
	free(vert_buf);
	free(idx_buf);

	sceKernelExitGame();
	return 0;
}
Beispiel #4
0
void Light::setup(GLint glLightId_in)
{	
	GLint lightId = (glLightId_in != -1)?glLightId_in:glLightId;
	
	glLightId = lightId;
	
	enable();
	glMatrixMode(GL_MODELVIEW);
	
	
	if (has_target && (type == LIGHT_SPOT || type == LIGHT_AREA))
	{
//		Vector direction;
		
		direction = position;
		direction -= target;
		//direction.makeUnit();
		
//#if !defined(ARCH_PSP) && !defined(OPENGL_ES) && !defined(ARCH_DC)
//		GLShader::defaultShader.setShaderValue("lightDir",direction);
//#endif
		
#ifdef ARCH_PSP
		ScePspFVector3 lightPosition = { position.x, position.y, position.z };
		ScePspFVector3 lightDirection = { direction.x, direction.y, direction.z };

	    sceGuLight( lightId, GU_SPOTLIGHT, GU_DIFFUSE_AND_SPECULAR, &lightPosition );
	    //sceGuLight( lightId, GU_SPOTLIGHT, GU_SPECULAR, &lightPosition );
		sceGuLightSpot(lightId, &lightDirection, exponent, cutoff);
#else		
#ifndef ARCH_DC
		GLfloat Direction[] = { direction.x, direction.y, direction.z, 1.0f };
		GLfloat Position[] = { position.x, position.y, position.z, 1.0f };
		glLightfv(lightId, GL_POSITION, Position);
		glLightfv(lightId, GL_SPOT_DIRECTION, Direction);
#endif
#endif
	}
	else
	{
		if (type==LIGHT_DIRECTIONAL)
		{
			direction = XYZ(1,0,0);
			
			if (rotation.x || rotation.y || rotation.z || rotation != rotation_last)
			{
				Vector direction_in;
				
				direction_in = XYZ(1,0,0);

//				float dirTransform[16];
//				glMatrixMode(GL_MODELVIEW);
//				glPushMatrix();
//					glLoadIdentity();
//					glRotatef(rotation.z,0,0,1);
//					glRotatef(rotation.y,0,1,0);
//					glRotatef(rotation.x,1,0,0);
//					glGetFloatv(GL_MODELVIEW_MATRIX,dirTransform);
//				glPopMatrix();
//				
//				matTransform(dirTransform,direction_in,direction);
//				direction.makeUnit();
				
				directionTransform.pushMatrix();
				if (rotation.z)	directionTransform.rotate(rotation.z,0,0,1);
				if (rotation.y)	directionTransform.rotate(rotation.y,0,1,0);
				if (rotation.x)	directionTransform.rotate(rotation.x,1,0,0);
				directionTransform.apply(direction_in, direction);
				directionTransform.popMatrix();
				

//				direction = XYZ(cos(DEGTORAD(rotation.x)),sin(DEGTORAD(rotation.y)),sin(DEGTORAD(rotation.z)));
				direction.makeUnit();
				
				rotation_last = rotation;
			}
			
#ifdef ARCH_PSP
			ScePspFVector3 lightDirection = { direction.x, direction.y, direction.z };
			sceGuLight( lightId, GU_DIRECTIONAL, GU_DIFFUSE_AND_SPECULAR, &lightDirection );
			//sceGuLight( lightId, GU_DIRECTIONAL, GU_SPECULAR, &lightDirection );
#else		
			GLfloat Position[] = { direction.x, direction.y, direction.z, 0.0f };
//			GLfloat Position[] = { 1, 0, 0, 0.0 };

#ifndef ARCH_DC
			glLightfv(lightId, GL_POSITION, Position);
#endif
#endif			
		}
#ifndef ARCH_PSP
#ifndef ARCH_DC
		else
		{
			if (parent)
			{
				glPushMatrix();
				parent->transformBegin();
			}			

			glPushMatrix();

			ObjectController lCtl;
			
			lCtl.setRotation(rotation);
			lCtl.setPosition(position);
			
			lCtl.transformBegin();
			
//
//			if (position.x || position.y || position.z)
//			{
//				glTranslatef(position.x,position.y,position.z);
//			}
//			
//			if (rotation.x || rotation.y || rotation.z)
//			{
//				if (rotation.z)
//				{
//					glRotatef(rotation.z,0,0,1);
//				}
//				if (rotation.y)
//				{
//					glRotatef(rotation.y,0,1,0);
//				}
//				if (rotation.x)
//				{
//					glRotatef(rotation.x,1,0,0);
//				}
//			}			

			GLfloat Direction[] = { 0, 0, -1, 1 };
			glLightfv(lightId, GL_SPOT_DIRECTION, Direction);
			GLfloat Position[] = { 0, 0, 0, 1 };
			glLightfv(lightId, GL_POSITION, Position);
			
			glGetFloatv(GL_MODELVIEW_MATRIX,transMatrix);
			
			lCtl.transformEnd();
			glPopMatrix();
			
			
//			glPushMatrix();
//			#ifdef ARCH_PSP
//					ScePspFVector3 lightPosition = { position.x, position.y, position.z };
//					//sceGuLight( lightId, GU_POINTLIGHT, GU_AMBIENT_AND_DIFFUSE, &lightPosition );
//					sceGuLight( lightId, GU_POINTLIGHT, GU_SPECULAR, &lightPosition );
//			#else		
//					GLfloat Position[] = { position.x, position.y, position.z, 1.0 };
//					glLightfv(lightId, GL_POSITION, Position);
//			#endif
//			glPopMatrix();
			
			if (parent)
			{
				parent->transformEnd();
				glPopMatrix();
			}

		}
#endif
#endif
		
//		if (type == LIGHT_DIRECTIONAL)
//	{
//			GLfloat Position[] = { direction.x, direction.y, direction.z, 0 };
//			glLightfv(lightId, GL_POSITION, Position);
//	}
	}


	
#ifndef ARCH_DC
	if (type == LIGHT_POINT)
	{
#ifdef ARCH_PSP
		ScePspFVector3 lightPosition = { position.x, position.y, position.z };
	    sceGuLight( lightId, GU_POINTLIGHT, GU_DIFFUSE_AND_SPECULAR, &lightPosition );
//	    sceGuLight( lightId, GU_POINTLIGHT, GU_SPECULAR, &lightPosition );
#else		
		GLfloat Position[] = { position.x, position.y, position.z, 1 };
		glLightfv(lightId, GL_POSITION, Position);
//		printf("pos: %d, %f, %f, %f\n",lightId,Position[0],Position[1],Position[2]);
#endif

#ifndef ARCH_PSP
		if (cutoff)
		{
			glLightf(lightId, GL_SPOT_EXPONENT, 1.0f/cutoff); 
		}
		else
		{
			glLightf(lightId, GL_SPOT_EXPONENT, 0); 	
		}
#endif
	}

	
#ifndef ARCH_PSP
	if ((type == LIGHT_SPOT)) //  || type == LIGHT_PROJECTOR
	{
		glLightf(lightId, GL_SPOT_CUTOFF, cutoff/2.0f);   
		glLightf(lightId, GL_SPOT_EXPONENT, 1.0);
	}
#endif
	

#ifdef ARCH_PSP
		sceGuLightMode(GU_SEPARATE_SPECULAR_COLOR);

		sceGuLightColor( lightId, GU_AMBIENT, GU_COLOR( ambient.r, ambient.g, ambient.b, 1.0f ));
		sceGuLightColor( lightId, GU_DIFFUSE, GU_COLOR( diffuse.r, diffuse.g, diffuse.b, 1.0f ));
		sceGuLightColor( lightId, GU_SPECULAR, GU_COLOR( specular.r, specular.g, specular.b, 1.0f ));
#else
	
//#ifndef OPENGL_ES
	//		glEnable(GL_SEPARATE_SPECULAR_COLOR);
	//		glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
	//		glEnable(GL_COLOR_SUM);
//#endif
		GLfloat Ambient[] = { ambient.r, ambient.g, ambient.b, 1 };
		GLfloat Diffuse[] = { diffuse.r, diffuse.g, diffuse.b, 1 };
		GLfloat Specular[] = { specular.r, specular.g, specular.b, 1 };

		glLightfv(lightId, GL_AMBIENT, Ambient);
		glLightfv(lightId, GL_DIFFUSE, Diffuse);
		glLightfv(lightId, GL_SPECULAR, Specular);
#endif	
	
#ifdef ARCH_PSP
	sceGuEnable(gl_lights[lightId]);
	sceGuLightAtt(lightId, constant_attenuation, linear_attenuation, quadratic_attenuation);
#else
	glLightf(lightId, GL_CONSTANT_ATTENUATION, constant_attenuation);
	glLightf(lightId, GL_LINEAR_ATTENUATION, linear_attenuation);
	glLightf(lightId, GL_QUADRATIC_ATTENUATION, quadratic_attenuation);
	
	glEnable(lightId);
#endif
#endif
	
};
Beispiel #5
0
int main(int argc, char* argv[])
{
    SetupCallbacks();

    // generate geometry

    genGrid( GRID_ROWS, GRID_COLUMNS, GRID_SIZE, grid_vertices, grid_indices );
    genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );

    // flush cache so that no stray data remains

    sceKernelDcacheWritebackAll();

    // setup VRAM buffers

    void* frameBuffer = (void*)0;
    const void* doubleBuffer = (void*)0x44000;
    const void* renderTarget = (void*)0x88000;
    const void* depthBuffer = (void*)0x110000;

    // setup GU

    sceGuInit();

    sceGuStart(GU_DIRECT,list);
    sceGuDrawBuffer(GU_PSM_4444,frameBuffer,BUF_WIDTH);
    sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)doubleBuffer,BUF_WIDTH);
    sceGuDepthBuffer((void*)depthBuffer,BUF_WIDTH);
    sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
    sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
    sceGuDepthRange(0xc350,0x2710);
    sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
    sceGuEnable(GU_SCISSOR_TEST);
    sceGuDepthFunc(GU_GEQUAL);
    sceGuEnable(GU_DEPTH_TEST);
    sceGuFrontFace(GU_CW);
    sceGuShadeModel(GU_SMOOTH);
    sceGuEnable(GU_CULL_FACE);
    sceGuEnable(GU_TEXTURE_2D);
    sceGuEnable(GU_DITHER);
    sceGuFinish();
    sceGuSync(0,0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);


    // setup matrices

    ScePspFMatrix4 identity;
    ScePspFMatrix4 projection;
    ScePspFMatrix4 view;

    gumLoadIdentity(&identity);

    gumLoadIdentity(&projection);
    gumPerspective(&projection,75.0f,16.0f/9.0f,0.5f,1000.0f);

    {
        ScePspFVector3 pos = {0,0,-5.0f};

        gumLoadIdentity(&view);
        gumTranslate(&view,&pos);
    }

    ScePspFMatrix4 textureProjScaleTrans;
    gumLoadIdentity(&textureProjScaleTrans);
    textureProjScaleTrans.x.x = 0.5;
    textureProjScaleTrans.y.y = -0.5;
    textureProjScaleTrans.w.x = 0.5;
    textureProjScaleTrans.w.y = 0.5;

    ScePspFMatrix4 lightProjection;
    ScePspFMatrix4 lightProjectionInf;
    ScePspFMatrix4 lightView;
    ScePspFMatrix4 lightMatrix;

    gumLoadIdentity(&lightProjection);
    gumPerspective(&lightProjection,75.0f,1.0f,0.1f,1000.0f);
    gumLoadIdentity(&lightProjectionInf);
    gumPerspective(&lightProjectionInf,75.0f,1.0f,0.0f,1000.0f);

    gumLoadIdentity(&lightView);
    gumLoadIdentity(&lightMatrix);

    // define shadowmap

    Texture shadowmap = {
        GU_PSM_4444,
        0, 128, 128, 128,
        sceGeEdramGetAddr() + (int)renderTarget
    };

    // define geometry

    Geometry torus = {
        identity,
        sizeof(torus_indices)/sizeof(unsigned short),
        torus_indices,
        torus_vertices,
        0xffffff
    };
    Geometry grid = {
        identity,
        sizeof(grid_indices)/sizeof(unsigned short),
        grid_indices,
        grid_vertices,
        0xff7777
    };

    // run sample

    int val = 0;

    for(;;)
    {
        // update matrices

        // grid
        {
            ScePspFVector3 pos = {0,-1.5f,0};

            gumLoadIdentity(&grid.world);
            gumTranslate(&grid.world,&pos);
        }

        // torus
        {
            ScePspFVector3 pos = {0,0.5f,0.0f};
            ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};

            gumLoadIdentity(&torus.world);
            gumTranslate(&torus.world,&pos);
            gumRotateXYZ(&torus.world,&rot);
        }

        // orbiting light
        {
            ScePspFVector3 lightLookAt = { torus.world.w.x, torus.world.w.y, torus.world.w.z };
            ScePspFVector3 rot1 = {0,val * 0.79f * (GU_PI/180.0f),0};
            ScePspFVector3 rot2 = {-(GU_PI/180.0f)*60.0f,0,0};
            ScePspFVector3 pos = {0,0,LIGHT_DISTANCE};

            gumLoadIdentity(&lightMatrix);
            gumTranslate(&lightMatrix,&lightLookAt);
            gumRotateXYZ(&lightMatrix,&rot1);
            gumRotateXYZ(&lightMatrix,&rot2);
            gumTranslate(&lightMatrix,&pos);
        }

        gumFastInverse(&lightView,&lightMatrix);

        // render to shadow map

        {
            sceGuStart(GU_DIRECT,list);

            // set offscreen texture as a render target

            sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,shadowmap.stride);

            // setup viewport

            sceGuOffset(2048 - (shadowmap.width/2),2048 - (shadowmap.height/2));
            sceGuViewport(2048,2048,shadowmap.width,shadowmap.height);

            // clear screen

            sceGuClearColor(0xffffffff);
            sceGuClearDepth(0);
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

            // setup view/projection from light

            sceGuSetMatrix(GU_PROJECTION,&lightProjection);
            sceGuSetMatrix(GU_VIEW,&lightView);

            // shadow casters are drawn in black
            // disable lighting and texturing

            sceGuDisable(GU_LIGHTING);
            sceGuDisable(GU_TEXTURE_2D);

            // draw torus to shadow map

            drawShadowCaster( &torus );

            sceGuFinish();
            sceGuSync(0,0);
        }

        // render to frame buffer

        {
            sceGuStart(GU_DIRECT,list);

            // set frame buffer

            sceGuDrawBufferList(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);

            // setup viewport

            sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
            sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);

            // clear screen

            sceGuClearColor(0xff554433);
            sceGuClearDepth(0);
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

            // setup view/projection from camera

            sceGuSetMatrix(GU_PROJECTION,&projection);
            sceGuSetMatrix(GU_VIEW,&view);
            sceGuSetMatrix(GU_MODEL,&identity);

            // setup a light
            ScePspFVector3 lightPos = { lightMatrix.w.x, lightMatrix.w.y, lightMatrix.w.z };
            ScePspFVector3 lightDir = { lightMatrix.z.x, lightMatrix.z.y, lightMatrix.z.z };

            sceGuLight(0,GU_SPOTLIGHT,GU_DIFFUSE,&lightPos);
            sceGuLightSpot(0,&lightDir, 5.0, 0.6);
            sceGuLightColor(0,GU_DIFFUSE,0x00ff4040);
            sceGuLightAtt(0,1.0f,0.0f,0.0f);
            sceGuAmbient(0x00202020);
            sceGuEnable(GU_LIGHTING);
            sceGuEnable(GU_LIGHT0);

            // draw torus

            drawGeometry( &torus );

            // setup texture projection

            sceGuTexMapMode( GU_TEXTURE_MATRIX, 0, 0 );
            sceGuTexProjMapMode( GU_POSITION );

            // set shadowmap as a texture

            sceGuTexMode(shadowmap.format,0,0,0);
            sceGuTexImage(shadowmap.mipmap,shadowmap.width,shadowmap.height,shadowmap.stride,shadowmap.data);
            sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGB);
            sceGuTexFilter(GU_LINEAR,GU_LINEAR);
            sceGuTexWrap(GU_CLAMP,GU_CLAMP);
            sceGuEnable(GU_TEXTURE_2D);

            // calculate texture projection matrix for shadowmap

            ScePspFMatrix4 shadowProj;
            gumMultMatrix(&shadowProj, &lightProjectionInf, &lightView);
            gumMultMatrix(&shadowProj, &textureProjScaleTrans, &shadowProj);

            // draw grid receiving shadow

            drawShadowReceiver( &grid, shadowProj );

            sceGuFinish();
            sceGuSync(0,0);
        }

        sceDisplayWaitVblankStart();
        frameBuffer = sceGuSwapBuffers();

        val++;
    }

    sceGuTerm();

    sceKernelExitGame();
    return 0;
}
Beispiel #6
0
int main(int argc, char* argv[])
{
	setupCallbacks();

	// setup GU

	void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);

	sceGuInit();

	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
	sceGuDepthBuffer(zbp,BUF_WIDTH);
	sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
	sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
	sceGuDepthRange(0xc350,0x2710);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
//	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	setupSH();
	indicesSH();

	// run sample

	int val = 0;

	while(running())
	{
		sceGuStart(GU_DIRECT,list);

		// clear screen

		sceGuClearColor(0x000000);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

		// light settings

		sceGuEnable(GU_LIGHTING);
		sceGuEnable(GU_LIGHT0);
		sceGuEnable(GU_LIGHT1);
		sceGuEnable(GU_LIGHT2);
		sceGuLightMode(1);
		{
			unsigned int i;

			for (i = 0; i < 3; ++i)
			{
				sceGuLight(i,GU_DIRECTIONAL,GU_DIFFUSE_AND_SPECULAR,&lsettings[i].position);
				sceGuLightColor(i,GU_DIFFUSE,lsettings[i].diffuse);
				sceGuLightColor(i,GU_SPECULAR,lsettings[i].specular);
				sceGuLightAtt(i,0.0f,1.0f,0.0f);
			}
			sceGuSpecular(12.0f);
			sceGuAmbient(0x000000);
		}

		// setup matrices

		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

		sceGumMatrixMode(GU_VIEW);
		{
			ScePspFVector3 pos = { 0, 0, -5.0f };

			sceGumLoadIdentity();
			sceGumTranslate(&pos);
		}

		sceGumMatrixMode(GU_MODEL);
		sceGumLoadIdentity();
		{
			ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
			sceGumRotateXYZ(&rot);
		}

		// setup texture

		sceGuAmbientColor(0xffffffff);

		// draw

		renderSH(parametersSH);

		sceGuFinish();
		sceGuSync(0,0);

		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();

		val++;

		if ((val%600) == 0)
		{
			unsigned int i;
			for (i = 0; i < 8; ++i)
				parametersSH[i] = (int)((rand() / ((float)RAND_MAX)) * 6.0f);
		}
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}