void ESVideo::Initialize () { //Init PSGL PSGLinitOptions initOpts = {PSGL_INIT_MAX_SPUS | PSGL_INIT_HOST_MEMORY_SIZE, 1, false, 0, 0, 0, 0, 32 * 1024 * 1024}; psglInit(&initOpts); Device = psglCreateDeviceAuto(GL_ARGB_SCE, GL_NONE, GL_MULTISAMPLING_NONE_SCE); Context = psglCreateContext(); psglMakeCurrent(Context, Device); psglResetCurrentContext(); //Get Screen Info psglGetRenderBufferDimensions(Device, &ScreenWidth, &ScreenHeight); WideScreen = psglGetDeviceAspectRatio(Device) > 1.5f; glViewport(0, 0, GetScreenWidth(), GetScreenHeight()); //Some settings OpenGLHelp::InitializeState(); glEnable(GL_VSYNC_SCE); // Setup vertex buffer VertexBuffer = (GLfloat*)memalign(128, VertexBufferCount * VertexSize * sizeof(GLfloat)); GLShader::ApplyVertexBuffer(VertexBuffer); //Texture for FillRectangle FillerTexture = new Texture(2, 2); FillerTexture->Clear(0xFFFFFFFF); }
void GraphicsManager::InitialisePSGL() { // Initialise the PSGL functions to use for the game psglInit(NULL); device = psglCreateDeviceAuto(GL_ARGB_SCE,GL_DEPTH_COMPONENT24,GL_MULTISAMPLING_4X_SQUARE_ROTATED_SCE); if (!device) { printf("!! Failed to init the device \n!! Exiting Program \n" ); exit(1); } context = psglCreateContext(); if (!context) { fprintf(stderr, "Error creating PSGL context\n"); exit(1); } psglMakeCurrent(context, device); psglResetCurrentContext(); psglLoadShaderLibrary(SYS_APP_HOME"/shaders.bin"); } // InitialisePSGL()
void ESVideoPlatform::Initialize (uint32_t& aWidth, uint32_t& aHeight) { //Init PSGL PSGLinitOptions initOpts = {PSGL_INIT_MAX_SPUS | PSGL_INIT_HOST_MEMORY_SIZE, 1, false, 0, 0, 0, 0, 32 * 1024 * 1024}; psglInit(&initOpts); Device = psglCreateDeviceAuto(GL_ARGB_SCE, GL_NONE, GL_MULTISAMPLING_NONE_SCE); Context = psglCreateContext(); psglMakeCurrent(Context, Device); psglResetCurrentContext(); //Get Screen Info psglGetRenderBufferDimensions(Device, &aWidth, &aHeight); psglGetDeviceDimensions(Device, &DefaultWidth, &DefaultHeight); // WideScreen = psglGetDeviceAspectRatio(Device) > 1.5f; //Some settings glEnable(GL_VSYNC_SCE); VSyncOn = true; //Init shaders cgRTCgcInit(); LibESGL::Presenter::Initialize(); }
//----------------------------------------------------------------------------- // Purpose: Initialize the PSGL rendering interfaces and default state //----------------------------------------------------------------------------- bool CGameEnginePS3::BInitializePSGL() { // Clear any errors glGetError(); // First, initialize PSGL // Note that since we initialized the SPUs ourselves earlier we should // make sure that PSGL doesn't try to do so as well. PSGLinitOptions initOpts = { enable: PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS | PSGL_INIT_HOST_MEMORY_SIZE, maxSPUs: 1, initializeSPUs: false, // We're not specifying values for these options, the code is only here // to alleviate compiler warnings. persistentMemorySize: 0, transientMemorySize: 0, errorConsole: 0, fifoSize: 0, hostMemorySize: 128*1024*1024, // 128 mbs for host memory }; psglInit( &initOpts ); m_pPSGLDevice = psglCreateDeviceAuto( GL_ARGB_SCE, GL_DEPTH_COMPONENT24, GL_MULTISAMPLING_4X_SQUARE_ROTATED_SCE ); if ( !m_pPSGLDevice ) { OutputDebugString( "!! Failed to init the device \n" ); return false; } GLuint width, height; psglGetDeviceDimensions( m_pPSGLDevice, &width, &height ); m_nWindowHeight = height; m_nWindowWidth = width; // Now create a PSGL context m_pPSGLContext = psglCreateContext(); if ( !m_pPSGLContext ) { OutputDebugString( "Error creating PSGL context\n" ); return false; } // Make this context current for the device we initialized psglMakeCurrent( m_pPSGLContext, m_pPSGLDevice ); // Since we're using fixed function stuff (i.e. not using our own shader // yet), we need to load shaders.bin that contains the fixed function // shaders. psglLoadShaderLibrary( SYS_APP_HOME"/shaders.bin" ); // Reset the context psglResetCurrentContext(); glViewport( 0, 0, width, height ); glScissor( 0, 0, width, height ); glClearDepthf(1.0f); glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glEnable( GL_VSYNC_SCE ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glDisable( GL_CULL_FACE ); glDisable( GL_ALPHA_TEST ); glDisable( GL_STENCIL_TEST ); glDisable( GL_SCISSOR_TEST ); glDisable( GL_LIGHTING ); glDisable( GL_DEPTH_TEST ); glDisable( GL_FOG ); glDepthMask( GL_FALSE ); // We always need these two glEnableClientState( GL_COLOR_ARRAY ); glEnableClientState( GL_VERTEX_ARRAY ); // This we'll enable as needed glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrthof( 0, width, height, 0, -1.0f, 1.0f ); glTranslatef( 0, 0, 0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0, 0, 0 ); glMatrixMode( GL_TEXTURE ); glLoadIdentity(); glTranslatef( 0, 0, 0 ); glDepthRangef( 0.0f, 1.0f ); // PSGL doesn't clear the screen on startup, so let's do that here. glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); psglSwap(); return true; } //----------------------------------------------------------------------------- // Purpose: Initialize the debug font library //----------------------------------------------------------------------------- bool CGameEnginePS3::BInitializeCellDbgFont() { // initialize debug font library, then open 2 consoles CellDbgFontConfig cfg; cfg.bufSize = 4096; cfg.screenWidth = m_nWindowWidth; cfg.screenHeight = m_nWindowHeight; if ( cellDbgFontInit( &cfg) != CELL_OK ) { OutputDebugString( "Failed initializing CellDbgFont\n" ); } CellDbgFontConsoleConfig ccfg0; ccfg0.posLeft = 0.18f; ccfg0.posTop = 0.82f; ccfg0.cnsWidth = 128; ccfg0.cnsHeight = 8; ccfg0.scale = 0.65f; ccfg0.color = 0xff0080ff; // ABGR -> orange g_DbgFontConsoleID = m_DbgFontConsoleID = cellDbgFontConsoleOpen( &ccfg0 ); if ( g_DbgFontConsoleID < 0 ) { OutputDebugString( "Failed creating CellDbgFontConsole\n" ); } return true; }