Esempio n. 1
0
void drawShadowCaster( Geometry* geom )
{
    sceGuSetMatrix(GU_MODEL,&geom->world);

    sceGuColor(0x00000000);
    sceGuDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,geom->count,geom->indices,geom->vertices);
}
Esempio n. 2
0
void psp_init(void)
{
	SceUID thid;
	char buff[128], *r;

	/* fw 1.5 sometimes returns 8002032c, although getcwd works */
	r = getcwd(buff, sizeof(buff));
	if (r) sceIoChdir(buff);

	main_thread_id = sceKernelGetThreadId();

	lprintf("running on %08x kernel\n", sceKernelDevkitVersion()),
	lprintf("entered psp_init, threadId %08x, priority %i\n", main_thread_id,
		sceKernelGetThreadCurrentPriority());

	thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, NULL);
	if (thid >= 0)
	{
		sceKernelStartThread(thid, 0, 0);
	}

	/* video */
	sceDisplaySetMode(0, 480, 272);
	sceDisplaySetFrameBuf(VRAM_FB1, 512, PSP_DISPLAY_PIXEL_FORMAT_565, PSP_DISPLAY_SETBUF_NEXTFRAME);
	current_screen = 1;
	psp_screen = VRAM_FB0;

	/* gu */
	sceGuInit();

	sceGuStart(GU_DIRECT, guCmdList);
	sceGuDrawBuffer(GU_PSM_5650, (void *)VRAMOFFS_FB0, 512);
	sceGuDispBuffer(480, 272, (void *)VRAMOFFS_FB1, 512); // don't care
	sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
	sceGuDepthBuffer((void *)VRAMOFFS_DEPTH, 512);
	sceGuOffset(2048 - (480 / 2), 2048 - (272 / 2));
	sceGuViewport(2048, 2048, 480, 272);
	sceGuDepthRange(0xc350, 0x2710);
	sceGuScissor(0, 0, 480, 272);
	sceGuEnable(GU_SCISSOR_TEST);

	sceGuDepthMask(0xffff);
	sceGuDisable(GU_DEPTH_TEST);

	sceGuFrontFace(GU_CW);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuAmbientColor(0xffffffff);
	sceGuColor(0xffffffff);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);


	/* input */
	sceCtrlSetSamplingCycle(0);
	sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
}
Esempio n. 3
0
void pgeTextureActivate(pgeTexture *texture)
{		
	if(texture->format == PGE_PIXEL_FORMAT_T4)
	{
		sceGuClutMode(texture->palFormat, 0, 0xff, 0);
		sceGuClutLoad(2, texture->palette);
	}
	else if(texture->format == PGE_PIXEL_FORMAT_T8)
	{
		sceGuClutMode(texture->palFormat, 0, 0xff, 0);
		sceGuClutLoad(32, texture->palette);
	}

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexFunc(pgeTextureMode, GU_TCC_RGBA);
	sceGuTexEnvColor(0xFFFFFFFF);
	sceGuColor(0xFFFFFFFF);
	sceGuAmbientColor(0xFFFFFFFF);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuTexScale(1.0f/(float)texture->textureWidth, 1.0f/(float)texture->textureHeight);

	sceGuTexMode(texture->format, 0, 0, texture->swizzled);
	sceGuTexImage(0, texture->textureWidth, texture->textureHeight, texture->textureWidth, texture->data);
}
Esempio n. 4
0
// These are GU commands that should always stay the same
inline void MasterGuRenderer::guPreRender() {
	DEBUG_ENTER_FUNC();

#ifdef USE_DISPLAY_CALLBACK
	_renderSema.take(); 		// Take the semaphore to prevent writes
								// to the palette/screen before we're done
	_renderFinished = false;	// set to synchronize with callback thread
#endif

#ifdef ENABLE_RENDER_MEASURE
	_lastRenderTime = g_system->getMillis();
#endif /* ENABLE_RENDER_MEASURE */

	sceGuStart(0, _displayList);

	sceGuClearColor(0xFF000000);
	sceGuClear(GU_COLOR_BUFFER_BIT);

	sceGuAmbientColor(0xFFFFFFFF);
	sceGuColor(0xFFFFFFFF);
	sceGuTexOffset(0, 0);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);

	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); // Also good enough for all purposes
	sceGuAlphaFunc(GU_GREATER, 0, 0xFF);	   // Also good enough for all purposes
}
Esempio n. 5
0
void gEnd()
{
  if (!obj_begin || obj_list_size <= 0)
  {
    obj_begin = G_FALSE;
    return;
  }

  // Manage pspgu extensions
  if (obj_use_z)          sceGuEnable(GU_DEPTH_TEST);
  else                    sceGuDisable(GU_DEPTH_TEST);
  if (obj_use_blend)      sceGuEnable(GU_BLEND);
  else                    sceGuDisable(GU_BLEND);
  if (obj_use_vert_color) sceGuColor(WHITE);
  else                    sceGuColor(obj_list[0].color);
  if (!obj_use_tex)       sceGuDisable(GU_TEXTURE_2D);
  else
  {
    sceGuEnable(GU_TEXTURE_2D);
    if (obj_use_tex_linear) sceGuTexFilter(GU_LINEAR,GU_LINEAR);
    else                    sceGuTexFilter(GU_NEAREST,GU_NEAREST);
    if (obj_use_tex_repeat) sceGuTexWrap(GU_REPEAT,GU_REPEAT);
    else                    sceGuTexWrap(GU_CLAMP,GU_CLAMP);
    // Load texture
    sceGuTexMode(GU_PSM_8888,0,0,obj_tex->swizzled);
    sceGuTexImage(0,obj_tex->tw,obj_tex->th,obj_tex->tw,obj_tex->data);
  }

  switch (obj_type)
  {
    case RECTS: _gEndRects(); break;
    case LINES: _gEndLines(); break;
    case QUADS: _gEndQuads(); break;
  }

  sceGuColor(WHITE);
  sceGuEnable(GU_BLEND);

  obj_begin = G_FALSE;
  if (obj_use_z) zclear = G_TRUE;
}
Esempio n. 6
0
void drawShadowReceiver( Geometry* geom, ScePspFMatrix4 shadowProjMatrix )
{
    sceGuSetMatrix(GU_MODEL,&geom->world);

    // multiply shadowmap projection texture by geometry world matrix
    // since geometry coords are in object space

    gumMultMatrix(&shadowProjMatrix, &shadowProjMatrix, &geom->world );
    sceGuSetMatrix(GU_TEXTURE,&shadowProjMatrix);

    sceGuColor(geom->color);
    sceGuDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,geom->count,geom->indices,geom->vertices);
}
Esempio n. 7
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);
}
Esempio n. 8
0
void StateOptions::Draw(StateManager* sManager)
{
    //start rendering
    mRender->StartFrame(1,1,1);

    switch(menuState)
    {
    case 0:
    {
        sceGuDisable(GU_DEPTH_TEST);
        sceGuEnable(GU_BLEND);
        sceGuColor(GU_COLOR(1,1,1,1.0f));

        for(int x = 0; x < 8; x++)
        {
            for(int y = 0; y < 5; y++)
            {
                backSprite->SetPosition(x*64,y*64);
                backSprite->Draw();
            }
        }


        //Controls
        buttonSprite->SetPosition(240,120);
        buttonSprite->Draw();

        //sensity - analog stick
        buttonSprite->SetPosition(240,160);
        buttonSprite->Draw();

        //back
        buttonSprite->SetPosition(240,200);
        buttonSprite->Draw();


        //selected button
        sbuttonSprite->SetPosition(240,(selectPos * 40) + 120);
        sbuttonSprite->Draw();

        sceGuDisable(GU_BLEND);
        sceGuEnable(GU_DEPTH_TEST);

        //draw subtitles on buttons

        selectPos == 0 ? DrawText(240,129,GU_COLOR(1,1,0,1) ,default_size,"Controls") : DrawText(240,129,GU_COLOR(1,1,1,1) ,default_size,"Controls");
        selectPos == 1 ? DrawText(240,169,GU_COLOR(1,1,0,1) ,default_size,"Analog stick") : DrawText(240,169,GU_COLOR(1,1,1,1) ,default_size,"Analog stick");
        selectPos == 2 ? DrawText(240,209,GU_COLOR(1,1,0,1) ,default_size,"Back") : DrawText(240,209,GU_COLOR(1,1,1,1) ,default_size,"Back");

        DrawText(240,29,GU_COLOR(1,1,1,1) ,default_size,"Options");
    }
    break;
    case 1://controls
    {
        sceGuDisable(GU_DEPTH_TEST);
        sceGuEnable(GU_BLEND);
        sceGuColor(GU_COLOR(1,1,1,1.0f));

        for(int x = 0; x < 8; x++)
        {
            for(int y = 0; y < 5; y++)
            {
                backSprite->SetPosition(x*64,y*64);
                backSprite->Draw();
            }
        }


        int starty = 60;
        //something
        for(int i = controlStart; i < controlEnd; i++)
        {
            if(controlPos == i)
            {
                halfsbuttonSprite->SetPosition(160,starty + (i * 30) - (controlStart * 30));
                halfsbuttonSprite->Draw();
            } else
            {
                halfbuttonSprite->SetPosition(160,starty + (i * 30) - (controlStart * 30));
                halfbuttonSprite->Draw();
            }
        }

        //back
        if(controlPos == 16)
        {
            sbuttonSprite->SetPosition(240,260);
            sbuttonSprite->Draw();
        } else
        {
            buttonSprite->SetPosition(240,260);
            buttonSprite->Draw();
        }

        sceGuDisable(GU_BLEND);
        sceGuEnable(GU_DEPTH_TEST);

        //write action names
        starty = 67;
        mRender->SetFontStyle(default_size,0xFFFFFFFF,0,0x00000000);
        for(int i = controlStart; i < controlEnd; i++)
        {
            //action
            mRender->DebugPrint(250,starty + (i * 30) - (controlStart * 30)+4,InputHelper::Instance()->getActionName(i).c_str());
        }

        mRender->SetFontStyle(default_big_size,0xFFFFFFFF,0,0x00000200);
        starty = 65;
        for(int i = controlStart; i < controlEnd; i++)
        {
            //button assigned to this action
            if(controlPos == i && chooseKeyState == true)
                mRender->DebugPrint(160,starty + (i * 30) - (controlStart * 30)+4,"...");
            else
                mRender->DebugPrint(160,starty + (i * 30) - (controlStart * 30)+4,InputHelper::Instance()->getButtonName(InputHelper::Instance()->getConnection(i).button).c_str());
        }

        DrawText(240,269,GU_COLOR(1,1,0,1) ,default_size,"Back");
        DrawText(240,29,GU_COLOR(1,1,1,1) ,default_size,"Controls");
    }
    break;
    case 2://analog stick
    {
        sceGuDisable(GU_DEPTH_TEST);
        sceGuEnable(GU_BLEND);
        sceGuColor(GU_COLOR(1,1,1,1.0f));

        for(int x = 0; x < 8; x++)
        {
            for(int y = 0; y < 5; y++)
            {
                backSprite->SetPosition(x*64,y*64);
                backSprite->Draw();
            }
        }

        //something
        nbuttonSprite->SetPosition(240,100);
        nbuttonSprite->Draw();

        nbuttonSprite->SetPosition(240,130);
        nbuttonSprite->Draw();

        nbuttonSprite->SetPosition(240,160);
        nbuttonSprite->Draw();

        nbuttonSprite->SetPosition(240,190);
        nbuttonSprite->Draw();

        //back
        buttonSprite->SetPosition(240,260);
        buttonSprite->Draw();

        if(currentAnalogPos < 4)
        {
            sbuttonSprite->SetPosition(240,100 + (currentAnalogPos * 30));
            sbuttonSprite->Draw();
        } else
        {
            sbuttonSprite->SetPosition(240,260);
            sbuttonSprite->Draw();
        }

        moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogYup) * 10) * 20),100);
        moverSprite->Draw();

        moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogYdown) * 10) * 20),130);
        moverSprite->Draw();

        moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogXleft) * 10) * 20),160);
        moverSprite->Draw();

        moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogXright) * 10) * 20),190);
        moverSprite->Draw();

        sceGuDisable(GU_BLEND);
        sceGuEnable(GU_DEPTH_TEST);

        mRender->SetFontStyle(default_size,0xFFFFFFFF,0,0x00000200);

        mRender->DebugPrint(240,109,"Analog up : %d%%",(int)(fabs(InputHelper::Instance()->analogYup) * 100.0f));
        mRender->DebugPrint(240,139,"Analog down : %d%%",(int)(fabs(InputHelper::Instance()->analogYdown) * 100.0f));
        mRender->DebugPrint(240,169,"Analog left : %d%%",(int)(fabs(InputHelper::Instance()->analogXleft) * 100.0f));
        mRender->DebugPrint(240,199,"Analog right : %d%%",(int)(fabs(InputHelper::Instance()->analogXright) * 100.0f));

        mRender->DebugPrint(240,269,"Back");
        DrawText(240,29,GU_COLOR(1,1,1,1) ,default_size,"Analog stick");
    }
    break;
    }

    //end frame
    mRender->EndFrame();
}
Esempio n. 9
0
int dxpGraphicsSetup2DTex(DXPTEXTURE3 *texptr,int flag)
{
	if(!texptr)return -1;
	//設定が同じなら変更処理をしない
	if(dxpGraphicsData.drawstate == DXP_DRAWSTATE_TEX2D
		&& flag == dxpGraphicsData.flag
		&& texptr == dxpGraphicsData.texture
		&& !texptr->reloadflag
		&& !dxpGraphicsData.forceupdate
		)return 0;
	GUSTART;
	if(dxpGraphicsData.drawstate != DXP_DRAWSTATE_TEX2D)
	{//2Dテクスチャ用の描画設定を行う。
		dxpGraphicsData.drawstate = DXP_DRAWSTATE_TEX2D;
		dxpGraphicsData.forceupdate = 1;
		GUENABLE(GU_TEXTURE_2D);
		if(dxpGraphicsData.bilinear_enable)
			sceGuTexFilter(GU_LINEAR,GU_LINEAR);
		else
			sceGuTexFilter(GU_NEAREST,GU_NEAREST);
		if(dxpGraphicsData.usedepth)
		{
			GUENABLE(GU_DEPTH_TEST);
			sceGuDepthFunc(dxpGraphicsData.depthfunc);
			sceGuDepthBuffer(dxpGraphicsData.depthbuffer.texvram,512);	//深度バッファを有効にするときでいい
			if(dxpGraphicsData.writedepth)sceGuDepthMask(0);
			else sceGuDepthMask(1);
		}
		else GUDISABLE(GU_DEPTH_TEST);
	}
	//テクスチャの設定開始
	if(texptr != dxpGraphicsData.texture || texptr->reloadflag)
	{//GUにテクスチャの指定をする
		if(texptr->ppalette && (texptr->psm == GU_PSM_T8 || texptr->psm == GU_PSM_T4))
		{//パレットの設定
			sceGuClutMode(GU_PSM_8888,0,0xff,0);
			sceGuClutLoad(texptr->psm == GU_PSM_T4 ? 2 : 32,texptr->ppalette);
		}
		sceGuTexMode(texptr->psm,0,0,texptr->swizzledflag);
		sceGuTexImage(0,texptr->width,texptr->height,texptr->pitch,texptr->texvram ? texptr->texvram : texptr->texdata);
		dxpGraphicsData.texture = texptr;
		if(texptr != &dxpGraphicsData.displaybuffer[0] && texptr != &dxpGraphicsData.displaybuffer[1])texptr->reloadflag = 0;
	}

	u8 colorKey = 0,alphaEnable = 0;
	
	if(flag)
	{
		if(texptr->alphabit)
			alphaEnable = 1;
		else colorKey = 1;
	}
	if(colorKey)
	{
		GUENABLE(GU_COLOR_TEST);
		sceGuColorFunc(GU_NOTEQUAL,texptr->colorkey,0x00fefefe);
	}
	else
	{
		GUDISABLE(GU_COLOR_TEST);
	}
	int op;
	int src,dest;
	unsigned int srcfix;
	unsigned int destfix;	 
	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0;
		if(!alphaEnable)break;
	case DX_BLENDMODE_ALPHA:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_ADD:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_SUB:
		op = GU_REVERSE_SUBTRACT;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_MUL:
		op = GU_ADD;
		src = GU_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0;
		break;
	case DX_BLENDMODE_DESTCOLOR:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_INVDESTCOLOR:
		op = GU_ADD;
		src = GU_ONE_MINUS_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_INVSRC:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	default:
		return -1;
	}

	if(dxpGraphicsData.blendmode == DX_BLENDMODE_NOBLEND && !alphaEnable)
	{
		GUDISABLE(GU_BLEND);
	}
	else
	{
		GUENABLE(GU_BLEND);
		if(dxpGraphicsData.forceupdate
			|| dxpGraphicsData.op != op
			|| dxpGraphicsData.src != src
			|| dxpGraphicsData.dest != dest
			|| dxpGraphicsData.srcfix != srcfix
			|| dxpGraphicsData.destfix != destfix
		){
			sceGuBlendFunc(op,src,dest,srcfix,destfix);
			dxpGraphicsData.op = op;
			dxpGraphicsData.src = src;
			dxpGraphicsData.dest = dest;
			dxpGraphicsData.srcfix = srcfix;
			dxpGraphicsData.destfix = destfix;
		}
	}

	if(dxpGraphicsData.forceupdate || dxpGraphicsData.color != dxpGraphicsData.gucolor)
	{//色を設定
		sceGuColor(dxpGraphicsData.color);
		dxpGraphicsData.gucolor = dxpGraphicsData.color;
	}

	int tfx,tcc;
	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
	case DX_BLENDMODE_MUL:
	case DX_BLENDMODE_DESTCOLOR:
		tcc = GU_TCC_RGB;
		tfx = GU_TFX_MODULATE;
		if(!alphaEnable)
		{
			GUDISABLE(GU_ALPHA_TEST);
			break;
		}
	case DX_BLENDMODE_ALPHA:
	case DX_BLENDMODE_ADD:
	case DX_BLENDMODE_SUB:
	case DX_BLENDMODE_INVDESTCOLOR:
		tcc = GU_TCC_RGBA;
		tfx = GU_TFX_MODULATE;
		GUENABLE(GU_ALPHA_TEST);
		sceGuAlphaFunc(GU_NOTEQUAL,0x00,0xff);
		break;
	case DX_BLENDMODE_INVSRC:
		sceGuTexEnvColor(0x00000000);
		tcc = GU_TCC_RGBA;
		tfx = GU_TFX_BLEND;
		GUDISABLE(GU_ALPHA_TEST);
		break;
	default:
		return -1;
	}
	if(dxpGraphicsData.forceupdate || dxpGraphicsData.tfx != tfx || dxpGraphicsData.tcc != tcc)
	{
		sceGuTexFunc(tfx,tcc);
		dxpGraphicsData.tfx = tfx;
		dxpGraphicsData.tcc = tcc;
	}
	dxpGraphicsData.forceupdate = 0;
	dxpGraphicsData.flag = flag;
	return 0;
}
Esempio n. 10
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;
}
Esempio n. 11
0
void StartUpDisplay()
{
	//ScePspFVector3	vec;

	_rotationSpeed = 1.0f;
	_rotation.x = 0.0f;
	_rotation.y = 0.0f;
	_rotation.z = 0.0f;
	_bgColour = 0;
	_frame = 0;
	_viewMode = 0;
	sceGuInit();
	sceGuStart(SCEGU_IMMEDIATE, (void *)disp_list, sizeof(disp_list));

	sceGuDrawBuffer(SCEGU_PF5551, SCEGU_VRAM_BP_0, SCEGU_VRAM_WIDTH);
	sceGuDispBuffer(SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, SCEGU_VRAM_BP_1,
		SCEGU_VRAM_WIDTH);
	sceGuDepthBuffer(SCEGU_VRAM_BP_2, SCEGU_VRAM_WIDTH);

	sceGuOffset(SCEGU_SCR_OFFSETX, SCEGU_SCR_OFFSETY);
	sceGuViewport(2048, 2048, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
	sceGuDepthRange(50000, 10000);

	sceGuDisable(SCEGU_BLEND);

	sceGuScissor(0, 0, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
	sceGuEnable(SCEGU_SCISSOR_TEST);

	sceGuDepthFunc(SCEGU_GEQUAL);
	sceGuEnable(SCEGU_DEPTH_TEST);

	sceGuFrontFace(SCEGU_CW);

	sceGuDisable(SCEGU_TEXTURE);
	sceGuShadeModel(SCEGU_SMOOTH);

	sceGuEnable(SCEGU_DITHER);

	//vec.x = 0.0f;
	//vec.y = 0.0f;
	//vec.z = 1.0f;
	//sceGuLightColor(0, SCEGU_DIFFUSE, 0xffffffff);
	//sceGuLight(0, SCEGU_LIGHT_DIRECTION, SCEGU_DIFFUSE, &vec);
	//vec.x = 1.0f;
	//vec.y = 0.0f;
	//vec.z = 0.0f;
	//sceGuLightColor(1, SCEGU_DIFFUSE, 0xff00ffff);
	//sceGuLight(1, SCEGU_LIGHT_DIRECTION, SCEGU_DIFFUSE, &vec);
	//vec.x = -1.0f;
	//vec.y = 0.0f;
	//vec.z = 0.0f;
	//sceGuLightColor(2, SCEGU_DIFFUSE, 0xffff00ff);
	//sceGuLight(2, SCEGU_LIGHT_DIRECTION, SCEGU_DIFFUSE, &vec);
	//sceGuEnable(SCEGU_LIGHT0);
	//sceGuEnable(SCEGU_LIGHT1);
	//sceGuEnable(SCEGU_LIGHT2);
	//sceGuEnable(SCEGU_LIGHTING);

	//sceGuFog(14.50, 25.0, 0x007f00ff);

	//sceGuAmbient(0xcc004cb2);
	sceGuAmbient(0xffffffff);
	sceGuColor(0xff0000ff);

	//sceGuTexMode(SCEGU_PF5551, 1, SCEGU_SINGLE_CLUT, SCEGU_TEXBUF_NORMAL);
	//sceGuTexFilter(SCEGU_LINEAR_MIPMAP_NEAREST, SCEGU_LINEAR);
	//sceGuTexFunc(SCEGU_TEX_MODULATE, SCEGU_RGB);
	//sceGuTexWrap(SCEGU_REPEAT, SCEGU_REPEAT);

	sceGumSetMatrixStack(matrix_stack, 1, 1, 2, 0);
	sceGumMatrixMode(SCEGU_MATRIX_PROJECTION);
	sceGumLoadIdentity();
	sceGumPerspective(SCEGU_RAD(45.0f), SCEGU_SCR_ASPECT,
		1.000000f, 100.000000f);

	sceGumMatrixMode(SCEGU_MATRIX_WORLD);

	sceGuClearDepth(0);
	sceGuClearStencil(0);

	sceGuFinish();
	sceGuSync(SCEGU_SYNC_FINISH, SCEGU_SYNC_WAIT);

	sceGuDisplay(SCEGU_DISPLAY_ON);
}
Esempio n. 12
0
void StateOptions::Draw(StateManager* sManager)
{
	//start rendering
	mRender->StartFrame();

	switch(menuState)
	{
		case 0:
		{
			sceGuDisable(GU_DEPTH_TEST);
			sceGuEnable(GU_BLEND);
			sceGuColor(GU_COLOR(1,1,1,1.0f));

			for(int x = 0;x < 16;x++)
			{
				for(int y = 0;y < 9;y++)
				{
					backSprite->SetPosition(x*32,y*32);
					backSprite->Draw();
				}
			}

			logoSprite->Draw();

			//Controls
			buttonSprite->SetPosition(240,120);
			buttonSprite->Draw();

			//sensity - analog stick
			buttonSprite->SetPosition(240,150);
			buttonSprite->Draw();

			//texture pack
			buttonSprite->SetPosition(240,180);
			buttonSprite->Draw();

			//back
			buttonSprite->SetPosition(240,210);
			buttonSprite->Draw();


			//selected button
			sbuttonSprite->SetPosition(240,(selectPos * 30) + 120);
			sbuttonSprite->Draw();

			sceGuDisable(GU_BLEND);
			sceGuEnable(GU_DEPTH_TEST);

			//draw subtitles on buttons

			mRender->DebugPrint(240,125,"Controls");
			mRender->DebugPrint(240,155,"Analog stick");
			mRender->DebugPrint(240,185,"Texture pack");
			mRender->DebugPrint(240,215,"Back");
		}
		break;
		case 1://controls
		{
			sceGuDisable(GU_DEPTH_TEST);
			sceGuEnable(GU_BLEND);
			sceGuColor(GU_COLOR(1,1,1,1.0f));

			for(int x = 0;x < 16;x++)
			{
				for(int y = 0;y < 9;y++)
				{
					backSprite->SetPosition(x*32,y*32);
					backSprite->Draw();
				}
			}

			int starty = 60;
			//something
			for(int i = controlStart;i < controlEnd;i++)
			{
				if(controlPos == i)
				{
					halfsbuttonSprite->SetPosition(160,starty + (i * 30) - (controlStart * 30));
					halfsbuttonSprite->Draw();
				}else
				{
					halfbuttonSprite->SetPosition(160,starty + (i * 30) - (controlStart * 30));
					halfbuttonSprite->Draw();
				}
			}

			//back
			if(controlPos == 16)
			{
				sbuttonSprite->SetPosition(240,260);
				sbuttonSprite->Draw();
			}else
			{
				buttonSprite->SetPosition(240,260);
				buttonSprite->Draw();
			}

			sceGuDisable(GU_BLEND);
			sceGuEnable(GU_DEPTH_TEST);

			//write action names
			starty = 67;
			mRender->SetFontStyle(0.7f,0xFFFFFFFF,0xFF000000,0x00000000);
			for(int i = controlStart;i < controlEnd;i++)
			{
				//action
				mRender->DebugPrint(250,starty + (i * 30) - (controlStart * 30),InputHelper::Instance()->getActionName(i).c_str());
			}

			mRender->SetFontStyle(0.6f,0xFFFFFFFF,0xFF000000,0x00000200);
			starty = 65;
			for(int i = controlStart;i < controlEnd;i++)
			{
				//button assigned to this action
				if(controlPos == i && chooseKeyState == true)
					mRender->DebugPrint(160,starty + (i * 30) - (controlStart * 30),"...");
				else
					mRender->DebugPrint(160,starty + (i * 30) - (controlStart * 30),InputHelper::Instance()->getButtonName(InputHelper::Instance()->getConnection(i).button).c_str());
			}

			mRender->SetFontStyle(0.5f,0xFFFFFFFF,0xFF000000,0x00000200);
			mRender->DebugPrint(240,265,"Back");
			mRender->DebugPrint(240,20,"CONTROLS");
		}
		break;
		case 2://analog stick
		{
			sceGuDisable(GU_DEPTH_TEST);
			sceGuEnable(GU_BLEND);
			sceGuColor(GU_COLOR(1,1,1,1.0f));

			for(int x = 0;x < 16;x++)
			{
				for(int y = 0;y < 9;y++)
				{
					backSprite->SetPosition(x*32,y*32);
					backSprite->Draw();
				}
			}

			logoSprite->Draw();

			//something
			buttonSprite->SetPosition(240,100);
			buttonSprite->Draw();

			buttonSprite->SetPosition(240,130);
			buttonSprite->Draw();

			buttonSprite->SetPosition(240,160);
			buttonSprite->Draw();

			buttonSprite->SetPosition(240,190);
			buttonSprite->Draw();

			//back
			buttonSprite->SetPosition(240,260);
			buttonSprite->Draw();

			if(currentAnalogPos < 4)
			{
				sbuttonSprite->SetPosition(240,100 + (currentAnalogPos * 30));
				sbuttonSprite->Draw();
			}else
			{
				sbuttonSprite->SetPosition(240,260);
				sbuttonSprite->Draw();
			}

			moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogYup) * 10) * 20),100);
			moverSprite->Draw();

			moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogYdown) * 10) * 20),130);
			moverSprite->Draw();

			moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogXleft) * 10) * 20),160);
			moverSprite->Draw();

			moverSprite->SetPosition(144 +((fabs(InputHelper::Instance()->analogXright) * 10) * 20),190);
			moverSprite->Draw();

			sceGuDisable(GU_BLEND);
			sceGuEnable(GU_DEPTH_TEST);

			mRender->DebugPrint(240,105,"Analog up : %d%%",(int)(fabs(InputHelper::Instance()->analogYup) * 100.0f));
			mRender->DebugPrint(240,135,"Analog down : %d%%",(int)(fabs(InputHelper::Instance()->analogYdown) * 100.0f));
			mRender->DebugPrint(240,165,"Analog left : %d%%",(int)(fabs(InputHelper::Instance()->analogXleft) * 100.0f));
			mRender->DebugPrint(240,195,"Analog right : %d%%",(int)(fabs(InputHelper::Instance()->analogXright) * 100.0f));

			mRender->DebugPrint(240,265,"Back");
		}
		break;
		case 3:
		{
			sceGuDisable(GU_DEPTH_TEST);
			sceGuEnable(GU_BLEND);
			sceGuColor(GU_COLOR(1,1,1,1.0f));

			for(int x = 0;x < 16;x++)
			{
				for(int y = 0;y < 9;y++)
				{
					backSprite->SetPosition(x*32,y*32);
					backSprite->Draw();
				}
			}

			//select sprite
			if(TextureHelper::Instance()->packFiles.size() > 0)
			{
				selectSaveSprite->SetPosition(240,50 + (loadSavePos * 40) - (loadSaveStart * 40));
				selectSaveSprite->Draw();
			}

			//tp files
			for(int i = loadSaveStart;i <loadSaveMax;i++)
			{
				if(loadSavePos == i)
				{
					mRender->SetFontStyle(1.0f,0xFF000000,0xFFFFFFFF,0x00000000);
					mRender->DebugPrint(30,50 + (i * 40) - (loadSaveStart * 40),"%s",TextureHelper::Instance()->packFiles[i].c_str());
				}else
				{
					mRender->SetFontStyle(0.8f,0xFFFFFFFF,0xFF000000,0x00000000);
					mRender->DebugPrint(30,50 + (i * 40) - (loadSaveStart * 40),"%s",TextureHelper::Instance()->packFiles[i].c_str());
				}
			}

			//load
			buttonSprite->SetPosition(240,235);
			buttonSprite->Draw();

			//back
			buttonSprite->SetPosition(240,260);
			buttonSprite->Draw();

			//selected button
			sbuttonSprite->SetPosition(240,(loadSelectPos * 25) + 235);
			sbuttonSprite->Draw();

			sceGuDisable(GU_BLEND);
			sceGuEnable(GU_DEPTH_TEST);

			mRender->SetFontStyle(0.5f,0xFFFFFFFF,0xFF000000,0x00000200);
			mRender->DebugPrint(240,20,"Load Texture Pack");

			mRender->DebugPrint(240,240,"Load");
			mRender->DebugPrint(240,265,"Back");
		}
		break;
	}

	//end frame
	mRender->EndFrame();
}
Esempio n. 13
0
//-------------------------------------------------------------------------------------------------
// render a single frame of a MD2 model
void JMD2Model::Render(int frameNum)
{
	Vector3D *pointList;
	int i;

    // create a pointer to the frame we want to show
    pointList = &mModel->pointList[mModel->numPoints * frameNum];

	// set the texture
	mRenderer->BindTexture(mModel->modelTex);


#if !defined (PSP)

	// display the textured model with proper lighting normals
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

#else
        glBegin(GL_TRIANGLES);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

	for(i = 0; i < mModel->numTriangles; i++)
	{
		CalculateNormal(pointList[mModel->triIndex[i].meshIndex[0]].v,
			pointList[mModel->triIndex[i].meshIndex[2]].v,
			pointList[mModel->triIndex[i].meshIndex[1]].v);

#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)|| (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
                float vertex_data[]={
                pointList[mModel->triIndex[i].meshIndex[0]].x, pointList[mModel->triIndex[i].meshIndex[0]].y, pointList[mModel->triIndex[i].meshIndex[0]].z,
                pointList[mModel->triIndex[i].meshIndex[2]].x, pointList[mModel->triIndex[i].meshIndex[2]].y, pointList[mModel->triIndex[i].meshIndex[2]].z,
                pointList[mModel->triIndex[i].meshIndex[1]].x, pointList[mModel->triIndex[i].meshIndex[1]].y, pointList[mModel->triIndex[i].meshIndex[1]].z,
                };
                float texcoord_data[] = {
                    mModel->st[mModel->triIndex[i].stIndex[0]].s,
                    mModel->st[mModel->triIndex[i].stIndex[0]].t,
                    mModel->st[mModel->triIndex[i].stIndex[2]].s,
                    mModel->st[mModel->triIndex[i].stIndex[2]].t,
                    mModel->st[mModel->triIndex[i].stIndex[1]].s,
                    mModel->st[mModel->triIndex[i].stIndex[1]].t,
                };

                glVertexPointer(3,GL_FLOAT,0,vertex_data);
                glTexCoordPointer(2,GL_FLOAT,0,texcoord_data);

#else
                glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[0]].s,
			mModel->st[mModel->triIndex[i].stIndex[0]].t);
		glVertex3fv(pointList[mModel->triIndex[i].meshIndex[0]].v);

		glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[2]].s ,
			mModel->st[mModel->triIndex[i].stIndex[2]].t);
		glVertex3fv(pointList[mModel->triIndex[i].meshIndex[2]].v);

		glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[1]].s,
			mModel->st[mModel->triIndex[i].stIndex[1]].t);
		glVertex3fv(pointList[mModel->triIndex[i].meshIndex[1]].v);
#endif //#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
        }
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
        glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
        glEnd();
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)


#else

	PSPVertex3D* vertices = (PSPVertex3D*) sceGuGetMemory(mModel->numTriangles * 3 * sizeof(PSPVertex3D));

		int n = 0;
		for(i = 0; i < mModel->numTriangles; i++)
        {
			//CalculateNormal(&vertices[n].normal,
			//				pointList[mModel->triIndex[i].meshIndex[0]].v,
            //                pointList[mModel->triIndex[i].meshIndex[2]].v,
            //                pointList[mModel->triIndex[i].meshIndex[1]].v);
			
			vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[0]].s;
			vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[0]].t;
			
			vertices[n].pos.x = pointList[mModel->triIndex[i].meshIndex[0]].x;
			vertices[n].pos.y = pointList[mModel->triIndex[i].meshIndex[0]].y;
			vertices[n].pos.z = pointList[mModel->triIndex[i].meshIndex[0]].z;
			n++;

			//vertices[n].normal.x = vertices[n-1].normal.x;
			//vertices[n].normal.y = vertices[n-1].normal.y;
			//vertices[n].normal.z = vertices[n-1].normal.z;

			vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[2]].s;
			vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[2]].t;

			vertices[n].pos.x = pointList[mModel->triIndex[i].meshIndex[2]].x;
			vertices[n].pos.y = pointList[mModel->triIndex[i].meshIndex[2]].y;
			vertices[n].pos.z = pointList[mModel->triIndex[i].meshIndex[2]].z;
			n++;
            
			
			//vertices[n].normal.x = vertices[n-1].normal.x;
			//vertices[n].normal.y = vertices[n-1].normal.y;
			//vertices[n].normal.z = vertices[n-1].normal.z;
			
			vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[1]].s;
			vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[1]].t;

			vertices[n].pos.x = pointList[mModel->triIndex[i].meshIndex[1]].x;
			vertices[n].pos.y = pointList[mModel->triIndex[i].meshIndex[1]].y;
			vertices[n].pos.z = pointList[mModel->triIndex[i].meshIndex[1]].z;
			n++;

            
        }

		
		sceGuColor(0xff000000);
		sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,mModel->numTriangles*3,0,vertices);
		

#endif

}
Esempio n. 14
0
//--------------------------------------------------------------------
// Función:    CFade::Update
// Creador:    Nacho (AMD)
// Fecha:      Thursday  14/06/2007  11:56:53
//--------------------------------------------------------------------
void CFade::Update(float dt)
{
	if (m_fFadeTime > 0.0f)
	{
		m_fFadeState += dt;	

		if (m_fFadeState >= m_fFadeTime)
		{
			m_bFadeActive = false;
		}

		float alpha = 0.0f;

		///--- fade in
		if (m_bFadeIn)
		{
			alpha = 255.0f - ((m_fFadeState * 255.0f) / m_fFadeTime);
		}
		///--- fade out
		else
		{
			alpha = ((m_fFadeState * 255.0f) / m_fFadeTime);
		}

		alpha = MAT_Clampf(alpha, 0.0f, m_fTarget);		

		if (alpha > 0.0f)
		{		
			VERT* v = (VERT*)sceGuGetMemory(sizeof(VERT) * 2);
			
			VERT* v0 = &v[0];
			VERT* v1 = &v[1];

			int alpha_integer = (((int)alpha) & 0xFF) << 24;

			v0->x = -1.0f;
			v0->y = -1.0f;
			v0->z = 0.0f;
			
			v1->x = 481.0f;
			v1->y = 273.0f;
			v1->z = 0.0f;	

			sceGuColor((m_iColor & 0x00ffffff) | alpha_integer);

			sceGuDisable(GU_TEXTURE_2D);

			sceGuDisable(GU_DEPTH_TEST);		

			sceGuEnable(GU_BLEND);
			sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
			
			sceGumDrawArray(GU_SPRITES, GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, v);		

			sceGuEnable(GU_DEPTH_TEST);
			
			sceGuDisable(GU_BLEND);

			sceGuEnable(GU_TEXTURE_2D);
			sceGuColor(0xffffffff);
		}
	}
}
Esempio n. 15
0
int main(int argc, char* argv[]) {
	/* Setup Homebutton Callbacks */
	setupCallbacks();

	sceKernelDcacheWritebackAll();

	// setup GU

	SceCtrlData pad;
    sceCtrlSetSamplingCycle(0);
    sceCtrlSetSamplingMode(PSP_CTRL_MODE_DIGITAL);

	sceGuInit();

	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH);
	sceGuDepthBuffer((void*)0x110000,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_CCW);
	sceGuColor(0xffffffff);
	sceGuShadeModel(GU_SMOOTH);
//	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_8888, 0, 0, 0);
	sceGuTexImage(0, 16, 16, 16, texture);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuTexEnvColor(0xffffff);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuTexScale(1.0f, 1.0f);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuAmbientColor(0xffffffff);

	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
	
	void* buffer = 0;

	pspDebugScreenInit();

	unsigned int old = 0;
	unsigned int flags = PSP_CTRL_CIRCLE | PSP_CTRL_CROSS;

	int tex = 1;

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

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

		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(90.0f, 480.0/272.0f, 0.1f, 10.0f);

		sceGumMatrixMode(GU_VIEW);
		sceGumLoadIdentity();
		ScePspFVector3 trans = { 0.0f, 0.0f, -1.8f };
		sceGumTranslate(&trans);
		
		sceGumMatrixMode(GU_MODEL);
		sceGumLoadIdentity();

		sceGumDrawArray(objects[o].prim, objects[o].flags, objects[o].count, 0, objects[o].data);

		sceCtrlReadBufferPositive(&pad, 1);
		if(old != pad.Buttons) {
			if(pad.Buttons & PSP_CTRL_CROSS) {
				o++;
				if(o >= sizeof(objects) / sizeof(Object)) {
					o = 0;
				}
			}
			if(pad.Buttons & PSP_CTRL_CIRCLE) {
				tex = !tex;
				if(tex) {
					sceGuEnable(GU_TEXTURE_2D);
				} else {
					sceGuDisable(GU_TEXTURE_2D);
				}
			}
		}
		old = pad.Buttons;

		sceGuFinish();
		sceGuSync(0,0);

		pspDebugScreenSetOffset((int)buffer);
		pspDebugScreenSetXY(0, 0);
		pspDebugScreenPrintf("Mode: %s (X to change)    Texture: %s (O to change)", objects[o].text, tex ? "on " : "off");

		sceDisplayWaitVblankStart();
		buffer = sceGuSwapBuffers();
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}
Esempio n. 16
0
int dxpGraphicsSetup2D(u32 color)
{
	GUSTART;
	if(dxpGraphicsData.drawstate != DXP_DRAWSTATE_NONTEX2D)
	{
		GUDISABLE(GU_TEXTURE_2D);
		dxpGraphicsData.texture = NULL;
		dxpGraphicsData.drawstate = DXP_DRAWSTATE_NONTEX2D;
		if(dxpGraphicsData.usedepth)
		{
			GUENABLE(GU_DEPTH_TEST);
			sceGuDepthFunc(dxpGraphicsData.depthfunc);
			sceGuDepthBuffer(dxpGraphicsData.depthbuffer.texvram,512);	//深度バッファを有効にするときでいい
			if(dxpGraphicsData.writedepth)sceGuDepthMask(0);
			else sceGuDepthMask(1);
		}
		else GUDISABLE(GU_DEPTH_TEST);
		dxpGraphicsData.forceupdate = 1;
	}

	register u32 r,g,b,a,t;
	r = color & 0x000000ff;
	t = dxpGraphicsData.color & 0x000000ff;
	r *= t;
	r /= 255;
	g = (color & 0x0000ff00) >> 8;
	t = (dxpGraphicsData.color & 0x0000ff00) >> 8;
	g *= t;
	g /= 255;
	b = (color & 0x00ff0000) >> 16;
	t = (dxpGraphicsData.color & 0x00ff0000) >> 16;
	b *= t;
	b /= 255;
	//a = (color & 0xff000000) >> 24;
	//t = (dxpGraphicsData.color & 0xff000000) >> 24;
	//a *= t;
	//a /= 255;
	a = (dxpGraphicsData.color & 0xff000000) >> 24;
	color = (a << 24) | (b << 16) | (g << 8) | r;

	int op;
	int src,dest;
	unsigned int srcfix;
	unsigned int destfix;	 

	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
		GUDISABLE(GU_BLEND);
		sceGuColor(dxpGraphicsData.gucolor = color);
		dxpGraphicsData.forceupdate = 0;
		return 0;
	case DX_BLENDMODE_INVSRC:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		color = (color & 0xff000000) | ~(color & 0x00ffffff);
		break;
	case DX_BLENDMODE_ALPHA:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_ADD:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_SUB:
		op = GU_REVERSE_SUBTRACT;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_MUL:
		op = GU_ADD;
		src = GU_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_DESTCOLOR:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_INVDESTCOLOR:
		op = GU_ADD;
		src = GU_ONE_MINUS_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0;
		break;
	default:
		return -1;
	}
	sceGuColor(dxpGraphicsData.gucolor = color);

	GUENABLE(GU_BLEND);
	if(dxpGraphicsData.forceupdate
		|| dxpGraphicsData.op != op
		|| dxpGraphicsData.src != src
		|| dxpGraphicsData.dest != dest
		|| dxpGraphicsData.srcfix != srcfix
		|| dxpGraphicsData.destfix != destfix
	){
		sceGuBlendFunc(op,src,dest,srcfix,destfix);
		dxpGraphicsData.op = op;
		dxpGraphicsData.src = src;
		dxpGraphicsData.dest = dest;
		dxpGraphicsData.srcfix = srcfix;
		dxpGraphicsData.destfix = destfix;
	}

	dxpGraphicsData.forceupdate = 0;
	return 0;
}
Esempio n. 17
0
//-------------------------------------------------------------------------------------------------
// displays a frame of the model between startFrame and endFrame with an interpolation percent
void JMD2Model::Render()
{

	CheckNextState();

	Vector3D *pointList;			// current frame vertices
	Vector3D *nextPointList;		// next frame vertices
	int i;						
	float x1, y1, z1;				// current frame point values
	float x2, y2, z2;				// next frame point values

	Vector3D vertex[3];	

	if (mModel == NULL)
		return;
	
	pointList = &mModel->pointList[mModel->numPoints*mModel->currentFrame];
	nextPointList = &mModel->pointList[mModel->numPoints*mModel->nextFrame];
	
	mRenderer->BindTexture(mModel->modelTex);

#if !defined (PSP)

#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
        // FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
        glBegin(GL_TRIANGLES);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

        for (i = 0; i < mModel->numTriangles; i++)
	{
		// get first points of each frame
		x1 = pointList[mModel->triIndex[i].meshIndex[0]].x;
		y1 = pointList[mModel->triIndex[i].meshIndex[0]].y;
		z1 = pointList[mModel->triIndex[i].meshIndex[0]].z;
		x2 = nextPointList[mModel->triIndex[i].meshIndex[0]].x;
		y2 = nextPointList[mModel->triIndex[i].meshIndex[0]].y;
		z2 = nextPointList[mModel->triIndex[i].meshIndex[0]].z;

		// store first interpolated vertex of triangle
		vertex[0].x = x1 + mModel->interpol * (x2 - x1);
		vertex[0].y = y1 + mModel->interpol * (y2 - y1);
		vertex[0].z = z1 + mModel->interpol * (z2 - z1);

		// get second points of each frame
		x1 = pointList[mModel->triIndex[i].meshIndex[2]].x;
		y1 = pointList[mModel->triIndex[i].meshIndex[2]].y;
		z1 = pointList[mModel->triIndex[i].meshIndex[2]].z;
		x2 = nextPointList[mModel->triIndex[i].meshIndex[2]].x;
		y2 = nextPointList[mModel->triIndex[i].meshIndex[2]].y;
		z2 = nextPointList[mModel->triIndex[i].meshIndex[2]].z;

		// store second interpolated vertex of triangle
		vertex[2].x = x1 + mModel->interpol * (x2 - x1);
		vertex[2].y = y1 + mModel->interpol * (y2 - y1);
		vertex[2].z = z1 + mModel->interpol * (z2 - z1);	

		// get third points of each frame
		x1 = pointList[mModel->triIndex[i].meshIndex[1]].x;
		y1 = pointList[mModel->triIndex[i].meshIndex[1]].y;
		z1 = pointList[mModel->triIndex[i].meshIndex[1]].z;
		x2 = nextPointList[mModel->triIndex[i].meshIndex[1]].x;
		y2 = nextPointList[mModel->triIndex[i].meshIndex[1]].y;
		z2 = nextPointList[mModel->triIndex[i].meshIndex[1]].z;

		// store third interpolated vertex of triangle
		vertex[1].x = x1 + mModel->interpol * (x2 - x1);
		vertex[1].y = y1 + mModel->interpol * (y2 - y1);
		vertex[1].z = z1 + mModel->interpol * (z2 - z1);

		// calculate the normal of the triangle
		//CalculateNormal(vertex[0].v, vertex[2].v, vertex[1].v);

		// render properly textured triangle

#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
        // FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
                float vertex_data[]={
                vertex[0].x, vertex[0].y, vertex[0].z,
                vertex[2].x, vertex[2].y, vertex[2].z,
                vertex[1].x, vertex[1].y, vertex[1].z,
                };
                float texcoord_data[] = {
                    mModel->st[mModel->triIndex[i].stIndex[0]].s,
                    mModel->st[mModel->triIndex[i].stIndex[0]].t,
                    mModel->st[mModel->triIndex[i].stIndex[2]].s,
                    mModel->st[mModel->triIndex[i].stIndex[2]].t,
                    mModel->st[mModel->triIndex[i].stIndex[1]].s,
                    mModel->st[mModel->triIndex[i].stIndex[1]].t,
                };

                glVertexPointer(3,GL_FLOAT,0,vertex_data);
                glTexCoordPointer(2,GL_FLOAT,0,texcoord_data);
#else
                glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[0]].s,
                        mModel->st[mModel->triIndex[i].stIndex[0]].t);
                glVertex3fv(vertex[0].v);

                glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[2]].s ,
                        mModel->st[mModel->triIndex[i].stIndex[2]].t);
                glVertex3fv(vertex[2].v);

                glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[1]].s,
                        mModel->st[mModel->triIndex[i].stIndex[1]].t);
                glVertex3fv(vertex[1].v);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

        }
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
        // FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
        glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
        glEnd();
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)

#else

	PSPVertex3D* vertices = (PSPVertex3D*) sceGuGetMemory(mModel->numTriangles * 3 * sizeof(PSPVertex3D));

	int n = 0;
		for (i = 0; i < mModel->numTriangles; i++)
		{
			// get first points of each frame
			x1 = pointList[mModel->triIndex[i].meshIndex[0]].x;
			y1 = pointList[mModel->triIndex[i].meshIndex[0]].y;
			z1 = pointList[mModel->triIndex[i].meshIndex[0]].z;
			x2 = nextPointList[mModel->triIndex[i].meshIndex[0]].x;
			y2 = nextPointList[mModel->triIndex[i].meshIndex[0]].y;
			z2 = nextPointList[mModel->triIndex[i].meshIndex[0]].z;

			// store first interpolated vertex of triangle
			vertex[0].x = x1 + mModel->interpol * (x2 - x1);
			vertex[0].y = y1 + mModel->interpol * (y2 - y1);
			vertex[0].z = z1 + mModel->interpol * (z2 - z1);
		
			// get second points of each frame
			x1 = pointList[mModel->triIndex[i].meshIndex[2]].x;
			y1 = pointList[mModel->triIndex[i].meshIndex[2]].y;
			z1 = pointList[mModel->triIndex[i].meshIndex[2]].z;
			x2 = nextPointList[mModel->triIndex[i].meshIndex[2]].x;
			y2 = nextPointList[mModel->triIndex[i].meshIndex[2]].y;
			z2 = nextPointList[mModel->triIndex[i].meshIndex[2]].z;

			// store second interpolated vertex of triangle
			vertex[2].x = x1 + mModel->interpol * (x2 - x1);
			vertex[2].y = y1 + mModel->interpol * (y2 - y1);
			vertex[2].z = z1 + mModel->interpol * (z2 - z1);	
	
			// get third points of each frame
			x1 = pointList[mModel->triIndex[i].meshIndex[1]].x;
			y1 = pointList[mModel->triIndex[i].meshIndex[1]].y;
			z1 = pointList[mModel->triIndex[i].meshIndex[1]].z;
			x2 = nextPointList[mModel->triIndex[i].meshIndex[1]].x;
			y2 = nextPointList[mModel->triIndex[i].meshIndex[1]].y;
			z2 = nextPointList[mModel->triIndex[i].meshIndex[1]].z;

			// store third interpolated vertex of triangle
			vertex[1].x = x1 + mModel->interpol * (x2 - x1);
			vertex[1].y = y1 + mModel->interpol * (y2 - y1);
			vertex[1].z = z1 + mModel->interpol * (z2 - z1);


			//CalculateNormal(&vertices[n].normal,
			//				vertex[0].v,
            //                vertex[2].v,
            //                vertex[1].v);
			
			vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[0]].s;
			vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[0]].t;
			
			vertices[n].pos.x = vertex[0].x;
			vertices[n].pos.y = vertex[0].y;
			vertices[n].pos.z = vertex[0].z;
			n++;

			//vertices[n].normal.x = vertices[n-1].normal.x;
			//vertices[n].normal.y = vertices[n-1].normal.y;
			//vertices[n].normal.z = vertices[n-1].normal.z;

			vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[2]].s;
			vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[2]].t;

			vertices[n].pos.x = vertex[2].x;
			vertices[n].pos.y = vertex[2].y;
			vertices[n].pos.z = vertex[2].z;
			n++;
            
			
			//vertices[n].normal.x = vertices[n-1].normal.x;
			//vertices[n].normal.y = vertices[n-1].normal.y;
			//vertices[n].normal.z = vertices[n-1].normal.z;
			
			vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[1]].s;
			vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[1]].t;

			vertices[n].pos.x = vertex[1].x;
			vertices[n].pos.y = vertex[1].y;
			vertices[n].pos.z = vertex[1].z;
			n++;

		}

	sceGuColor(0xff000000);
	sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,mModel->numTriangles*3,0,vertices);

#endif

//	mModel->interpol += percent;	// increase percentage of interpolation between frames
}
/**
  * Created: 01/03/2011
  * Renders a cube to the demo space according to it's game location
  */
void FrontEnd::RenderCube(float x, float y, float z)
{
#ifdef PC
	/* Set the colour */
	_pd3dDevice->SetRenderState( D3DRS_AMBIENT, IntToD3DColor( _fgColour ) );

	D3DXMATRIXA16 rotation;
	D3DXMATRIXA16 world;
	D3DXMATRIXA16 temp;

	D3DXMatrixIdentity( &rotation );
	D3DXMatrixIdentity( &world );

	/* Create the rotation matrix */
	D3DXMatrixIdentity( &temp );
	D3DXMatrixRotationX( &temp, _rotation.y );
	rotation *= temp;
	D3DXMatrixRotationY( &temp, _rotation.z );
	rotation *= temp;
	D3DXMatrixRotationZ( &temp, _rotation.x );
	rotation *= temp;
	
	/* Translate the cube */
	D3DXMatrixIdentity( &temp );
	D3DXMatrixTranslation( &temp, -x, -y, z );
	world *= temp;

	/* Rotate the cube */
	D3DXMatrixIdentity( &temp );
	D3DXMatrixTranslation( &temp, _view.x, _view.y, -_view.z );
	world *= temp;
	world *= rotation;
	D3DXMatrixIdentity( &temp );
	D3DXMatrixTranslation( &temp, -_view.x, -_view.y, _view.z );
	world *= temp;

	/* Set the world matrix */
	_pd3dDevice->SetTransform( D3DTS_WORLD, &world );

	/* Render the cube */
	_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 36 );
#else
	ScePspFVector3 vec; 

	/* Create the rotation matrix */
	ScePspFMatrix4 rotation;
	ScePspFVector3 rotator;
	rotator.x = _rotation.x;
	rotator.y = _rotation.y;
	rotator.z = _rotation.z;
	sceGumPushMatrix();
	sceGumRotateXYZ( &rotator );
	sceGumStoreMatrix( &rotation);
	sceGumPopMatrix();

	/* Push a new matrix */
	sceGumPushMatrix();
	//printf("FrontEnd::RenderCube() started\n");

	/* Rotate the cube's translation */
	ScePspFVector3 view;
	view.x = -_view.x;
	view.y = -_view.y;
	view.z = -_view.z;
	sceGumTranslate( &view );
	sceGumRotateXYZ( &rotator );
	view.x = -view.x;
	view.y = -view.y;
	view.z = -view.z;
	sceGumTranslate( &view );

	vec.x = (float)-x;
	vec.y = (float)-y;
	vec.z = (float)-z;
	sceGumTranslate( &vec );
	
	/* Set the colour */
	sceGuColor( _fgColour );

	/* Render the cube */
	sceGumDrawArray(SCEGU_PRIM_TRIANGLES, SCEGU_VERTEX_FLOAT, 36, 0, Cube);

	/* Pop the matrix */
	sceGumPopMatrix();
#endif
}
Esempio n. 19
0
int main(int argc, char* argv[])
{
	pspDebugScreenInit();

	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(65535,0);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	int val = 0;

	gettimeofday(&base_time,0);

	while(running())
	{
		struct Vertex* vertices;
		struct timeval tv;

		sceGuStart(GU_DIRECT,list);

		// clear screen

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

		// draw triangle 1 (normal)

		sceGuColor(0xffffffff);

		vertices = (struct Vertex*)sceGuGetMemory(3*sizeof(struct Vertex));
		vertices[0].x = (SCR_WIDTH/2) + cosf(val * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[0].y = (SCR_HEIGHT/2) + sinf(val * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[0].z = 0;
		vertices[1].x = (SCR_WIDTH/2) + cosf((val+120) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[1].y = (SCR_HEIGHT/2) + sinf((val+120) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[1].z = 0;
		vertices[2].x = (SCR_WIDTH/2) + cosf((val+240) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[2].y = (SCR_HEIGHT/2) + sinf((val+240) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[2].z = 0;
		sceGuDrawArray(GU_TRIANGLES,GU_VERTEX_32BITF|GU_TRANSFORM_2D,3,0,vertices);

		// draw triangle 2 (affected by logic op)

		sceGuEnable(GU_COLOR_LOGIC_OP);
		sceGuLogicalOp(curr_state);

		sceGuColor(0xffff00ff);

		vertices = (struct Vertex*)sceGuGetMemory(3*sizeof(struct Vertex));
		vertices[0].x = (SCR_WIDTH/2) + cosf((val*1.1f) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[0].y = (SCR_HEIGHT/2) + sinf((val*1.1f) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[0].z = 0;
		vertices[1].x = (SCR_WIDTH/2) + cosf((val*1.1f+120) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[1].y = (SCR_HEIGHT/2) + sinf((val*1.1f+120) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[1].z = 0;
		vertices[2].x = (SCR_WIDTH/2) + cosf((val*1.1f+240) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[2].y = (SCR_HEIGHT/2) + sinf((val*1.1f+240) * (GU_PI/180)) * (SCR_HEIGHT/2);
		vertices[2].z = 0;
		sceGuDrawArray(GU_TRIANGLES,GU_VERTEX_32BITF|GU_TRANSFORM_2D,3,0,vertices);

		sceGuDisable(GU_COLOR_LOGIC_OP);

		sceGuFinish();
		sceGuSync(0,0);

		gettimeofday(&tv,0);
		if ((tv.tv_sec-base_time.tv_sec) > TIME_SLICE)
		{
			curr_state = (curr_state + 1) & 15;
			base_time = tv;
		}

		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();
		pspDebugScreenSetXY(0,0);
		pspDebugScreenPrintf("%s",names[curr_state]);

		val++;
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}
Esempio n. 20
0
void Drop::Render(Vector3 playerPos, float camAngle)
{
    if(abs(position.x-playerPos.x) < 8.0f && abs(position.y-playerPos.y) < 5.0f && abs(position.z-playerPos.z) < 8.0f)
    {
        active = true;
    }
    else
    {
        active = false;
    }

    if(toDestroy == false && getMe == false && active == true)
    {
        if(abs(position.x-playerPos.x) < 0.8f && abs(position.y-playerPos.y) < 1.8f && abs(position.z-playerPos.z) < 0.8f && existingTime >= 0.5f && myCrft->InventoryIsFull(id,amount,stackable) == false && myCrft->HP > 0.0f)
        {
            getMe = true;
            return;
        }

        float angle = atan2f(position.x-(playerPos.x+(cosf(camAngle+PI)*4)),position.z-(playerPos.z+(sinf(camAngle+PI)*4)))-PI*0.5f;

        sceGuColor(GU_COLOR(myCrft->BlockFinalLight(position.x,position.y,position.z),myCrft->BlockFinalLight(position.x,position.y,position.z),myCrft->BlockFinalLight(position.x,position.y,position.z),1.0f));
        sceGuEnable(GU_DEPTH_TEST);
        sceGuEnable(GU_ALPHA_TEST);
        sceGuEnable(GU_BLEND);



        if(id < 250)
        {
            sceGumPushMatrix();

            ScePspFVector3 loc = {position.x,position.y+sinf(levit)*0.09f,position.z};
            sceGumTranslate(&loc);

            ScePspFVector3 sca = {0.25f,0.25f,0.25f};
            sceGumScale(&sca);

            sceGumRotateX(0.0f);
            sceGumRotateY(angleBlock);
            sceGumRotateZ(0.0f);

            myCrft->drawCubes(id,myCrft->BlockFinalLight(position.x,position.y,position.z));

            sceGumPopMatrix();

            if(amount >= 3 && stackable == true)
            {
                sceGumPushMatrix();

                ScePspFVector3 loc = {position.x+0.09f,position.y+sinf(levit)*0.09f+0.09f,position.z};
                sceGumTranslate(&loc);

                ScePspFVector3 sca = {0.25f,0.25f,0.25f};
                sceGumScale(&sca);

                sceGumRotateX(0.0f);
                sceGumRotateY(angleBlock);
                sceGumRotateZ(0.0f);

                myCrft->drawCubes(id,myCrft->BlockFinalLight(position.x,position.y,position.z));

                sceGumPopMatrix();
            }
        }
        else
        {
            sceGumPushMatrix();

            ScePspFVector3 loc = {position.x,position.y+sinf(levit)*0.09f,position.z};
            sceGumTranslate(&loc);

            sceGumRotateX(0.0f);
            sceGumRotateY(angle);
            sceGumRotateZ(0.0f);

            myCrft->drawDropItems(id);

            sceGumPopMatrix();
        }

        sceGuDisable(GU_BLEND);
        sceGuDisable(GU_ALPHA_TEST);
        sceGuDisable(GU_DEPTH_TEST);
    }
}