Esempio n. 1
0
int SetDrawScreen(int ghandle)
{
	GUINITCHECK;
	GUSTART;
	DXPTEXTURE3 *old = dxpGraphicsData.rendertarget;
	if(ghandle == -1)return -1;
	if(ghandle == DX_SCREEN_BACK)
	{
		dxpGraphicsData.rendertarget = dxpGraphicsData.displaybuffer_back;
	}
	else
	{
		DXPTEXTURE3 *tmp;
		DXPGRAPHICSHANDLE *gptr;
		GHANDLE2GPTR(gptr,ghandle);
		tmp = gptr->tex;
		if(!tmp->texvram || tmp->swizzledflag)return -1;
		if(!(tmp->psm == GU_PSM_4444 || tmp->psm == GU_PSM_5551 || tmp->psm == GU_PSM_5650 || tmp->psm == GU_PSM_8888))return -1;
		dxpGraphicsData.rendertarget = tmp;
		++tmp->refcount;
	}
	sceGuTexFlush();
	sceGuDrawBufferList(dxpGraphicsData.rendertarget->psm,dxpGraphicsData.rendertarget->texvram,dxpGraphicsData.rendertarget->pitch);
	sceGuOffset(2048 - (dxpGraphicsData.rendertarget->width/2),2048 - (dxpGraphicsData.rendertarget->height/2));
	sceGuViewport(2048,2048,dxpGraphicsData.rendertarget->width,dxpGraphicsData.rendertarget->height);
	dxpGraphicsData.forceupdate = 1;
	if(old != NULL && old != &dxpGraphicsData.displaybuffer[0] && old != &dxpGraphicsData.displaybuffer[1])
		--old->refcount;
	return 0;
}
byte* RenderTexture_GetTex(void)
{
	 byte *texture;
	 sceGuDrawBufferList(GU_PSM_4444,vrelptr(renderTarget), texture);
	 
	 

	 return reinterpret_cast<char*>(sceGeEdramGetAddr()) + reinterpret_cast<std::size_t>(vrelptr(renderTarget));
}
Esempio n. 3
0
void blit_start(int start, int end)
{
	clip_min_y = start;
	clip_max_y = end + 1;

	spr_num   = 0;
	spr_index = 0;

	if (start == FIRST_VISIBLE_LINE)
	{
		clut = (UINT16 *)PSP_UNCACHE_PTR(&video_palettebank[palette_bank]);

		fix_num = 0;
		spr_disable = 0;

		if (clear_spr_texture) blit_clear_spr_sprite();
		if (clear_fix_texture) blit_clear_fix_sprite();

		sceGuStart(GU_DIRECT, gulist);
		sceGuDrawBufferList(GU_PSM_5551, draw_frame, BUF_WIDTH);
		sceGuScissor(0, 0, BUF_WIDTH, SCR_WIDTH);
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_FAST_CLEAR_BIT);

		sceGuDrawBufferList(GU_PSM_5551, work_frame, BUF_WIDTH);
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_FAST_CLEAR_BIT);

		sceGuScissor(24, 16, 336, 240);
		sceGuClearColor(CNVCOL15TO32(video_palette[4095]));
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_FAST_CLEAR_BIT);

		sceGuClearColor(0);
		sceGuEnable(GU_ALPHA_TEST);
		sceGuTexMode(GU_PSM_T8, 0, 0, GU_TRUE);
		sceGuTexFilter(GU_NEAREST, GU_NEAREST);

		sceGuFinish();
		sceGuSync(0, GU_SYNC_FINISH);
	}
}
Esempio n. 4
0
static void gba_upload_vram (void)
{
   sceGuDisable(GU_SCISSOR_TEST);
   sceGuDisable(GU_DEPTH_TEST);

   sceGuEnable(GU_TEXTURE_2D);

   sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
   sceGuClutMode(GU_PSM_5551,0,0xFF,0);
   sceGuClutLoad(32, index_copy_clut);


   sceGuDrawBufferList(GU_PSM_5551, GBA_VRAMTEXTURE_8bit_GU, 128);
   sceGuTexImage(0, 128, 256, 128, vram);
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_8bit));

   sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_8bit_GU + (128*256), 128);
   sceGuTexImage(0, 128, 256, 128, vram + (128*256));
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_8bit));

   sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_8bit_GU + (128*256*2), 128);
   sceGuTexImage(0, 128, 256, 128, vram + (128*256) * 2);
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_8bit));

   sceGuTexMode(GU_PSM_T4, 0, 0, GU_FALSE);
   sceGuClutMode(GU_PSM_5551,0,0xFF,0);
   sceGuClutLoad(32, index_copy_clut);

   sceGuDrawBufferList(GU_PSM_5551, GBA_VRAMTEXTURE_4bit_GU, 256);
   sceGuTexImage(0, 256, 256, 256, vram);
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_4bit));

   sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_4bit_GU + (256*256) , 256);
   sceGuTexImage(0, 256, 256, 256, vram + (256 * 256 / 2));
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_4bit));

   sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_4bit_GU + (256*256) * 2, 256);
   sceGuTexImage(0, 256, 256, 256, vram + (256 * 256 / 2)*2);
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_4bit));

}
Esempio n. 5
0
bool8 S9xSceGUInit2 (void)
{
  SceGU.line_size        = 512;
  SceGU.max_texture_size = 512;

  if (SceGU.max_texture_size >= 512)
  {
      SceGU.texture_size = 512;
//        SceGU.num_textures = 2; // See note in 3d.h
      SceGU.num_textures = 1;
  }
  else
  {
      SceGU.texture_size = SceGU.max_texture_size;
      SceGU.num_textures = 1;
  }

  // TODO
  ///////Settings.SceGUEnable = TRUE;


  // 2nd texture may be reserved for transparency in the future.
#if 0
  if (SceGU.num_textures == 2)
  {
  }
#endif

  // Use a 16-bit pixel format 5-bits for RGB and 1-bit for Alpha (unused)
  SceGU.texture_format = GU_PSM_5551;
  SceGU.pixel_format   = GU_PSM_5551;
  SceGU.ct             = GU_COLOR_5551;
  SceGU.tt             = GU_TEXTURE_16BIT;
  SceGU.mt             = GU_VERTEX_16BIT;
  SceGU.dm             = GU_TRANSFORM_2D;

  sceGuStart (0, SceGU.list);

    sceGuDrawBufferList (SceGU.pixel_format, (void *)0,        SceGU.line_size);
    sceGuDispBuffer     (480, 272,           (void *)0x88000,  SceGU.line_size);
    sceGuDepthBuffer    (                    (void *)0x110000, SceGU.line_size);
    sceGuOffset         (0, 0);
    sceGuViewport       ((480 / 2), (272 / 2), 480, 272);
    sceGuDepthRange     (0xc350, 0x2710);
    sceGuScissor        (0, 0, 480, 272);
    sceGuEnable         (GU_SCISSOR_TEST);
    sceGuDisable        (GU_ALPHA_TEST);
    sceGuDisable        (GU_DEPTH_TEST);
    sceGuEnable         (GU_CULL_FACE);
    sceGuDisable        (GU_LIGHTING);
    sceGuFrontFace      (GU_CW);
    sceGuEnable         (GU_TEXTURE_2D);
    sceGuClear          (GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);

#if 0
    sceGuTexWrap        (GE_WRAP_REPEAT, GE_WRAP_REPEAT);
    sceGuTexFunc        (GU_TFX_MODULATE, /*GE_TCC_RGBA*/ GE_TCC_RGB);
#endif
  sceGuFinish ();

  sceGuSync   (0, 0);

  S9xSceGUSwapBuffers ();

  return (TRUE);
}
Esempio n. 6
0
void DrawTilePSP (uint32 Tile, uint32 Offset, uint32 StartLine,
      uint32 LineCount)
{
    TILE_PREAMBLE

    float x = Offset % GFX.Pitch;
    float y = Offset / GFX.Pitch;

#define X 0
#define Y 1

#define U 0
#define V 1

    float pos [3][4];
    float tex [2][4];

    static bool8 init = FALSE;

    if (init == FALSE) {
    sceGuStart(0,list);
    sceGuDrawBufferList(GE_PSM_5551,(void*)0,512);
    sceGuDispBuffer(480,272,(void*)0x88000,512);
    sceGuDepthBuffer((void*)0x110000,512);
    sceGuOffset(0,0);
    sceGuViewport(480/2,272/2,480,272);
    sceGuDepthRange(0xc350,0x2710);
    sceGuScissor(0,0,480,272);
    sceGuEnable(GU_STATE_SCISSOR);
    sceGuDisable(GU_STATE_ATE);
    sceGuDisable(GU_STATE_ZTE);
    sceGuEnable(GU_STATE_CULL);
    sceGuDisable(GU_STATE_ALPHA);
    sceGuDisable(GU_STATE_LIGHTING);
    sceGuFrontFace(GE_FACE_CW);
    sceGuEnable(GU_STATE_TEXTURE);
    sceGuClear(GE_CLEAR_COLOR|GE_CLEAR_DEPTH);
    sceGuFinish();
    sceGuSync(0,0);

    init = TRUE;
    }

    pos [0][X] = 0 + x * 1;
    pos [0][Y] = 0 + y * 1;
    pos [1][X] = 0 + (x + 8.0f) * 1;
    pos [1][Y] = 0 + y * 1;
    pos [2][X] = 0 + (x + 8.0f) * 1;
    pos [2][Y] = 0 + (y + LineCount) * 1;
    pos [3][X] = 0 + x * 1;
    pos [4][Y] = 0 + (y + LineCount) * 1;

    if (!(Tile & (V_FLIP | H_FLIP)))
    {
  // Normal
  tex [0][U] = 0.0f;
  tex [0][V] = StartLine;
  tex [1][U] = 8.0f;
  tex [1][V] = StartLine;
  tex [2][U] = 8.0f;
  tex [2][V] = StartLine + LineCount;
  tex [3][U] = 0.0f;
  tex [3][V] = StartLine + LineCount;
    }
    else
    if (!(Tile & V_FLIP))
    {
  // Flipped
  tex [0][U] = 8.0f;
  tex [0][V] = StartLine;
  tex [1][U] = 0.0f;
  tex [1][V] = StartLine;
  tex [2][U] = 0.0f;
  tex [2][V] = StartLine + LineCount;
  tex [3][U] = 8.0f;
  tex [3][V] = StartLine + LineCount;

    }
    else
    if (Tile & H_FLIP)
    {
  // Horizontal and vertical flip
  tex [0][U] = 8.0f;
  tex [0][V] = StartLine + LineCount;
  tex [1][U] = 0.0f;
  tex [1][V] = StartLine + LineCount;
  tex [2][U] = 0.0f;
  tex [2][V] = StartLine;
  tex [3][U] = 8.0f;
  tex [3][V] = StartLine;

    }
    else
    {
  // Vertical flip only
  tex [0][U] = 0.0f;
  tex [0][V] = StartLine + LineCount;
  tex [1][U] = 8.0f;
  tex [1][V] = StartLine + LineCount;
  tex [2][U] = 8.0f;
  tex [2][V] = StartLine;
  tex [3][U] = 0.0f;
  tex [3][V] = StartLine;

    }

    sceGuStart(0,list);

    sceGuTexMode(GU_PSM_5551,0,0,0);
    sceGuTexFunc(GU_TFX_REPLACE,0);
    sceGuTexOffset(0,0);
    sceGuAmbientColor(0xffffffff);


    sceGuTexImage (0, 8, 8, 8, (void *)pCache);
    sceGuTexScale (1.0/8.0f, 1.0f/8.0f);

    struct Vertex *vertices;
    vertices = (struct Vertex *)sceGuGetMemory (4 * sizeof (struct Vertex));

    vertices[0].u = tex[0][U]; vertices[0].v = tex[0][V];
    vertices[0].x = pos[0][X]; vertices[0].y = pos[0][Y]; vertices[0].z = 0.0f;
    vertices[1].u = tex[1][U]; vertices[1].v = tex[1][V];
    vertices[1].x = pos[1][X]; vertices[1].y = pos[1][Y]; vertices[1].z = 0.0f;
    vertices[2].u = tex[2][U]; vertices[2].v = tex[2][V];
    vertices[2].x = pos[2][X]; vertices[2].y = pos[2][Y]; vertices[2].z = 0.0f;
    vertices[3].u = tex[3][U]; vertices[3].v = tex[3][V];
    vertices[3].x = pos[3][X]; vertices[3].y = pos[3][Y]; vertices[3].z = 0.0f;

    sceGuDrawArray (GU_PRIM_TRIANGLES,GE_SETREG_VTYPE(GE_TT_16BIT,GE_CT_5551,0,GE_MT_16BIT,0,0,0,0,GE_BM_2D),4,0,vertices);

    sceGuFinish ();
}
Esempio n. 7
0
int main(int argc, char* argv[])
{
    SetupCallbacks();

    // generate geometry

    genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );

    // flush cache so that no stray data remains

    sceKernelDcacheWritebackAll();

    // setup Edram 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);
    sceGuFinish();
    sceGuSync(0,0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);

    // run sample
    int val = 0;
    Texture offscreenTexture = {
        GU_PSM_4444,
        0, 128, 128, 128,
        sceGeEdramGetAddr() + (int)renderTarget
    };

    for(;;)
    {
        sceGuStart(GU_DIRECT,list);

        {
            sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,offscreenTexture.stride);

            // setup viewport

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

            // clear screen

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

            // draw torus to offscreen texture

            drawTorus( val );
        }

        {
            // 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);

            // draw cube using offscreen texture

            drawCube( &offscreenTexture, val );

        }

        sceGuFinish();
        sceGuSync(0,0);

        sceDisplayWaitVblankStart();
        frameBuffer = sceGuSwapBuffers();

        val++;
    }

    sceGuTerm();

    sceKernelExitGame();
    return 0;
}
Esempio n. 8
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;
}
Esempio n. 9
0
void update_frame_ge(void)
{
   check_gba_video_status();


//   return;

//   printf("video mode: %u\n", gba_video_registers->lcd_control.bg_mode);

   int i;

   palette_ram_8bit[0]=palette_ram[0]&0x7FFF;

   for (i=1; i<256;i++)
      palette_ram_8bit[i]=palette_ram[i]|0x8000;

   palette_ram_8bit[256]=palette_ram[256]&0x7FFF;

   for (i=257; i<512;i++)
      palette_ram_8bit[i]=palette_ram[i]|0x8000;

   for (i=0; i<512;i++)
   {
      if (i&0xF)
         palette_ram_4bit[i]=palette_ram_8bit[i]|0x8000;

      else
         palette_ram_4bit[i]=palette_ram_8bit[i]&0x7FFF;

   }


//   sceKernelDcacheWritebackAll();
//   sceKernelDcacheWritebackInvalidateAll();
   RETRO_PERFORMANCE_INIT(gu_sync_time);
   RETRO_PERFORMANCE_START(gu_sync_time);
   sceGuSync(0,0);
   RETRO_PERFORMANCE_STOP(gu_sync_time);

   main_context_status= sceGuGetAllStatus();
   sceGeSaveContext(&main_context_buffer);
   sceGuSetCallback(GU_CALLBACK_FINISH, list_finish_callback);


   sceGuStart(GU_DIRECT, d_list);

   init_3Dprojection();
   setup_3Dprojection_16bit();
   sceGuDisable(GU_DEPTH_TEST);

//   sceGuDepthBuffer((void*)VRAM_DEPTH,512);
   sceGuDepthMask(GU_TRUE);
   sceGuDepthRange(0,65535);
   sceGuDisable(GU_CULL_FACE);
   sceGuDisable(GU_CLIP_PLANES);

//   sceGuTexFilter(GU_NEAREST,GU_NEAREST);

   RETRO_PERFORMANCE_INIT(gba_upload_vram_proc);
   RETRO_PERFORMANCE_START(gba_upload_vram_proc);
   gba_upload_vram();
   RETRO_PERFORMANCE_STOP(gba_upload_vram_proc);

//   sceGuDrawBufferList(GU_PSM_5551, GBA_FRAME_TEXTURE_GU, GBA_LINE_SIZE);
   sceGuDrawBufferList(GU_PSM_8888, GBA_FRAME_TEXTURE_GU, GBA_LINE_SIZE);
   sceGuDepthBuffer(GBA_DEPTH_BUFFER, GBA_LINE_SIZE);

   sceGuScissor(0,0,GBA_SCREEN_WIDTH,GBA_SCREEN_HEIGHT);
   sceGuScissor(0,0,240,160);
   sceGuEnable(GU_SCISSOR_TEST);


//   sceGuClearColor(0x000000FF);
//   sceGuClearColor((palette_ram[0]&0x1F<<3)|(palette_ram[0]&0x3E0<<6)|(palette_ram[0]&0x7C00<<9)|0xFF000000);
   sceGuClearColor(GU_COLOR(((palette_ram[0]>> 0) & 31) / 31.0f,
                            ((palette_ram[0]>> 5) & 31) / 31.0f,
                            ((palette_ram[0]>>10) & 31) / 31.0f,
                            1.0));
   sceGuClear(GU_COLOR_BUFFER_BIT);

//   if (gba_draw_bg[gba_video_registers->lcd_control.bg_mode])
//      gba_draw_bg[gba_video_registers->lcd_control.bg_mode]();


   RETRO_PERFORMANCE_INIT(gba_draw_bg_mode0_proc);
   RETRO_PERFORMANCE_START(gba_draw_bg_mode0_proc);
   gba_draw_bg_mode0();
   RETRO_PERFORMANCE_STOP(gba_draw_bg_mode0_proc);

//   sceGuFinish();
   sceGuFinishId(GBA_DISPLAY_LIST_ID);

//   RETRO_PERFORMANCE_INIT(gu_sync_time);
//   RETRO_PERFORMANCE_START(gu_sync_time);
//   sceGuSync(0,0);
//   RETRO_PERFORMANCE_STOP(gu_sync_time);

}