void SetupProjection( void ) { // setup matrices for the triangle sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective( 75.0f, 16.0f/9.0f, 0.5f, 1000.0f); sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); sceGuClearColor( GU_COLOR( 0.0f, 0.0f, 0.0f, 1.0f ) ); sceGuClearDepth(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); }
void drawCube( Texture* texture, int val ) { // setup matrices for cube 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 * 0.263f * (GU_PI/180.0f), val * 0.32f * (GU_PI/180.0f), val * 0.44f * (GU_PI/180.0f)}; sceGumLoadIdentity(); sceGumRotateXYZ(&rot); } // setup texture sceGuTexMode(texture->format,0,0,0); sceGuTexImage(texture->mipmap,texture->width,texture->height,texture->stride,texture->data); sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB); sceGuTexFilter(GU_LINEAR,GU_LINEAR); sceGuTexScale(1.0f,1.0f); sceGuTexOffset(0.0f,0.0f); sceGuAmbientColor(0xffffffff); sceGuEnable(GU_TEXTURE_2D); // draw cube sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cube_vertices); sceGuDisable(GU_TEXTURE_2D); }
void Red3dSetupScreen() { sceGuDisplay(GU_TRUE); sceGuStart(GU_DIRECT,list); sceGuClearColor(GRAY); sceGuClearDepth(0); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); { sceGumTranslate(&CameraPosition); sceGumRotateXYZ(&CameraRotation); } sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(25.0f,16.0f/9.0f,0.5f,1000.0f); }
void DrawScene( void ) { sceGuStart( GU_DIRECT, sceneList ); sceGuViewport( 2048, 2048, SCR_WIDTH, SCR_HEIGHT); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGumMatrixMode(GU_MODEL); sceGumLoadIdentity(); // Reset the Matrix myScene->render(); // Render the scene sceGuFinish(); sceGuSync(0,0); }
void DrawScene( void ) { #warning Try taking out this display list at some point sceGuStart( GU_DIRECT, sceneList ); sceGuViewport( 2048, 2048, SCR_WIDTH, SCR_HEIGHT); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGumMatrixMode(GU_MODEL); sceGumLoadIdentity(); // Reset the Matrix myScene.render(); // Render the scene sceGuFinish(); sceGuSync(0,0); }
/* renders subset of billboards array */ void render_billboards(unsigned int i) { if (i >= g_context.iterationCount) return; Vertex* vbuffer = g_context.vbuffer[i%NUM_VERTEX_BUFFERS]; int sliceCount = NUM_SLICES / g_context.iterationCount; // fill current vertex buffer if we just started if (i == 0) { create_modified_torus_billboards(vbuffer,(float*)&g_context.world, g_context.sint, sliceCount*i, sliceCount); } // render previously generated vertex buffer sceGumMatrixMode(GU_MODEL); sceGumLoadMatrix(&g_context.world); sceGumDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,sliceCount*NUM_ROWS*2,0,vbuffer); g_context.vertsRendered += sliceCount*NUM_ROWS*2; // fill next vertex buffer for future rendering int nextI = i + 1; if (nextI < g_context.iterationCount ) { Vertex* vbufferNext; vbufferNext = g_context.vbuffer[nextI%NUM_VERTEX_BUFFERS]; create_modified_torus_billboards(vbufferNext,(float*)&g_context.world, g_context.sint, sliceCount*nextI, sliceCount); } #ifdef USING_SIGNALS // send a signal when rendering was completed // signals 0x01..0x03 - seems to be available for custom usage sceGuSignal( 1, nextI ); // HACK: keeps CPU waiting until all jobs were submitted for GPU if (nextI == g_context.iterationCount) sceGuFinish(); #endif }
int dxpGraphicsInit() { u32 i; //構造体初期化 if(dxpGraphicsData.init)return 0; {//深度バッファの初期化 dxpGraphicsData.depthbuffer.psm = GU_PSM_4444; dxpGraphicsData.depthbuffer.ppalette = NULL; dxpGraphicsData.depthbuffer.texdata = NULL; dxpGraphicsData.depthbuffer.width = 480; dxpGraphicsData.depthbuffer.height = 272; dxpGraphicsData.depthbuffer.pitch = 512; dxpGraphicsData.depthbuffer.umax = 480; dxpGraphicsData.depthbuffer.vmax = 272; dxpGraphicsData.depthbuffer.colorkey = 0; dxpGraphicsData.depthbuffer.size2_nflag = 0; dxpGraphicsData.depthbuffer.swizzledflag = 1; dxpGraphicsData.depthbuffer.reloadflag = 1; dxpGraphicsData.depthbuffer.alphabit = 0; dxpGraphicsData.depthbuffer.refcount = 0; dxpGraphicsData.depthbuffer.thisptrptr = NULL; if(dxpGraphicsData.usedepth || dxpGraphicsData.usedepth3d) { dxpGraphicsData.depthbuffer.texvram = valloc(vgetMemorySize(512,272,GU_PSM_4444)); if(!dxpGraphicsData.depthbuffer.texvram)return -1; }else dxpGraphicsData.depthbuffer.texvram = NULL; } for(i = 0;i < 2;++i) {//フレームバッファの初期化 dxpGraphicsData.displaybuffer[i].psm = dxpGraphicsData.display_psm; dxpGraphicsData.displaybuffer[i].ppalette = NULL; dxpGraphicsData.displaybuffer[i].texdata = NULL; dxpGraphicsData.displaybuffer[i].texvram = valloc(vgetMemorySize(512,272,dxpGraphicsData.display_psm)); dxpGraphicsData.displaybuffer[i].width = 480; dxpGraphicsData.displaybuffer[i].height = 272; dxpGraphicsData.displaybuffer[i].pitch = 512; // dxpGraphicsData.displaybuffer[i].pitch = 480;//試したら見事に駄目だったw dxpGraphicsData.displaybuffer[i].umax = 480; dxpGraphicsData.displaybuffer[i].vmax = 272; dxpGraphicsData.displaybuffer[i].colorkey = 0; dxpGraphicsData.displaybuffer[i].size2_nflag = 0; dxpGraphicsData.displaybuffer[i].swizzledflag = 0; dxpGraphicsData.displaybuffer[i].reloadflag = 1; dxpGraphicsData.displaybuffer[i].alphabit = 0; dxpGraphicsData.displaybuffer[i].refcount = 0; } if(!dxpGraphicsData.displaybuffer[0].texvram || !dxpGraphicsData.displaybuffer[1].texvram) { vfree(dxpGraphicsData.displaybuffer[0].texvram); vfree(dxpGraphicsData.displaybuffer[1].texvram); vfree(dxpGraphicsData.depthbuffer.texvram); return -1; } dxpGraphicsData.displaybuffer_back = &dxpGraphicsData.displaybuffer[0]; dxpGraphicsData.rendertarget = dxpGraphicsData.displaybuffer_back; dxpGraphicsData.texture = NULL; dxpGraphicsData.clear_color_value = 0; dxpGraphicsData.clear_depth_value = 0; dxpGraphicsData.clear_stencil_value = 0; dxpGraphicsData.gustarted = 0; dxpGraphicsData.clear_depth = 0; dxpGraphicsData.clear_stencil = 0; dxpGraphicsData.bilinear_enable = 0; dxpGraphicsData.create_vram_graph = 1; dxpGraphicsData.create_swizzled_graph = 1; dxpGraphicsData.colorkey = 0; dxpGraphicsData.blendmode = DX_BLENDMODE_NOBLEND; dxpGraphicsData.drawstate = DXP_DRAWSTATE_EITHER; dxpGraphicsData.flag = 0xffffffff; dxpGraphicsData.forceupdate = 1; dxpGraphicsData.z_2d = 0; dxpGraphicsData.color = 0xffffffff; //dxpGraphicsData.usedepth = 0; //dxpGraphicsData.usedepth3d = 0; dxpGraphicsData.writedepth = 0; dxpGraphicsData.writedepth3d = 0; dxpGraphicsData.fog_color = 0xffffffff; dxpGraphicsData.fog_near = 10.0f; dxpGraphicsData.fog_far = 100.0f; dxpGraphicsData.intrafont_scissor[0] = 0; dxpGraphicsData.intrafont_scissor[1] = 0; dxpGraphicsData.intrafont_scissor[2] = 480; dxpGraphicsData.intrafont_scissor[3] = 272; dxpGraphicsData.depthfunc = GU_GEQUAL; for(i = 0;i < DXP_BUILDOPTION_TEXTURE_MAXNUM;++i)dxpGraphicsData.texarray[i] = NULL; for(i = 0;i < DXP_BUILDOPTION_GHANDLE_MAXNUM;++i)dxpGraphicsData.grapharray[i] = NULL; //GEのセットアップ sceGuInit(); GUSTART sceGuDrawBuffer(dxpGraphicsData.display_psm,vGuPointer(dxpGraphicsData.displaybuffer[0].texvram),dxpGraphicsData.displaybuffer[0].pitch); sceGuDispBuffer(480,272,vGuPointer(dxpGraphicsData.displaybuffer[1].texvram),dxpGraphicsData.displaybuffer[1].pitch); sceGuOffset(2048 - (480/2),2048 - (272/2)); sceGuViewport(2048,2048,480,272); sceGuScissor( dxpGraphicsData.intrafont_scissor[0], dxpGraphicsData.intrafont_scissor[1], dxpGraphicsData.intrafont_scissor[2], dxpGraphicsData.intrafont_scissor[3] ); sceGuClearDepth(0); sceGuDepthRange(65535,0); sceGuEnable(GU_SCISSOR_TEST); sceGuFrontFace(GU_CW); sceGuShadeModel(GU_FLAT); sceGuTexScale(1.0f,1.0f); sceGuTexOffset(0.0f,0.0f); sceGuTexFilter(GU_NEAREST,GU_NEAREST); sceGuTexWrap(GU_CLAMP,GU_CLAMP); /* memo カメラ位置(画面横幅/2,画面縦幅/2,画面縦幅/(2 * tan(fovy))) 注視点位置(画面横幅/2,画面縦幅/2,1) 上 (0,1,0) */ #ifndef DXP_BUILDOPTION_NO3D VECTOR v[3] = {{240,136,-235.5589f},{240,136,0},{0,1,0}}; SetCameraPositionAndTargetAndUpVec(v[0],v[1],v[2]); sceGumMatrixMode(GU_MODEL); sceGumLoadIdentity(); dxpGraphicsData.camera.aspect = 480.0f / 272.0f; dxpGraphicsData.camera.near = 0.5f; dxpGraphicsData.camera.far = 1000.0f; dxpGraphicsData.camera.fov = 60; dxpGraphics3dUpdateProjectionMatrix(); #endif GUFINISH; sceDisplayWaitVblankStart(); GUSTART; sceGuDisplay(GU_TRUE); dxpGraphicsData.init = 1; return 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); }
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; }
/* Simple thread */ int main(int argc, char **argv) { SetupCallbacks(); triLogInit(); triInit( GU_PSM_8888, 1 ); tri3dInit(); triInputInit(); // FIXME: This is not the right way to do as it will cause the particle manager to try and free pointers from inside the array partSys = triMalloc( sizeof(triParticleSystem)*4 ); partEm = triMalloc( sizeof(triParticleEmitter)*4 ); triS32 PsID0 = triParticleManagerLoadScript( "watersprinkle.txt" ); triParticleSystemConstructor( &partSys[0] ); triParticleSystemConstructor( &partSys[1] ); triParticleSystemConstructor( &partSys[2] ); partSys[0].render = renderParticle; partSys[2].renderMode = GU_TRIANGLES; partSys[2].blendMode = TRI_BLEND_MODE_ALPHA; //triParticleSystemConstructor( &partSys[3] ); //partSys[3].renderMode = GU_TRIANGLES; triParticleEmitterConstructor( &partEm[0], TRI_EMITTER_SPRINKLE ); triParticleEmitterConstructor( &partEm[1], TRI_EMITTER_FIRE ); triParticleEmitterConstructor( &partEm[2], TRI_EMITTER_SMOKE ); //triParticleEmitterConstructor( &partEm[3], TRI_EMITTER_EXPLOSION ); partEm[0].pos.z = -10.0f; partEm[0].pos.x = -5.0f; partEm[0].velRand.w = 1.f; partEm[0].max = 64; partEm[1].pos.z = -10.0f; partEm[1].pos.x = 5.0f; partEm[1].vel.y += 1.5f; partEm[1].binding = 0.0f; // particles are bound to the emitter partEm[1].loosen = 0.85f; // particles loosen from the emitter with age partEm[1].life = 0.8f; partEm[1].growth = -0.7f/partEm[1].life; partEm[1].max = 512; partEm[1].rate = partEm[1].max/(partEm[1].life*1.2); partEm[1].lastpos = partEm[1].pos; partEm[1].vortexRange = 0.6f; partEm[1].vortexDirRand = 2.5f; partEm[2].pos.z -= 3.0; partEm[2].pos.x += 2.0; partEm[2].maxVortex = 16; partEm[2].rateVortex = 2; partEm[2].max = 256; partEm[2].life = 10.f; partEm[2].lifetime = 0; partEm[2].vortexDir = 0.f; partEm[2].vortexDirRand = 1.2f; partEm[2].vortexRange = 0.5f; partEm[2].rate = partEm[2].max/(partEm[2].life); //partEm[3].pos.z -= 5.0; partSys[1].textureID = triTextureLoad( "sprite.tga" ); partSys[2].textureID = triTextureLoad( "smoke32.tga" ); //triParticleManagerAdd( &partSys[0], &partEm[0] ); triParticleManagerAdd( &partSys[1], &partEm[1] ); triParticleManagerAdd( &partSys[2], &partEm[2] ); //triParticleManagerAdd( &partSys[3], &partEm[3] ); cam = triCameraCreate( 0.0f, 0.0f, -10.0f ); // Do additional setup in immediate mode triBegin(); tri3dPerspective( 45.0f ); sceGuFrontFace(GU_CW); triClear( 0x330000 ); triEnable(TRI_VBLANK); triEnd(); //triSync(); triTimer* frametimer = triTimerCreate(); triTimer* demotimer = triTimerCreate(); triS32 vblank = 0; #define SPEED 0.05f while (isrunning) { triBegin(); tri3dClear( 1,0,1 ); triInputUpdate (); if (triInputHeld (PSP_CTRL_UP)) { triCameraRotate( cam, SCE_DEG_TO_RAD(3.2f), &triXAxis ); } if (triInputHeld (PSP_CTRL_DOWN)) { triCameraRotate( cam, SCE_DEG_TO_RAD(-3.2f), &triXAxis ); } if (triInputHeld (PSP_CTRL_LEFT)) { triCameraRotate( cam, SCE_DEG_TO_RAD(3.2f), &triYAxis ); } if (triInputHeld (PSP_CTRL_RIGHT)) { triCameraRotate( cam, SCE_DEG_TO_RAD(-3.2f), &triYAxis ); } if (triInputHeld (PSP_CTRL_LTRIGGER)) { triCameraMove( cam, 0.0f, 0.0f, SPEED ); } if (triInputHeld (PSP_CTRL_RTRIGGER)) { triCameraMove( cam, 0.0f, 0.0f, -SPEED ); } if (triInputPressed (PSP_CTRL_SELECT)) { vblank ^= 1; if (vblank) triEnable(TRI_VBLANK); else triDisable(TRI_VBLANK); } triCameraUpdateMatrix( cam ); sceGumMatrixMode (GU_MODEL); sceGumLoadIdentity (); triTimerUpdate(frametimer); triParticleManagerUpdateRender( cam, triTimerGetDeltaTime(frametimer) ); partEm[1].pos.z = sinf( 30*triTimerPeekDeltaTime(demotimer)*SCE_PI/180.0f )*5.0f - 10.0f; partEm[1].pos.x = cosf( 30*triTimerPeekDeltaTime(demotimer)*SCE_PI/180.0f )*5.0f; triFontActivate(0); triFontPrintf( 0, 0, 0xFFFFFFFF, "CAM: dir <%.3f, %.3f, %.3f> pos <%.3f, %.3f, %.3f>\n", cam->dir.x, cam->dir.y, cam->dir.z, cam->pos.x, cam->pos.y, cam->pos.z); triFontPrintf( 0,10, 0xFFFFFFFF, "FPS: %.2f - CPU: %.0f GPU: %.0f\n", triFps(), triCPULoad(), triGPULoad()); /*if (partEm[3].age>=partEm[3].lifetime && (rand()%100<5)) { triParticleEmitterConstructor( &partEm[3], TRI_EMITTER_EXPLOSION ); partEm[3].pos.x = 3.0f * (rand()%65537 - 32768)/32768.0f; partEm[3].pos.y = 3.0f * (rand()%65537 - 32768)/32768.0f; partEm[3].pos.z = -15.0f + 3.0f * (rand()%65537 - 32768)/32768.0f; }*/ triEnd(); triSwapbuffers(); } triTextureUnload( partSys[1].textureID ); triTextureUnload( partSys[2].textureID ); triParticleManagerDestroy(); triFree( partSys ); triFree( partEm ); triTimerFree(frametimer); triTimerFree(demotimer); triFree( cam ); triInputShutdown(); triClose(); tri3dClose(); triMemoryShutdown(); sceKernelExitGame(); return 0; }
void FrontEnd::StartUpDisplay(void) #endif { #ifdef PC UNREFERENCED_PARAMETER( hInst ); // register window class WNDCLASSEX wc = { sizeof( WNDCLASSEX ), CS_CLASSDC, MainWndProc, 0L, 0L, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, L"Cross-Platform Development", NULL }; wc.hInstance = hInst; _wc = wc; if( !RegisterClassEx( &wc ) ) { MessageBox( 0, L"Failed to Register Class", 0, 0 ); PostQuitMessage( 0 ); } // create the window _d3dParameters.BackBufferHeight = 272; _d3dParameters.BackBufferWidth = 480; HWND hWnd = CreateWindow( L"Cross-Platform Development", L"Cross-Platform Development", WS_OVERLAPPEDWINDOW, 100, 100, _d3dParameters.BackBufferWidth, _d3dParameters.BackBufferHeight, NULL, NULL, wc.hInstance, NULL ); // check if the hWnd has been created if( !hWnd ) { MessageBox( 0, L"Failed to Create Window", 0, 0 ); PostQuitMessage( 0 ); } /* Create the device */ if ( NULL == ( _pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) { MessageBox( 0, L"DirectX SDK Version Wrong", 0, 0 ); PostQuitMessage( 0 ); } // set up the structure used to create the D3DDevice int height = _d3dParameters.BackBufferHeight; int width = _d3dParameters.BackBufferWidth; ZeroMemory( &_d3dParameters, sizeof( _d3dParameters ) ); _d3dParameters.Windowed = TRUE; _d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; _d3dParameters.BackBufferFormat = D3DFMT_UNKNOWN; _d3dParameters.BackBufferHeight = height; _d3dParameters.BackBufferWidth = width; _d3dParameters.EnableAutoDepthStencil = TRUE; /* Allow directX to create and manage a z buffer for me */ _d3dParameters.AutoDepthStencilFormat = D3DFMT_D16; /* Use the 16bit format */ // create D3DDevice if ( FAILED( _pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &_d3dParameters, &_pd3dDevice ) ) ) { if ( FAILED( _pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_d3dParameters, &_pd3dDevice ) ) ) { MessageBox( 0, L"This machine cannot process vertices", 0, 0 ); PostQuitMessage( 0 ); } } // set up some default render modes _pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID ); /*< Solid fill rendering */ _pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT ); /*< Default shading */ _pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); /*< Culling off */ _pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); /*< Lighting on */ _pd3dDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255) ); _pd3dDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE ); /*< Turn on z buffering */ _pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE ); /*< Allow writing to the z buffer */ _pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL ); /*< Render each pixel if it's less than or equal to an existing pixel */ ShowWindow( hWnd, UpdateWindow( hWnd ) ); /* Set up the vertex buffer for rendering */ Vertex* vertexBuffer = false; if( SUCCEEDED( _pd3dDevice->CreateVertexBuffer( 36 * sizeof( D3DFVF_Vertex ), 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &_vertexBuffer, NULL ) ) ) { if( SUCCEEDED( _vertexBuffer->Lock( 0, 36 * sizeof( D3DFVF_Vertex ), (void**)&vertexBuffer, 0 ) ) ) { for( DWORD i = 0; i < 36; ++i ) { vertexBuffer[i].x = Cube[i].x; vertexBuffer[i].y = Cube[i].y; vertexBuffer[i].z = Cube[i].z; } _vertexBuffer->Unlock(); /* Apply a material for lighting to work */ D3DMATERIAL9 material; ZeroMemory( &material, sizeof( material ) ); material.Diffuse.r = material.Ambient.r = 1.0f; material.Diffuse.g = material.Ambient.g = 1.0f; material.Diffuse.b = material.Ambient.b = 1.0f; material.Diffuse.a = material.Ambient.a = 1.0f; _pd3dDevice->SetMaterial( &material ); _pd3dDevice->SetStreamSource( 0, _vertexBuffer, 0, sizeof(D3DFVF_Vertex) ); _pd3dDevice->SetFVF( D3DFVF_XYZ ); } } #else _rotationSpeed = 1.0f; _rotation.x = 0.0f; _rotation.y = 0.0f; _rotation.z = 0.0f; _frame = 0; _viewMode = -1; sceGuInit(); sceGuStart(SCEGU_IMMEDIATE, (void*)_displist, sizeof(_displist)); 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); sceGumSetMatrixStack(_matrixStack, 1, 1, 2, 0); sceGumMatrixMode(SCEGU_MATRIX_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(DEGSTORADS(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); #endif }
int main(int argc, char* argv[]) { unsigned int i,j; pspDebugScreenInit(); SetupCallbacks(); #ifdef ENABLE_PROFILER // Enable profiling pspDebugProfilerClear(); pspDebugProfilerEnable(); #endif // initialize global context g_context.iterationCount = NUM_VERTEX_BUFFERS * NUM_ITERATIONS; g_context.t = 0; g_context.sint = 0; // initialize torus for (i = 0; i < NUM_SLICES; ++i) { for (j = 0; j < NUM_ROWS; ++j) { float s = i + 0.5f, t = j; float x,y,z; x = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * cosf(t * ((GU_PI*2)/NUM_ROWS)); y = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * sinf(t * ((GU_PI*2)/NUM_ROWS)); z = RING_RADIUS * sinf(s * ((GU_PI*2)/NUM_SLICES)); torus_vertices[j + i * NUM_ROWS].x = x; torus_vertices[j + i * NUM_ROWS].y = y; torus_vertices[j + i * NUM_ROWS].z = z; } } // initialize torus modifiers for (j = 0; j < NUM_ROWS; ++j) { float t = j; torus_modifiers[j].x = 0; torus_modifiers[j].y = 0; torus_modifiers[j].z = 0.3*cosf( t * 8.0f *((GU_PI*2)/NUM_ROWS) ); } // init GU and set callbacks sceGuInit(); // 0x01 - user callback // 0x04 - 'rendering finished' callback sceGuSetCallback(1, &mySignalHandler); sceGuSetCallback(4, &myFinishHandler); // setup GU 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); sceGuAlphaFunc(GU_GREATER,0,0xff); sceGuEnable(GU_ALPHA_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 #ifdef USING_SIGNALS sceGuCallMode(1); #endif // generate callable command-list with texture setup { sceGuStart(GU_CALL, smallList1); // setup texture sceGuTexMode(GU_PSM_5551,0,0,0); sceGuTexImage(0,32,32,32,ball_start); // width, height, buffer width, tbp sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA); // NOTE: this enables reads of the alpha-component from the texture, otherwise blend/test won't work sceGuTexFilter(GU_NEAREST,GU_NEAREST); sceGuTexWrap(GU_CLAMP,GU_CLAMP); sceGuTexScale(1,1); sceGuTexOffset(0,0); sceGuAmbientColor(0xffffffff); sceGuFinish(); sceGuSync(0,0); } // generate callable command-list for cube rendering { sceGuStart(GU_CALL, smallList2); // draw cube sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cubeVertices); sceGuFinish(); sceGuSync(0,0); } for(;;) { sceGuStart(GU_DIRECT,list); unsigned int i = 0; for( ; i < NUM_VERTEX_BUFFERS; i++ ) g_context.vbuffer[i] = sceGuGetMemory((NUM_SLICES/g_context.iterationCount) * 2 * NUM_ROWS * sizeof(Vertex)); g_context.vertsRendered = 0; // clear screen sceGuClearColor(0x00334455); sceGuClearDepth(0); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // setup matrices sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f); sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); sceGumMatrixMode(GU_MODEL); { ScePspFVector3 pos = {0.0f,0.0f,-3.5f}; ScePspFVector3 rot = {g_context.t * 0.3f * (GU_PI/180.0f), g_context.t * 0.7f * (GU_PI/180.0f), g_context.t * 1.3f * (GU_PI/180.0f)}; sceGumLoadIdentity(); sceGumTranslate(&pos); sceGumRotateXYZ(&rot); } sceGumStoreMatrix(&g_context.world); // call pregenerated command-list to setup texture sceGuCallList(smallList1); // start billboard rendering render_billboards(0); // call pregenerated command-list to render cube { ScePspFVector3 scale = {0.3f, 0.3f, 0.3f}; sceGumScale(&scale); } sceGumUpdateMatrix(); sceGuCallList(smallList2); #ifndef USING_SIGNALS // HACK: sceGuFinish() is called inside the signal interupt handler when all rendering job is done // this is done in order to stall GPU if it is ahead of CPU sceGuFinish(); #endif sceGuSync(0,0); #ifndef ENABLE_FRAMERATE // wait for next frame sceDisplayWaitVblankStart(); #endif sceGuSwapBuffers(); pspDebugScreenSetXY(0,0); #ifdef ENABLE_PROFILER // Print profile information to the screen pspDebugProfilerPrint(); #endif #ifdef ENABLE_FRAMERATE // simple frame rate counter static float curr_ms = 1.0f; static struct timeval time_slices[16]; static int t = 0; float curr_fps = 1.0f / curr_ms; t++; float vertsPerSec = g_context.vertsRendered*curr_fps; float kbPerSec = vertsPerSec * sizeof(Vertex) / 1024.0f; gettimeofday(&time_slices[t & 15],0); pspDebugScreenPrintf("fps: %d.%03d ms: %d vert/s: %dK MB/s: %d.%03d",(int)curr_fps, ((int)(curr_fps*1000.0f)%1000), (int)(curr_ms*1000.0f), (int)(vertsPerSec/1000.0f), (int)(kbPerSec/1024.0f), (int)((1000.0f/1024.0f)*((int)kbPerSec%1024)) ); if (!(t & 15)) { struct timeval last_time = time_slices[0]; unsigned int i; curr_ms = 0; for (i = 1; i < 16; ++i) { struct timeval curr_time = time_slices[i]; int curr_time_usec = curr_time.tv_usec + curr_time.tv_sec * 1000000; int last_time_usec = last_time.tv_usec + last_time.tv_sec * 1000000; if( last_time_usec < curr_time_usec ) curr_ms += (( curr_time_usec - last_time_usec ) * (1.0f/1000000.0f)); last_time = time_slices[i]; } curr_ms /= 15.0f; } #endif } sceGuTerm(); sceKernelExitGame(); return 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; }
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; }
//-------------------------------------------------------------------- // Función: CParticles::Update // Creador: Nacho (AMD) // Fecha: Wednesday 14/02/2007 19:48:41 //-------------------------------------------------------------------- void CParticles::Update(float dt, CLevel* pTheLevel, CSound* pSoundPlayer) { CVideo * pVideo = CVideo::GetSingleton(); m_fAngType3 += (240.0f * dt); m_fAngType3 = MAT_NormalizarAngulo360(m_fAngType3); CBall* pBall = pTheLevel->GetBall(); CSmoke* pSmoke = pTheLevel->GetSmoke(); VECTOR3 vecBallPos = pBall->GetPosition(); VECTOR2 vecBallVel = pBall->GetVelocity(); float fBallRadius = pBall->GetRadius(); sceGuEnable(GU_BLEND); sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA); ENEMY* pEnemies = pTheLevel->GetEnemies(); int iNumEnemies = pTheLevel->GetNumEnemies(); ///--- TIPO 0: Disparo amarillo ////////////////////////////////////////////////////////////////////// pVideo->EnableTexture(m_pTexture[0]); for (int i=0; i<MAX_PARTICLES; i++) { if (m_pParticleArray[0][i].enable) { m_pParticleArray[0][i].timeStamp += dt; if (m_pParticleArray[0][i].timeStamp >= 5.0f) { m_pParticleArray[0][i].enable = false; m_pParticleArray[0][i].next = m_iFreeSlot[0]; m_iFreeSlot[0] = i; continue; } m_pParticleArray[0][i].pos.x += m_pParticleArray[0][i].vel.x * dt; m_pParticleArray[0][i].pos.y += m_pParticleArray[0][i].vel.y * dt; stCollisionData data; data.radius = 1.0f; data.x = m_pParticleArray[0][i].pos.x; data.y = m_pParticleArray[0][i].pos.y; data.velX = m_pParticleArray[0][i].vel.x; data.velY = m_pParticleArray[0][i].vel.y; if (pTheLevel->TestCollision(&data, false)) { m_pParticleArray[0][i].pos.x = data.x; m_pParticleArray[0][i].pos.y = data.y; m_pParticleArray[0][i].vel.x = data.velX; m_pParticleArray[0][i].vel.y = data.velY; } for (int a=0; a<iNumEnemies; a++) { if (pEnemies[a].active) { ///--- sierra ///--- rebota if ((pEnemies[a].type == 0) || (pEnemies[a].type == 3)) { VECTOR3 vDis; VECTOR3 vTemp = {m_pParticleArray[0][i].pos.x, m_pParticleArray[0][i].pos.y, 4.0f}; VECTOR3 vTemp2 = {pEnemies[a].posX + 4.0f, pEnemies[a].posY + 4.0f, 4.0f}; MAT_VectorSubtract(&vDis, &vTemp2, &vTemp); float length = MAT_VectorQuadraticLength(&vDis); if (length < 6.25f) { m_pParticleArray[0][i].enable = false; m_pParticleArray[0][i].next = m_iFreeSlot[0]; m_iFreeSlot[0] = i; pSmoke->AddExplosion(vTemp2, 20.0f, true); pEnemies[a].active = false; pSoundPlayer->Play(SOUND_ENE_EXPLO); break; } } ///--- dirigidos ///--- rectos else if ((pEnemies[a].type == 1) || (pEnemies[a].type == 2)) { VECTOR3 vTemp = {0}; if (pEnemies[a].rot==0) { vTemp.x = pEnemies[a].posX+2.0f; vTemp.y = pEnemies[a].posY+4.0f; } else if (pEnemies[a].rot==3) { vTemp.x = pEnemies[a].posX+4.0f; vTemp.y = pEnemies[a].posY+2.0f; } else if (pEnemies[a].rot==2) { vTemp.x = pEnemies[a].posX+6.0f; vTemp.y = pEnemies[a].posY+4.0f; } else if (pEnemies[a].rot==1) { vTemp.x = pEnemies[a].posX+4.0f; vTemp.y = pEnemies[a].posY+6.0f; } vTemp.z = 4.0f; VECTOR3 vDis; VECTOR3 vTemp2 = {m_pParticleArray[0][i].pos.x, m_pParticleArray[0][i].pos.y, 4.0f}; MAT_VectorSubtract(&vDis, &vTemp, &vTemp2); float disx = vecBallPos.x - m_pParticleArray[0][i].pos.x,; float length = MAT_VectorQuadraticLength(&vDis); if (length < 6.0f) { m_pParticleArray[0][i].enable = false; m_pParticleArray[0][i].next = m_iFreeSlot[0]; m_iFreeSlot[0] = i; pSmoke->AddExplosion(vTemp, 20.0f, true); pEnemies[a].active = false; pSoundPlayer->Play(SOUND_ENE_EXPLO); int pan = 127; if (disx < 0.0f) { if (disx < -32.0f) { pan = 255; } else { pan = MAT_Clamp(128 + (int)(((-disx) / 32.0f) * 127.0f), 128, 255); } } else { if (disx > 32.0f) { pan = 0; } else { pan = MAT_Clamp((int)(127.0f - ((disx / 32.0f) * 127.0f)), 0, 127); } } pSoundPlayer->Play(SOUND_ENE_EXPLO, pan); break; } } } } if (!m_pParticleArray[0][i].enable) continue; ///--- render sceGumMatrixMode(GU_MODEL); sceGumLoadIdentity(); { VECTOR3 pos = { m_pParticleArray[0][i].pos.x -1.0f, -(m_pParticleArray[0][i].pos.y + 1.0f), 4.0f }; VECTOR3 scale = { 2.0f, 2.0f, 2.0f }; sceGumTranslate(&pos); sceGumScale(&scale); } if (m_pParticleArray[0][i].timeStamp >= 4.0f) { int alpha = (int)MAT_Clampf((5.0f - m_pParticleArray[0][i].timeStamp) * 255.0f, 0.0f, 255.0f); sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); sceGuAmbientColor(COLOR_ARGB(alpha, 255, 255, 255)); m_pQuad->Render(); sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, COLOR_ARGB(alpha, alpha, alpha, alpha), 0xffffffff); m_pQuad->Render(); sceGuAmbientColor(0xffffffff); } else { sceGuAmbientColor(0xffffffff); m_pQuad->Render(); sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xffffffff, 0xffffffff); m_pQuad->Render(); } sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); }