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 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; }
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; }