Пример #1
0
void sceGuStart(int cid, void* list)
{
	GuContext* context = &gu_contexts[cid];
	unsigned int* local_list = (unsigned int*)(((unsigned int)list) | 0x40000000);

	// setup display list

	context->list.start = local_list;
	context->list.current = local_list;
	context->list.parent_context = gu_curr_context;
	gu_list = &context->list;

	// store current context

	gu_curr_context = cid;

	if (!cid)
	{
		ge_list_executed[0] = sceGeListEnQueue(local_list,local_list,gu_settings.ge_callback_id,0);
		gu_settings.signal_offset = 0;
	}

	if (!gu_init)
	{
		static int dither_matrix[16] =
		{
			-4, 0,-3, 1,
			 2,-2, 3,-1,
			-3, 1,-4, 0,
			 3,-1, 2,-2
		};

		sceGuSetDither((ScePspIMatrix4*)dither_matrix);
		sceGuPatchDivide(16,16);
		sceGuColorMaterial(GU_AMBIENT|GU_DIFFUSE|GU_SPECULAR);

		sceGuSpecular(1.0f);
		sceGuTexScale(1.0f,1.0f);
		
		gu_init = 1;
	}

	if (!gu_curr_context)
	{
		if (gu_draw_buffer.frame_width)
		{
			sendCommandi(156, ((unsigned int)gu_draw_buffer.frame_buffer) & 0xffffff);
			sendCommandi(157, ((((unsigned int)gu_draw_buffer.frame_buffer) & 0xff000000) >> 8) | gu_draw_buffer.frame_width);
		}
	}
Пример #2
0
void Red3dSetupLight(ScePspFVector3 pos, u32 dif, u32 spec)
{
	
	sceGuEnable(GU_LIGHTING);
	sceGuEnable(GU_LIGHT0);
	sceGuEnable(GU_LIGHT1);
	sceGuEnable(GU_LIGHT2);
	sceGuEnable(GU_LIGHT3);
	
	int lightnumber = 0;
	sceGuLight(lightnumber,GU_POINTLIGHT,GU_DIFFUSE_AND_SPECULAR,&pos);
	sceGuLightColor(lightnumber,GU_DIFFUSE,dif);
	sceGuLightColor(lightnumber,GU_SPECULAR,spec);
	sceGuLightAtt(lightnumber,0.0f,1.0f,0.0f);
	sceGuSpecular(12.0f);
	sceGuAmbient(0x00222222);
}
Пример #3
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;
}