Пример #1
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);			
		}
Пример #2
0
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;
}
Пример #3
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);
    }
}