Пример #1
0
void ya2d_drawRotateTexture(ya2d_Texture *texp, int x, int y, float angle)
{
        if(!texp->data) return;

		sceGuEnable(GU_TEXTURE_2D);

		sceGuTexMode(texp->texPSM, 0, 0, texp->isSwizzled);
		sceGuTexFunc(GU_TFX_REPLACE, texp->hasAlpha ? GU_TCC_RGBA : GU_TCC_RGB);
		
        ya2d_setTexture(texp);
			
		sceGumPushMatrix(); 
		sceGumLoadIdentity();
		{
			ScePspFVector3 pos = {x + (float)texp->centerX, y + (float)texp->centerY, 0.0f};
			sceGumTranslate(&pos);
			sceGumRotateZ(angle);
		}

		ya2d_FloatTextureVertex *vertices = (ya2d_FloatTextureVertex *)sceGuGetMemory(4 * sizeof(ya2d_FloatTextureVertex));
		
		vertices[0] = (ya2d_FloatTextureVertex){0.0f, 0.0f, (float)-texp->centerX, (float)-texp->centerY, 0.0f};
        vertices[1] = (ya2d_FloatTextureVertex){0.0f, 1.0f, (float)-texp->centerX, (float)texp->centerY, 0.0f};
        vertices[2] = (ya2d_FloatTextureVertex){1.0f, 0.0f, (float)texp->centerX, (float)-texp->centerY, 0.0f};
        vertices[3] = (ya2d_FloatTextureVertex){1.0f, 1.0f, (float)texp->centerX, (float)texp->centerY, 0.0f};
        
		sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 4, 0, vertices);
        
        sceKernelDcacheWritebackRange(vertices, 4 * sizeof(ya2d_FloatTextureVertex));
        sceGumPopMatrix(); 
}
Пример #2
0
void RenderCube(unsigned char x, unsigned char y, unsigned char z)
{
	ScePspFVector3 vec;
	//printf("FrontEnd::RenderCube() started\n");
	
	vec.x = -(float)x;
	vec.y = -(float)y;
	vec.z = -(float)z;
	sceGumTranslate(&vec);
	
	sceGumDrawArray(SCEGU_PRIM_TRIANGLES, SCEGU_VERTEX_FLOAT, 36, 0, Cube);
}
Пример #3
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);
}
Пример #4
0
void Sprite::Draw()
{
    sceGumPushMatrix();

    ScePspFVector3 loc = {posX,posY,0.0f};
    sceGumTranslate(&loc);

    sceGuEnable(GU_TEXTURE_2D);
    TextureManager::Instance()->SetTexture(imageName,GU_NEAREST,GU_NEAREST);

    sceGumDrawArray(GU_TRIANGLE_STRIP,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 4, 0, vertices);

    sceGuDisable(GU_TEXTURE_2D);
    sceGumPopMatrix();
}
Пример #5
0
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);
}
Пример #6
0
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);
}
Пример #7
0
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;
}
/**
  * Created: 01/03/2011
  * Renders a cube to the demo space according to it's game location
  */
void FrontEnd::RenderCube(float x, float y, float z)
{
#ifdef PC
	/* Set the colour */
	_pd3dDevice->SetRenderState( D3DRS_AMBIENT, IntToD3DColor( _fgColour ) );

	D3DXMATRIXA16 rotation;
	D3DXMATRIXA16 world;
	D3DXMATRIXA16 temp;

	D3DXMatrixIdentity( &rotation );
	D3DXMatrixIdentity( &world );

	/* Create the rotation matrix */
	D3DXMatrixIdentity( &temp );
	D3DXMatrixRotationX( &temp, _rotation.y );
	rotation *= temp;
	D3DXMatrixRotationY( &temp, _rotation.z );
	rotation *= temp;
	D3DXMatrixRotationZ( &temp, _rotation.x );
	rotation *= temp;
	
	/* Translate the cube */
	D3DXMatrixIdentity( &temp );
	D3DXMatrixTranslation( &temp, -x, -y, z );
	world *= temp;

	/* Rotate the cube */
	D3DXMatrixIdentity( &temp );
	D3DXMatrixTranslation( &temp, _view.x, _view.y, -_view.z );
	world *= temp;
	world *= rotation;
	D3DXMatrixIdentity( &temp );
	D3DXMatrixTranslation( &temp, -_view.x, -_view.y, _view.z );
	world *= temp;

	/* Set the world matrix */
	_pd3dDevice->SetTransform( D3DTS_WORLD, &world );

	/* Render the cube */
	_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 36 );
#else
	ScePspFVector3 vec; 

	/* Create the rotation matrix */
	ScePspFMatrix4 rotation;
	ScePspFVector3 rotator;
	rotator.x = _rotation.x;
	rotator.y = _rotation.y;
	rotator.z = _rotation.z;
	sceGumPushMatrix();
	sceGumRotateXYZ( &rotator );
	sceGumStoreMatrix( &rotation);
	sceGumPopMatrix();

	/* Push a new matrix */
	sceGumPushMatrix();
	//printf("FrontEnd::RenderCube() started\n");

	/* Rotate the cube's translation */
	ScePspFVector3 view;
	view.x = -_view.x;
	view.y = -_view.y;
	view.z = -_view.z;
	sceGumTranslate( &view );
	sceGumRotateXYZ( &rotator );
	view.x = -view.x;
	view.y = -view.y;
	view.z = -view.z;
	sceGumTranslate( &view );

	vec.x = (float)-x;
	vec.y = (float)-y;
	vec.z = (float)-z;
	sceGumTranslate( &vec );
	
	/* Set the colour */
	sceGuColor( _fgColour );

	/* Render the cube */
	sceGumDrawArray(SCEGU_PRIM_TRIANGLES, SCEGU_VERTEX_FLOAT, 36, 0, Cube);

	/* Pop the matrix */
	sceGumPopMatrix();
#endif
}
/**
  * Created 24/02/2011
  * Prepares and clears the PSP display for rendering
  */
bool FrontEnd::StartRendering(void)
{
	//printf("FrontEnd::StartRendering\n");
	
	/* Increment the frame */
	++_frame;

	/* Check controls */
	if( _playerInput->IsLShoulderDown() )
	{
		++_viewMode;
		if( _viewMode >= 3 )
		{
			_viewMode = 0;
		}
	}
	else if( _playerInput->IsRShoulderDown() )
	{
		--_viewMode;
		if( _viewMode < 0 )
		{
			_viewMode = 2;
		}
	}
	if( _playerInput->IsDPadLeft() )
	{
		if( _rotationSpeed > 1 )
		{
			--_rotationSpeed;
		}
	}
	else if( _playerInput->IsDPadRight() )
	{
		if( _rotationSpeed < 180 )
		{
			++_rotationSpeed;
		}
	}

	/* Increment the rotation */
	switch( _viewMode )
	{
	case -1:
			break;
		case 0:
			_rotation.x += DEGSTORADS( _rotationSpeed );
			if( _rotation.x > DEGSTORADS( 360.0f ) )
			{
				_rotation.x = 0.0f;
			}
			break;
		case 1:
			_rotation.y += DEGSTORADS( _rotationSpeed );
			if( _rotation.y > DEGSTORADS( 360.0f ) )
			{
				_rotation.y = 0.0f;
			}
			break;
		case 2:
			_rotation.z += DEGSTORADS( _rotationSpeed );
			if( _rotation.z > DEGSTORADS( 360.0f ) )
			{
				_rotation.z = 0.0f;
			}
			break;
	}
	
#ifdef PC
	/* Start the device */
	_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, IntToD3DColor( _bgColour ), 1.0f, 0 );
	_pd3dDevice->BeginScene();

	/* Set up the view matrix */
	D3DXMATRIXA16 view;
	D3DXMatrixTranslation( &view, _view.x, _view.y, 25.0f );
	_pd3dDevice->SetTransform( D3DTS_VIEW, &view );

	/* Set up the projection matrix */
	D3DXMATRIXA16 projection;
	D3DXMatrixPerspectiveFovLH( &projection, DEGSTORADS(45.0f), 1.7647f, 1.0f, 100.0f ); 
	_pd3dDevice->SetTransform( D3DTS_PROJECTION, &projection );

#else
	/* Set up the starting matrices */
	//sceGumPushMatrix();
	ScePspFVector3 view;
	view.x = _view.x;
	view.y = _view.y;
	view.z = _view.z;
	sceGumLoadIdentity();
	sceGumTranslate( &view );
	//BlockUntilFrameReady();	/*< Blocks the program until the frame is ready */
	
	/* Preps the display for rendering */
	sceGuSwapBuffers();
	sceGuStart(SCEGU_IMMEDIATE, (void*)_displist, sizeof(_displist));
	sceGuClearColor(_bgColour);
	sceGuClear(SCEGU_CLEAR_ALL);
#endif

	return true;
}
Пример #10
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 #11
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;
}
Пример #12
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;
}
Пример #13
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 #14
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);
    }
}