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(); }
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); }
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 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(); }
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); }
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; }
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); }
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); } }