void vidgu_init() { g_pBlitBuff = (unsigned short *)(0x40000000 | (unsigned int)&g_BlitBuff); sceGuInit(); // setup sceGuStart(GU_DIRECT,list); sceGuDrawBuffer(GU_PSM_5650,(void*)0,512); sceGuDispBuffer(480,272,(void*)0x88000,512); sceGuDepthBuffer((void*)0x110000,512); sceGuOffset(2048 - (480/2),2048 - (272/2)); sceGuViewport(2048,2048,480,272); sceGuDepthRange(0xc350,0x2710); sceGuScissor(0,0,480,272); sceGuEnable(GU_SCISSOR_TEST); sceGuFrontFace(GU_CW); sceGuEnable(GU_TEXTURE_2D); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(1); }
void setupGu(void) { sceGuInit(); sceGuStart(GU_DIRECT, list); sceGuDrawBuffer(GU_PSM_8888, 0, BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH); sceGuDepthBuffer((void*)0x110000, BUF_WIDTH); sceGuOffset(0, 0); sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT); sceGuEnable(GU_SCISSOR_TEST); sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); sceGuEnable(GU_BLEND); //sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA); //sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_NEAREST); //sceGuTexWrap(GU_REPEAT, GU_REPEAT); sceGuClearColor(0); sceGuClearDepth(0); sceGuClearStencil(0); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); }
void _gInit() { // Init & setup GU sceGuInit(); sceGuStart(GU_DIRECT,list); sceGuDrawBuffer(GU_PSM_8888,(void*)FRAMEBUFFER_SIZE,PSP_LINE_SIZE); sceGuDispBuffer(G_SCR_W,G_SCR_H,(void*)0,PSP_LINE_SIZE); sceGuDepthBuffer((void*)(FRAMEBUFFER_SIZE*2),PSP_LINE_SIZE); sceGuOffset(2048-(G_SCR_W/2),2048-(G_SCR_H/2)); sceGuViewport(2048,2048,G_SCR_W,G_SCR_H); gResetScissor(); sceGuDepthRange(65535,0); sceGuClearDepth(65535); sceGuAlphaFunc(GU_GREATER,0,0xff); sceGuDepthFunc(GU_LEQUAL); sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0,0); sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA); sceGuTexFilter(GU_LINEAR,GU_LINEAR); sceGuShadeModel(GU_FLAT); sceGuDisable(GU_CULL_FACE); sceGuDisable(GU_CLIP_PLANES); sceGuDisable(GU_DITHER); sceGuEnable(GU_ALPHA_TEST); sceGuEnable(GU_SCISSOR_TEST); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); init = G_TRUE; }
void testBlendFunc(const char *title, u32 prev, u32 c, int op, int src, int dst, u32 fixa, u32 fixb) { for (size_t i = 0; i < sizeof(copybuf) / 4; ++i) { copybuf[i] = prev; } sceKernelDcacheWritebackInvalidateAll(); sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf)); sceKernelDcacheWritebackInvalidateAll(); sceGuStart(GU_DIRECT, list); sceGuEnable(GU_BLEND); sceGuBlendFunc(op, src, dst, fixa, fixb); sceGuEnable(GU_STENCIL_TEST); sceGuStencilFunc(GU_ALWAYS, 0xAA, 0xFF); sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE); drawBoxCommands(c); sceGuFinish(); sceGuSync(GU_SYNC_WAIT, GU_SYNC_WHAT_DONE); displayBuffer(title); sceGuDisable(GU_BLEND); }
void MasterGuRenderer::guInit() { DEBUG_ENTER_FUNC(); sceGuInit(); sceGuStart(0, _displayList); guProgramDisplayBufferSizes(); sceGuOffset(2048 - (PSP_SCREEN_WIDTH / 2), 2048 - (PSP_SCREEN_HEIGHT / 2)); sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT); sceGuDepthRange(0xC350, 0x2710); sceGuDisable(GU_DEPTH_TEST); // We'll use depth buffer area sceGuDepthMask(GU_TRUE); // Prevent writes to depth buffer sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT); sceGuEnable(GU_SCISSOR_TEST); sceGuFrontFace(GU_CW); sceGuEnable(GU_TEXTURE_2D); sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); sceGuDisplay(1); }
void psp_init(void) { SceUID thid; char buff[128], *r; /* fw 1.5 sometimes returns 8002032c, although getcwd works */ r = getcwd(buff, sizeof(buff)); if (r) sceIoChdir(buff); main_thread_id = sceKernelGetThreadId(); lprintf("running on %08x kernel\n", sceKernelDevkitVersion()), lprintf("entered psp_init, threadId %08x, priority %i\n", main_thread_id, sceKernelGetThreadCurrentPriority()); thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, NULL); if (thid >= 0) { sceKernelStartThread(thid, 0, 0); } /* video */ sceDisplaySetMode(0, 480, 272); sceDisplaySetFrameBuf(VRAM_FB1, 512, PSP_DISPLAY_PIXEL_FORMAT_565, PSP_DISPLAY_SETBUF_NEXTFRAME); current_screen = 1; psp_screen = VRAM_FB0; /* gu */ sceGuInit(); sceGuStart(GU_DIRECT, guCmdList); sceGuDrawBuffer(GU_PSM_5650, (void *)VRAMOFFS_FB0, 512); sceGuDispBuffer(480, 272, (void *)VRAMOFFS_FB1, 512); // don't care sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT); sceGuDepthBuffer((void *)VRAMOFFS_DEPTH, 512); sceGuOffset(2048 - (480 / 2), 2048 - (272 / 2)); sceGuViewport(2048, 2048, 480, 272); sceGuDepthRange(0xc350, 0x2710); sceGuScissor(0, 0, 480, 272); sceGuEnable(GU_SCISSOR_TEST); sceGuDepthMask(0xffff); sceGuDisable(GU_DEPTH_TEST); sceGuFrontFace(GU_CW); sceGuEnable(GU_TEXTURE_2D); sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB); sceGuAmbientColor(0xffffffff); sceGuColor(0xffffffff); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); /* input */ sceCtrlSetSamplingCycle(0); sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG); }
int xTextPrint(int x, int y, char* text) { if (!x_current_font) return 0; if (!x_current_font->texture) return 0; float pos = (float)x; int len = strlen(text); int text_length = xTextLength(text, len); if (x_font_align == X_ALIGN_CENTER) pos -= 0.5f*text_length; else if (x_font_align == X_ALIGN_RIGHT) pos -= text_length; u16 char_width = x_current_font->texture->width/16; Text_Vert* vertices = (Text_Vert*)sceGuGetMemory(2*len*sizeof(Text_Vert)); Text_Vert* vert_ptr = vertices; int i = 0; while (/* *text != '\0' && num >= 0 */ i < len) { int tx = (((u8)*text >> 0) & 0x0f) * char_width; int ty = (((u8)*text >> 4) & 0x0f) * char_width; vert_ptr->u = (s16)(tx); vert_ptr->v = (s16)(x_current_font->texture->height - ty); vert_ptr->color = x_font_color; vert_ptr->x = (int)(pos); vert_ptr->y = (int)(y); vert_ptr->z = 0.0f; vert_ptr += 1; pos += x_font_scale*x_current_font->widths[(u8)*text]; vert_ptr->u = (s16)(tx + x_current_font->widths[(u8)*text]); vert_ptr->v = (s16)(x_current_font->texture->height - ty - char_width); vert_ptr->color = x_font_color; vert_ptr->x = (int)(pos); vert_ptr->y = (int)(y + x_font_scale*char_width); vert_ptr->z = 0.0f; vert_ptr += 1; text += 1; //num -= 1; i += 1; } xTexSetImage(x_current_font->texture); xGuSaveStates(); sceGuEnable(GU_TEXTURE_2D); sceGuEnable(GU_BLEND); sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); sceGuDisable(GU_DEPTH_TEST); sceGuDrawArray(GU_SPRITES, Text_Vert_vtype|GU_TRANSFORM_2D, 2*len, 0, vertices); xGuLoadStates(); return (int)text_length; }
void Light::enable() { #ifdef ARCH_PSP sceGuEnable( GU_LIGHTING ); sceGuEnable( gl_lights[glLightId] ); #else #ifndef ARCH_DC glEnable(GL_LIGHTING); glEnable(glLightId); #endif #endif };
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 SkyLight::Render() { sceGuEnable(GU_TEXTURE_2D); sceGuEnable(GU_BLEND); sceGuBlendFunc(GU_ADD, GU_FIX,GU_FIX, 0xFFFFFFFF, 0xFFFFFFFF); sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 4, 0, skyVertices); sceGuDisable(GU_TEXTURE_2D); sceGuDisable(GU_BLEND); //make default blend function sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 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(); }
void pgeTextureActivate(pgeTexture *texture) { if(texture->format == PGE_PIXEL_FORMAT_T4) { sceGuClutMode(texture->palFormat, 0, 0xff, 0); sceGuClutLoad(2, texture->palette); } else if(texture->format == PGE_PIXEL_FORMAT_T8) { sceGuClutMode(texture->palFormat, 0, 0xff, 0); sceGuClutLoad(32, texture->palette); } sceGuEnable(GU_TEXTURE_2D); sceGuTexWrap(GU_REPEAT, GU_REPEAT); sceGuTexFilter(GU_NEAREST, GU_NEAREST); sceGuTexFunc(pgeTextureMode, GU_TCC_RGBA); sceGuTexEnvColor(0xFFFFFFFF); sceGuColor(0xFFFFFFFF); sceGuAmbientColor(0xFFFFFFFF); sceGuTexOffset(0.0f, 0.0f); sceGuTexScale(1.0f/(float)texture->textureWidth, 1.0f/(float)texture->textureHeight); sceGuTexMode(texture->format, 0, 0, texture->swizzled); sceGuTexImage(0, texture->textureWidth, texture->textureHeight, texture->textureWidth, texture->data); }
void nextBoxHasColor(int *x, int *y, HasColorMode mode) { VertexColor *sendVertices = mode & HASCOLOR_RGBA_TRANSPARENT ? transparentColorVertices : colorVertices; sendVertices[0].x = *x; sendVertices[0].y = *y; sendVertices[1].x = *x + 40; sendVertices[1].y = *y + 20; *x += 47; if (*x >= 470) { *x = 10; *y += 26; } sceKernelDcacheWritebackRange(sendVertices, sizeof(colorVertices)); sceGuEnable(GU_TEXTURE_2D); sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE); sceGuTexFunc(GU_TFX_DECAL, mode & HASCOLOR_RGB ? GU_TCC_RGB : GU_TCC_RGBA); sceGuTexImage(0, 4, 4, 16, imageData); sceGuDrawArray(GU_SPRITES, GU_COLOR_8888 | GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, sendVertices); sceGuFinish(); sceGuSync(GU_SYNC_LIST, GU_SYNC_WHAT_DONE); sceGuSync(0, 0); sceGuStart(GU_DIRECT, list); }
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); }
void Red3dPrintf(const char *message, float font_size, int x, int y, u32 fg_color, u32 bg_color, ...) { sceGuEnable(GU_TEXTURE_2D); sceGuEnable(GU_BLEND); char buffer[256]; va_list ap; va_start(ap, message); vsnprintf(buffer, 256, message, ap); va_end(ap); buffer[255] = 0; intraFontSetStyle(ltn, font_size, fg_color, bg_color, 0); intraFontPrint(ltn, x, y, buffer); sceGuDisable(GU_BLEND); sceGuDisable(GU_TEXTURE_2D); }
void drawBG() { sceGuSendCommandi(GE_CMD_MATERIALUPDATE, 0xFF); sceGuSendCommandi(GE_CMD_MATERIALAMBIENT, 0x550055); sceGuEnable(GU_TEXTURE_2D); sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE); sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGBA); sceGuTexImage(0, 4, 4, 16, bgData); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, bg); }
void gEnd() { if (!obj_begin || obj_list_size <= 0) { obj_begin = G_FALSE; return; } // Manage pspgu extensions if (obj_use_z) sceGuEnable(GU_DEPTH_TEST); else sceGuDisable(GU_DEPTH_TEST); if (obj_use_blend) sceGuEnable(GU_BLEND); else sceGuDisable(GU_BLEND); if (obj_use_vert_color) sceGuColor(WHITE); else sceGuColor(obj_list[0].color); if (!obj_use_tex) sceGuDisable(GU_TEXTURE_2D); else { sceGuEnable(GU_TEXTURE_2D); if (obj_use_tex_linear) sceGuTexFilter(GU_LINEAR,GU_LINEAR); else sceGuTexFilter(GU_NEAREST,GU_NEAREST); if (obj_use_tex_repeat) sceGuTexWrap(GU_REPEAT,GU_REPEAT); else sceGuTexWrap(GU_CLAMP,GU_CLAMP); // Load texture sceGuTexMode(GU_PSM_8888,0,0,obj_tex->swizzled); sceGuTexImage(0,obj_tex->tw,obj_tex->th,obj_tex->tw,obj_tex->data); } switch (obj_type) { case RECTS: _gEndRects(); break; case LINES: _gEndLines(); break; case QUADS: _gEndQuads(); break; } sceGuColor(WHITE); sceGuEnable(GU_BLEND); obj_begin = G_FALSE; if (obj_use_z) zclear = G_TRUE; }
int os_fb_init(int argc, char** argv) { int i; if (os_byte_fb != NULL) return 1; //os_byte_fb = //(os_byte_t*) malloc(640*480*4); os_byte_fb = pixels; for (i = 0; i < 256; ++i) { os_fb_palette[i].r = 0; os_fb_palette[i].g = 0; os_fb_palette[i].b = 0; } pspDebugScreenInit(); SetupCallbacks(); sceGuInit(); // setup sceGuStart(0,list); sceGuDrawBuffer(GE_PSM_4444,(void*)0,512); sceGuDispBuffer(480,272,(void*)0x88000,512); sceGuDepthBuffer((void*)0x110000,512); sceGuOffset(2048 - (480/2),2048 - (272/2)); sceGuViewport(2048,2048,480,272); sceGuDepthRange(0xc350,0x2710); sceGuScissor(0,0,480,272); sceGuEnable(GU_STATE_SCISSOR); sceGuFrontFace(GE_FACE_CW); sceGuEnable(GU_STATE_TEXTURE); sceGuClear(GE_CLEAR_COLOR|GE_CLEAR_DEPTH); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(1); return 0; /// return x11_display_init(640, 480, "dacube2", argc, argv); }
virtual void draw() { sceGuEnable(GU_TEXTURE_2D); sceGuTexMode(GU_PSM_8888, 0, 0, GU_FALSE); sceGuEnable(GU_BLEND); sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); sceGuTexImage(0, 256, 256, 256, data_.get().data()); sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA); sceGuTexFilter(GU_LINEAR, GU_LINEAR); bright_texture_vertex * const vertex = static_cast<bright_texture_vertex *>(sceGuGetMemory(2 * sizeof(*vertex))); vertex[0].u = u_; vertex[0].v = v_; vertex[0].color = color_ | static_cast<boost::uint32_t>(alpha_) << 24; vertex[0].x = x_; vertex[0].y = y_; vertex[0].z = 0.f; vertex[1].u = u_ + u_size_; vertex[1].v = v_ + v_size_; vertex[1].color = color_ | static_cast<boost::uint32_t>(alpha_) << 24; vertex[1].x = x_ + width_; vertex[1].y = y_ + height_; vertex[1].z = 0.f; sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, vertex); }
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 Texture::use() { #ifdef ARCH_PSP sceGuEnable( GU_TEXTURE_2D ); sceGuTexFilter( GU_LINEAR, GU_LINEAR ); sceGuTexMode( GU_PSM_8888, 0, 0, psp_texture.Swizzled() ); sceGuTexImage( 0, psp_texture.Width(), psp_texture.Height(), psp_texture.Width(), psp_texture.Image() ); sceGuTexFunc( GU_TFX_MODULATE, GU_TCC_RGB ); sceGuTexScale( 1.0f, 1.0f ); // No scaling sceGuTexOffset( 0.0f, 0.0f ); #else glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,glTexId); #endif };
void drawTexFlush(int width, int height, int stride, int texfmt, const void *tex, const void *clut, int clutfmt, int blocks, const void *verts, int indexMask) { sceGuStart(GU_DIRECT, list); sceGuEnable(GU_TEXTURE_2D); sceGuTexMode(texfmt, 0, 0, GU_FALSE); sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGB); sceGuTexImage(0, width, height, stride, tex); sceGuClutLoad(blocks, clut); sceGuClutMode(clutfmt, 0, indexMask, 0); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, verts); sceGuFinish(); sceGuSync(0, 0); }
int MFRenderer_CreateDisplay() { gDisplay.width = SCR_WIDTH; gDisplay.height = SCR_HEIGHT; gDisplay.wide = true; gCurrentViewport.x = 0.0f; gCurrentViewport.y = 0.0f; gCurrentViewport.width = SCR_WIDTH; gCurrentViewport.height = SCR_HEIGHT; sceGuInit(); sceGuStart(GU_DIRECT, displayList); sceGuDrawBuffer(GU_PSM_8888, (void*)0, BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, (void*)FRAME_SIZE, BUF_WIDTH); sceGuDepthBuffer((void*)(FRAME_SIZE*2), BUF_WIDTH); sceGuOffset(2048 - (SCR_WIDTH/2), 2048 - (SCR_HEIGHT/2)); sceGuViewport(2048, 2048, SCR_WIDTH, SCR_HEIGHT); sceGuDepthRange(0x0, 0xFFFF); sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT); sceGuEnable(GU_SCISSOR_TEST); sceGuDepthFunc(GU_LEQUAL); sceGuEnable(GU_DEPTH_TEST); sceGuFrontFace(GU_CCW); // NOTE: not CCW sceGuShadeModel(GU_SMOOTH); sceGuDisable(GU_CULL_FACE); sceGuEnable(GU_TEXTURE_2D); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); return 0; }
void psp_sdl_gu_init(void) { sceGuStart(GU_DIRECT,list); sceGuEnable(GU_TEXTURE_2D); sceGuTexMode(GU_PSM_5650, 0, 0, GU_FALSE); sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB); sceGuTexFilter(GU_LINEAR, GU_LINEAR); sceGuDisable(GU_BLEND); sceGuDisable(GU_DEPTH_TEST); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); }
void init() { void *fbp0 = 0; sceGuInit(); sceGuStart(GU_DIRECT, list); sceGuDrawBuffer(GU_PSM_8888, fbp0, BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, fbp0, BUF_WIDTH); sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT); sceGuEnable(GU_SCISSOR_TEST); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); sceGuDisplay(1); }
static void gba_upload_vram (void) { sceGuDisable(GU_SCISSOR_TEST); sceGuDisable(GU_DEPTH_TEST); sceGuEnable(GU_TEXTURE_2D); sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE); sceGuClutMode(GU_PSM_5551,0,0xFF,0); sceGuClutLoad(32, index_copy_clut); sceGuDrawBufferList(GU_PSM_5551, GBA_VRAMTEXTURE_8bit_GU, 128); sceGuTexImage(0, 128, 256, 128, vram); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_8bit)); sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_8bit_GU + (128*256), 128); sceGuTexImage(0, 128, 256, 128, vram + (128*256)); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_8bit)); sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_8bit_GU + (128*256*2), 128); sceGuTexImage(0, 128, 256, 128, vram + (128*256) * 2); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_8bit)); sceGuTexMode(GU_PSM_T4, 0, 0, GU_FALSE); sceGuClutMode(GU_PSM_5551,0,0xFF,0); sceGuClutLoad(32, index_copy_clut); sceGuDrawBufferList(GU_PSM_5551, GBA_VRAMTEXTURE_4bit_GU, 256); sceGuTexImage(0, 256, 256, 256, vram); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_4bit)); sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_4bit_GU + (256*256) , 256); sceGuTexImage(0, 256, 256, 256, vram + (256 * 256 / 2)); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_4bit)); sceGuDrawBufferList(GU_PSM_5551, (u16*)GBA_VRAMTEXTURE_4bit_GU + (256*256) * 2, 256); sceGuTexImage(0, 256, 256, 256, vram + (256 * 256 / 2)*2); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL,(void*)(vram_cache_coords_4bit)); }
void ya2d_drawTexture(ya2d_Texture *texp, int x, int y) { 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); if(texp->textureWidth <= YA2D_TEXTURE_SLICE) { ya2d_TextureVertex *vertices = (ya2d_TextureVertex *)sceGuGetMemory(4 * sizeof(ya2d_TextureVertex)); vertices[0] = (ya2d_TextureVertex){0, 0, x, y, 0}; vertices[1] = (ya2d_TextureVertex){0, texp->textureHeight, x, y+texp->textureHeight, 0}; vertices[2] = (ya2d_TextureVertex){texp->textureWidth, 0, x+texp->textureWidth, y, 0}; vertices[3] = (ya2d_TextureVertex){texp->textureWidth, texp->textureHeight, x+texp->textureWidth, y+texp->textureHeight, 0}; sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D, 4, 0, vertices); sceKernelDcacheWritebackRange(vertices, 4 * sizeof(ya2d_TextureVertex)); } else //Fast draw for big textures { int i; for(i = 0; i < texp->textureWidth; i+= YA2D_TEXTURE_SLICE) { /* ya2d_TextureVertex *vertices = (ya2d_TextureVertex *)sceGuGetMemory(4 * sizeof(ya2d_TextureVertex)); vertices[0] = (ya2d_TextureVertex){i, 0, x+i, y, 0}; vertices[1] = (ya2d_TextureVertex){i+YA2D_TEXTURE_SLICE, 0, x+i+YA2D_TEXTURE_SLICE, y, 0}; vertices[2] = (ya2d_TextureVertex){i, texp->textureHeight, x+i, y+texp->textureHeight, 0}; vertices[3] = (ya2d_TextureVertex){i+YA2D_TEXTURE_SLICE, texp->textureHeight, x+i+YA2D_TEXTURE_SLICE, y+texp->textureHeight, 0}; sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D, 4, 0, vertices); sceKernelDcacheWritebackRange(vertices, 4 * sizeof(ya2d_TextureVertex)); */ ya2d_TextureVertex *vertices = (ya2d_TextureVertex *)sceGuGetMemory(2 * sizeof(ya2d_TextureVertex)); vertices[0] = (ya2d_TextureVertex){i, 0, x+i, y, 0}; vertices[1] = (ya2d_TextureVertex){i+YA2D_TEXTURE_SLICE, texp->textureHeight, x+i+YA2D_TEXTURE_SLICE, y+texp->textureHeight, 0}; sceGumDrawArray(GU_SPRITES, GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D, 2, 0, vertices); sceKernelDcacheWritebackRange(vertices, 2 * sizeof(ya2d_TextureVertex)); } } }
static void psp_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { psp1_video_t *psp = (psp1_video_t*)data; (void) rgb32; (void) alpha; #ifdef DEBUG /* psp->menu.frame buffer size is (480 * 272)*2 Bytes */ rarch_assert((width*height) < (480 * 272)); #endif psp_set_screen_coords(psp->menu.frame_coords, 0, 0, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, 0); psp_set_tex_coords(psp->menu.frame_coords, width, height); sceKernelDcacheWritebackRange(frame, width * height * 2); sceGuStart(GU_DIRECT, psp->main_dList); sceGuCopyImage(GU_PSM_4444, 0, 0, width, height, width, (void*)frame, 0, 0, width, psp->menu.frame); sceGuFinish(); sceGuStart(GU_SEND, psp->menu.dList); sceGuTexMode(GU_PSM_4444, 0, 0, GU_FALSE); sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB); sceGuTexFilter(GU_LINEAR, GU_LINEAR); sceGuTexImage(0, next_pow2(width), next_pow2(height), width, psp->menu.frame); sceGuEnable(GU_BLEND); #if 0 /* default blending */ sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); #endif sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xF0F0F0F0, 0x0F0F0F0F); ; sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL, psp->menu.frame_coords); sceGuFinish(); }
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 init() { sceGuInit(); sceGuStart(GU_DIRECT, list); sceGuDrawBuffer(GU_PSM_8888, fbp0, 512); sceGuDispBuffer(480, 272, fbp0, 512); sceGuDepthBuffer(dbp0, 512); sceGuOffset(2048 - (240 / 2), 2048 - (136 / 2)); sceGuViewport(2048, 2048, 240, 136); sceGuDepthRange(65535, 0); sceGuDepthMask(0); sceGuScissor(0, 0, 480, 272); sceGuEnable(GU_SCISSOR_TEST); sceGuFrontFace(GU_CW); sceGuShadeModel(GU_SMOOTH); sceGuDisable(GU_TEXTURE_2D); ScePspFMatrix4 ones = { {1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}, }; sceGuSetMatrix(GU_MODEL, &ones); sceGuSetMatrix(GU_VIEW, &ones); sceGuSetMatrix(GU_PROJECTION, &ones); sceGuFinish(); sceGuSync(0, 0); sceDisplayWaitVblankStart(); sceGuDisplay(1); memset(copybuf, 0x44, sizeof(copybuf)); sceKernelDcacheWritebackInvalidateAll(); sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf)); sceKernelDcacheWritebackInvalidateAll(); displayBuffer("Initial"); }