blend.c
来自「psp游戏机上的SDK的开发例子」· C语言 代码 · 共 199 行
C
199 行
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* Copyright (c) 2005 Jesper Svennevid
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <time.h>
#include <pspgu.h>
#include "../common/callbacks.h"
#include "../common/vram.h"
PSP_MODULE_INFO("Blend Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
static unsigned int __attribute__((aligned(16))) list[262144];
struct Vertex
{
float u,v;
unsigned int color;
float x,y,z;
};
struct BlendState
{
char* name;
int op;
int src;
int dest;
unsigned int srcfix;
unsigned int destfix;
};
#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
#define NUM_SLICES 128
#define NUM_ROWS 128
#define RING_SIZE 2.0f
#define RING_RADIUS 1.0f
#define SPRITE_SIZE 0.025f
unsigned int __attribute__((aligned(16))) clut256[256];
unsigned char __attribute__((aligned(16))) tex256[256*256];
struct BlendState states[] =
{
{"GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA", GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0},
{"GU_SUBTRACT, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA", GU_SUBTRACT, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0},
{"GU_ALPHA_ADD, GU_SRC_COLOR, GU_DST_COLOR", GU_ADD, GU_SRC_COLOR, GU_DST_COLOR, 0, 0},
{"GU_ADD, GU_FIX(0x700f7f7f), GU_FIX(0x3f3f3f00)", GU_ADD, GU_FIX, GU_FIX, 0x7f007f7f, 0x3f3f3f00},
{"GU_ADD, GU_FIX(0x7f7f7f7f), GU_FIX(0x7f7f7f7f)", GU_ADD, GU_FIX, GU_FIX, 0x7f7f7f7f, 0x7f7f7f7f}
};
int curr_state = 0;
float blend_time = 0;
#define BLEND_LENGTH 5.0f
int main(int argc, char* argv[])
{
unsigned int i,j;
float start, curr;
struct timeval tval;
setupCallbacks();
// initialize texture
for (j = 0; j < 256; ++j)
{
for (i = 0; i < 256; ++i)
{
tex256[i + j * 256] = j & i;
}
}
sceKernelDcacheWritebackAll();
pspDebugScreenInit();
// 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);
sceGuFrontFace(GU_CW);
sceGuEnable(GU_TEXTURE_2D);
sceGuEnable(GU_BLEND);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// run sample
int offset = 0;
gettimeofday(&tval,0);
curr = start = tval.tv_sec + (((float)tval.tv_usec) / 1000000);
while(running())
{
sceGuStart(GU_DIRECT,list);
// animate palette
unsigned int* clut = (unsigned int*)(((unsigned int)clut256)|0x40000000);
for (i = 0; i < 256; ++i)
{
unsigned int j = (i + offset)&0xff;
*(clut++) = (j << 24)|(j << 16)|(j << 8)|(j);
}
// clear screen
sceGuClearColor(0xff00ff);
sceGuClear(GU_COLOR_BUFFER_BIT);
// setup blend-mode
sceGuBlendFunc(states[curr_state].op,states[curr_state].src,states[curr_state].dest,states[curr_state].srcfix,states[curr_state].destfix);
// setup CLUT texture
sceGuClutMode(GU_PSM_8888,0,0xff,0); // 32-bit palette
sceGuClutLoad((256/8),clut256); // upload 32*8 entries (256)
sceGuTexMode(GU_PSM_T8,0,0,0); // 8-bit image
sceGuTexImage(0,256,256,256,tex256);
sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
sceGuAmbientColor(0xffffffff);
// render sprite
sceGuColor(0xffffffff);
struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
vertices[0].u = 0; vertices[0].v = 0;
vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0;
vertices[1].u = 256; vertices[1].v = 256;
vertices[1].x = 480; vertices[1].y = 272; vertices[1].z = 0;
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,vertices);
// switch blend-modes if time has expired
gettimeofday(&tval,0);
curr = tval.tv_sec + (((float)tval.tv_usec) / 1000000);
if ((curr-start) >= BLEND_LENGTH)
{
curr_state = (curr_state + 1) % (sizeof(states)/sizeof(struct BlendState));
start = curr;
}
// wait for next frame
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
pspDebugScreenSetXY(0,0);
pspDebugScreenPrintf("%s",states[curr_state].name);
offset++;
}
sceGuTerm();
sceKernelExitGame();
return 0;
}
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