rendertarget.c

来自「psp游戏机上的SDK的开发例子」· C语言 代码 · 共 418 行

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/*
 * PSP Software Development Kit - http://www.pspdev.org
 * -----------------------------------------------------------------------
 * Licensed under the BSD license, see LICENSE in PSPSDK root for details.
 *
 * rendertarget.c - Sample to demonstrate usage of ofscreen
 *                  texture as a render target
 *
 * Copyright (c) 2005 Jesper Svennevid
 * Copyright (c) 2005 Renaldas Zioma <rej@scene.lt>
 */

#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>

#include <pspge.h>
#include <pspgu.h>
#include <pspgum.h>

PSP_MODULE_INFO("RenderTarget Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);

#define printf	pspDebugScreenPrintf

static unsigned int __attribute__((aligned(16))) list[262144];

typedef struct Vertex_ColorUV
{
	float u, v;
	unsigned int color;
	float x,y,z;
} Vertex_ColorUV;

typedef struct Vertex_Normal
{
	float nx,ny,nz;
	float x,y,z;
} Vertex_Normal;


typedef struct Texture
{
	int format;
	int mipmap;
	int width, height, stride;
	const void* data;
} Texture;

/* cube */

Vertex_ColorUV __attribute__((aligned(16))) cube_vertices[12*3] =
{
	{0, 0, 0xff7f0000,-1,-1, 1}, // 0
	{1, 0, 0xff7f0000,-1, 1, 1}, // 4
	{1, 1, 0xff7f0000, 1, 1, 1}, // 5

	{0, 0, 0xff7f0000,-1,-1, 1}, // 0
	{1, 1, 0xff7f0000, 1, 1, 1}, // 5
	{0, 1, 0xff7f0000, 1,-1, 1}, // 1

	{0, 0, 0xff7f0000,-1,-1,-1}, // 3
	{1, 0, 0xff7f0000, 1,-1,-1}, // 2
	{1, 1, 0xff7f0000, 1, 1,-1}, // 6

	{0, 0, 0xff7f0000,-1,-1,-1}, // 3
	{1, 1, 0xff7f0000, 1, 1,-1}, // 6
	{0, 1, 0xff7f0000,-1, 1,-1}, // 7

	{0, 0, 0xff007f00, 1,-1,-1}, // 0
	{1, 0, 0xff007f00, 1,-1, 1}, // 3
	{1, 1, 0xff007f00, 1, 1, 1}, // 7

	{0, 0, 0xff007f00, 1,-1,-1}, // 0
	{1, 1, 0xff007f00, 1, 1, 1}, // 7
	{0, 1, 0xff007f00, 1, 1,-1}, // 4

	{0, 0, 0xff007f00,-1,-1,-1}, // 0
	{1, 0, 0xff007f00,-1, 1,-1}, // 3
	{1, 1, 0xff007f00,-1, 1, 1}, // 7

	{0, 0, 0xff007f00,-1,-1,-1}, // 0
	{1, 1, 0xff007f00,-1, 1, 1}, // 7
	{0, 1, 0xff007f00,-1,-1, 1}, // 4

	{0, 0, 0xff00007f,-1, 1,-1}, // 0
	{1, 0, 0xff00007f, 1, 1,-1}, // 1
	{1, 1, 0xff00007f, 1, 1, 1}, // 2

	{0, 0, 0xff00007f,-1, 1,-1}, // 0
	{1, 1, 0xff00007f, 1, 1, 1}, // 2
	{0, 1, 0xff00007f,-1, 1, 1}, // 3

	{0, 0, 0xff00007f,-1,-1,-1}, // 4
	{1, 0, 0xff00007f,-1,-1, 1}, // 7
	{1, 1, 0xff00007f, 1,-1, 1}, // 6

	{0, 0, 0xff00007f,-1,-1,-1}, // 4
	{1, 1, 0xff00007f, 1,-1, 1}, // 6
	{0, 1, 0xff00007f, 1,-1,-1}, // 5
};

/* torus */

#define TORUS_SLICES 48 // numc
#define TORUS_ROWS 48 // numt
#define TORUS_RADIUS 1.0f
#define TORUS_THICKNESS 0.5f

Vertex_Normal __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];
unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];


int SetupCallbacks();

void genTorus( unsigned slices, unsigned rows, float radius, float thickness,
	Vertex_Normal* dstVertices, unsigned short* dstIndices );

#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
#define ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */

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 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);
}



int main(int argc, char* argv[])
{
	SetupCallbacks();

	// generate geometry

	genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );		

	// flush cache so that no stray data remains

	sceKernelDcacheWritebackAll();

	// setup Edram buffers

	void* frameBuffer = (void*)0;
	const void* doubleBuffer = (void*)0x44000;
	const void* renderTarget = (void*)0x88000;
	const void* depthBuffer = (void*)0x110000;

	// setup GU

	sceGuInit();

	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_4444,frameBuffer,BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)doubleBuffer,BUF_WIDTH);
	sceGuDepthBuffer((void*)depthBuffer,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_TEXTURE_2D);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	// run sample
	int val = 0;
	Texture offscreenTexture = {
		GU_PSM_4444,
		0, 128, 128, 128,
		sceGeEdramGetAddr() + (int)renderTarget
	};

	for(;;)
	{
		sceGuStart(GU_DIRECT,list);

		{
			sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,offscreenTexture.stride);

			// setup viewport

			sceGuOffset(2048 - (offscreenTexture.width/2),2048 - (offscreenTexture.height/2));
			sceGuViewport(2048,2048,offscreenTexture.width,offscreenTexture.height);

			// clear screen

			sceGuClearColor(0xffffffff);
			sceGuClearDepth(0);
			sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

			// draw torus to offscreen texture

			drawTorus( val );
		}

		{
			// set frame buffer

			sceGuDrawBufferList(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);

			// setup viewport

			sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
			sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
			
			// clear screen

			sceGuClearColor(0xff554433);
			sceGuClearDepth(0);
			sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

			// draw cube using offscreen texture

			drawCube( &offscreenTexture, val );

		}

		sceGuFinish();
		sceGuSync(0,0);

		sceDisplayWaitVblankStart();
		frameBuffer = sceGuSwapBuffers();

		val++;
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}

/* Exit callback */
int exit_callback(int arg1, int arg2, void *common)
{
	sceKernelExitGame();
	return 0;
}

/* Callback thread */
int CallbackThread(SceSize args, void *argp)
{
	int cbid;

	cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
	sceKernelRegisterExitCallback(cbid);

	sceKernelSleepThreadCB();

	return 0;
}

/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void)
{
	int thid = 0;

	thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
	if(thid >= 0)
	{
		sceKernelStartThread(thid, 0, 0);
	}

	return thid;
}

/* usefull geometry functions */
void genTorus( unsigned slices, unsigned rows, float radius, float thickness, Vertex_Normal* dstVertices, unsigned short* dstIndices )
{
	unsigned int i,j;

	// generate torus (TODO: tri-strips)
	for (j = 0; j < slices; ++j)
	{
		for (i = 0; i < rows; ++i)
		{
			struct Vertex_Normal* curr = &dstVertices[i+j*rows];
			float s = i + 0.5f;
			float t = j;
			float cs,ct,ss,st;

			cs = cosf(s * (2*GU_PI)/slices);
			ct = cosf(t * (2*GU_PI)/rows);
			ss = sinf(s * (2*GU_PI)/slices);
			st = sinf(t * (2*GU_PI)/rows);

			curr->nx = cs * ct;
			curr->ny = cs * st;
			curr->nz = ss;

			curr->x = (radius + thickness * cs) * ct;
			curr->y = (radius + thickness * cs) * st;
			curr->z = thickness * ss;
		}
	}

	for (j = 0; j < slices; ++j)
	{
		for (i = 0; i < rows; ++i)
		{
			unsigned short* curr = &dstIndices[(i+(j*rows))*6];
			unsigned int i1 = (i+1)%rows, j1 = (j+1)%slices;

			*curr++ = i + j * rows;
			*curr++ = i1 + j * rows;
			*curr++ = i + j1 * rows;

			*curr++ = i1 + j * rows;
			*curr++ = i1 + j1 * rows;
			*curr++ = i + j1 * rows;
		}
	}
}

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