envmap.c
来自「psp游戏机上的SDK的开发例子」· C语言 代码 · 共 214 行
C
214 行
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* envmap.c - Sample to demonstrate environment mapping functionality
*
* 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 <pspctrl.h>
#include <pspgu.h>
#include <pspgum.h>
#include "../common/callbacks.h"
#include "../common/geometry.h"
#include "../common/vram.h"
PSP_MODULE_INFO("EnvMap Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
static unsigned int __attribute__((aligned(16))) list[262144];
extern unsigned char env0_start[];
#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? */
#define TORUS_SLICES 48 // numc
#define TORUS_ROWS 48 // numt
#define TORUS_RADIUS 1.0f
#define TORUS_THICKNESS 0.5f
#define LIGHT_DISTANCE 3.0f
NPVertex __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];
unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];
int main(int argc, char* argv[])
{
setupCallbacks();
// generate geometry
generateTorusNP(TORUS_ROWS,TORUS_SLICES,TORUS_RADIUS,TORUS_THICKNESS,torus_vertices,torus_indices);
// flush cache so that no stray data remains
sceKernelDcacheWritebackAll();
//setup Pad
SceCtrlData pad;
u32 oldButtons = 0;
sceCtrlSetSamplingCycle(0);
sceCtrlSetSamplingMode(0);
// 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_CW);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_CLIP_PLANES);
sceGuEnable(GU_TEXTURE_2D);
sceGuEnable(GU_LIGHTING);
sceGuEnable(GU_LIGHT0);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// run sample
int valTorus = 0;
int valEnvMap = 0;
int rotateTorus = 1;
int rotateEnvMap = 1;
while(running())
{
sceGuStart(GU_DIRECT,list);
// clear screen
sceGuClearColor(0x554433);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
// 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 proj/view matrices
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(75.0f,16.0/9.0f,1.0f,1000.0f);
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
// setup envmap texture
sceGuTexMode(GU_PSM_4444,0,0,0);
sceGuTexImage(0,64,64,64,env0_start);
sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuAmbientColor(0xffffffff);
// setup envmap matrix (2x3)
// 2d rotation/translation matrix
// [ cosa -sina ]
// [ sina cosa ]
// [ tx ty ]
// envmap matrix is transposed
// since it is passed to GU as columns
float angle = -2.0f * valEnvMap * (GU_PI/180.0f);
float cs = cosf(angle);
float sn = sinf(angle);
ScePspFVector3 envmapMatrixColumns[2] = {
{ cs, sn, 0.0f },
{ -sn, cs, 0.0f }
};
sceGuLight( 2, GU_DIRECTIONAL, GU_DIFFUSE, &envmapMatrixColumns[0] );
sceGuLight( 3, GU_DIRECTIONAL, GU_DIFFUSE, &envmapMatrixColumns[1] );
// setup envmap texture coord generation
sceGuTexMapMode(
GU_ENVIRONMENT_MAP, // envmap mode on
2, // use 2nd light position as an envmap matrix 1st column
3 // use 3rd light position as an envmap matrix 2nd column
);
// draw torus
sceGumMatrixMode(GU_MODEL);
{
ScePspFVector3 pos = {0,0,-2.5f};
ScePspFVector3 rot = {valTorus * 0.79f * (GU_PI/180.0f), valTorus * 0.98f * (GU_PI/180.0f), valTorus * 1.32f * (GU_PI/180.0f)};
sceGumLoadIdentity();
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
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);
pspDebugScreenSetXY(0,0);
pspDebugScreenPrintf( "Press X to toggle environment map rotation" );
pspDebugScreenSetXY(0,1);
pspDebugScreenPrintf( "Press O to toggle torus rotation" );
sceCtrlReadBufferPositive(&pad, 1);
if(oldButtons != pad.Buttons)
{
if(pad.Buttons & PSP_CTRL_CROSS)
rotateTorus ^= 0x01;
if(pad.Buttons & PSP_CTRL_CIRCLE)
rotateEnvMap ^= 0x01;
}
oldButtons = pad.Buttons;
sceGuFinish();
sceGuSync(0,0);
// sceDisplayWaitVblankStart();
sceGuSwapBuffers();
if(rotateTorus) valTorus++;
if(rotateEnvMap) valEnvMap++;
}
sceGuTerm();
sceKernelExitGame();
return 0;
}
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