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📄 reflection.c

📁 psp开发用的所有头文件。包含所有系统API。需要psp-gcc编译器。在www.psp-dev.com上有
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/* * 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 * Copyright (c) 2005 McZonk <mczonk@gmx.net> */#include <pspkernel.h>#include <pspdisplay.h>#include <pspdebug.h>#include <stdlib.h>#include <stdio.h>#include <math.h>#include <string.h>#include <pspgu.h>#include <pspgum.h>PSP_MODULE_INFO("Reflection Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);#define printf	pspDebugScreenPrintfstatic unsigned int __attribute__((aligned(16))) list[262144];extern unsigned char logo_start[];struct Vertex{	float u, v;	unsigned int color;	float x,y,z;};struct Vertex __attribute__((aligned(16))) obj[36] = {	{0, 0, 0xff6666ff,-1,-1, 1},	{1, 0, 0xff6666ff, 1,-1, 1},	{1, 1, 0xff6666ff, 1, 1, 1},	{0, 0, 0xff6666ff,-1,-1, 1},	{1, 1, 0xff6666ff, 1, 1, 1},	{0, 1, 0xff6666ff,-1, 1, 1},		{1, 1, 0xff66ff66, 1, 1, 1},	{0, 1, 0xff66ff66, 1,-1, 1},	{0, 0, 0xff66ff66, 1,-1,-1},	{1, 1, 0xff66ff66, 1, 1, 1},	{0, 0, 0xff66ff66, 1,-1,-1},	{1, 0, 0xff66ff66, 1, 1,-1},		{0, 1, 0xffff6666,-1, 1, 1},	{0, 0, 0xffff6666, 1, 1, 1},	{1, 0, 0xffff6666, 1, 1,-1},	{0, 1, 0xffff6666,-1, 1, 1},	{1, 0, 0xffff6666, 1, 1,-1},	{1, 1, 0xffff6666,-1, 1,-1},			{1, 1, 0xff6666ff, 1,-1,-1},	{0, 1, 0xff6666ff,-1,-1,-1},	{0, 0, 0xff6666ff,-1, 1,-1},	{1, 1, 0xff6666ff, 1,-1,-1},	{0, 0, 0xff6666ff,-1, 1,-1},	{1, 0, 0xff6666ff, 1, 1,-1},		{1, 0, 0xff66ff66,-1,-1,-1},	{1, 1, 0xff66ff66,-1,-1, 1},	{0, 1, 0xff66ff66,-1, 1, 1},	{1, 0, 0xff66ff66,-1,-1,-1},	{0, 1, 0xff66ff66,-1, 1, 1},	{0, 0, 0xff66ff66,-1, 1,-1},		{0, 1, 0xffff6666,-1,-1,-1},	{0, 0, 0xffff6666, 1,-1,-1},	{1, 0, 0xffff6666, 1,-1, 1},	{0, 1, 0xffff6666,-1,-1,-1},	{1, 0, 0xffff6666, 1,-1, 1},	{1, 1, 0xffff6666,-1,-1, 1},};struct Vertex __attribute__((aligned(16))) mirror[6] = {	{0, 0, 0xaa000000, -2.0f,  0, -2.0f},	{2, 2, 0xaa000000,  2.0f,  0,  2.0f},	{2, 0, 0xaa000000,  2.0f,  0, -2.0f},		{0, 0, 0xaa000000, -2.0f,  0, -2.0f},	{0, 2, 0xaa000000, -2.0f,  0,  2.0f},	{2, 2, 0xaa000000,  2.0f,  0,  2.0f}};struct Vertex __attribute__((aligned(16))) border[6] = {	{0, 0, 0xff0055aa, -2.125f,  -0.01, -2.125f},	{2, 2, 0xff0055aa,  2.125f,  -0.01,  2.125f},	{2, 0, 0xff0055aa,  2.125f,  -0.01, -2.125f},		{0, 0, 0xff0055aa, -2.125f,  -0.01, -2.125f},	{0, 2, 0xff0055aa, -2.125f,  -0.01,  2.125f},	{2, 2, 0xff0055aa,  2.125f,  -0.01,  2.125f}};int SetupCallbacks();#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? */int main(int argc, char* argv[]){	SetupCallbacks();	// setup GU	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);	sceGuShadeModel(GU_SMOOTH);	sceGuEnable(GU_CULL_FACE);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(GU_TRUE);	// run sample	int val = 0;	for(;;)	{		float move = sinf(((float)val / 180.0f) * GU_PI);		if(move < 0) {			move *= -1;		}		move += 1;				float rot = ((float)val / 180.0f) * GU_PI;			sceGuStart(GU_DIRECT,list);		// clear screen		sceGuClearColor(0xff554433);		sceGuClearDepth(0);		sceGuClearStencil(0);		sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);		// setup matrices for cube		sceGumMatrixMode(GU_PROJECTION);		sceGumLoadIdentity();		sceGumPerspective(60.0f,16.0f/9.0f,0.5f,1000.0f);		sceGumMatrixMode(GU_VIEW);		{			ScePspFVector3 pos = {0,-0.5f,-5.5f};			ScePspFVector3 rot = {(30.0f * GU_PI) / 180.0f, (val * 0.2f * GU_PI) / 180.0f, 0.0f};			sceGumLoadIdentity();			sceGumTranslate(&pos);			sceGumRotateXYZ(&rot);		}		sceGumMatrixMode(GU_MODEL);		sceGumLoadIdentity();				// draw mirrored view		sceGumPushMatrix();		{			ScePspFVector3 scale = {1,-1,1};			sceGumScale(&scale);		}		sceGuFrontFace(GU_CCW);		sceGuEnable(GU_STENCIL_TEST); // Stencil test		sceGuDepthMask(GU_TRUE);		sceGuStencilFunc(GU_ALWAYS, 1, 1); // always set 1 bit in 1 bit mask		sceGuStencilOp(GU_KEEP, GU_KEEP, GU_REPLACE); // keep value on failed test (fail and zfail) and replace on pass		sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, mirror);		sceGuDepthMask(GU_FALSE);				sceGuTexMode(GU_PSM_4444,0,0,0);		sceGuTexImage(0,64,64,64,logo_start);		sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);		sceGuTexFilter(GU_LINEAR,GU_LINEAR);		sceGuTexScale(1.0f,1.0f);		sceGuTexOffset(0.0f,0.0f);		sceGuEnable(GU_TEXTURE_2D);		sceGuFrontFace(GU_CW);		sceGuStencilFunc(GU_EQUAL, 1, 1); // allow drawing where stencil is 1		sceGuStencilOp(GU_KEEP, GU_KEEP, GU_KEEP); // keep the stencil buffer unchanged		{			ScePspFVector3 pos = {0,move,0};			ScePspFVector3 rvec = {0,rot * -0.83f, 0};			sceGumTranslate(&pos);			sceGumRotateXYZ(&rvec);		}		sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 36, 0, obj);		sceGuDisable(GU_TEXTURE_2D);		sceGuDisable(GU_STENCIL_TEST);				sceGumPopMatrix();		// draw normal view		sceGuEnable(GU_TEXTURE_2D);		sceGuTexMode(GU_PSM_4444,0,0,0);		sceGuTexImage(0,64,64,64,logo_start);		sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA);		sceGuTexFilter(GU_LINEAR,GU_LINEAR);		sceGuTexScale(1.0f,1.0f);		sceGuTexOffset(0.0f,0.0f);		sceGuFrontFace(GU_CCW);		sceGuEnable(GU_BLEND);		sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);		sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, mirror);		sceGuDisable(GU_BLEND);		sceGuDisable(GU_TEXTURE_2D);				sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, border);				sceGuEnable(GU_TEXTURE_2D);		sceGuTexMode(GU_PSM_4444,0,0,0);		sceGuTexImage(0,64,64,64,logo_start);		sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);		sceGuTexFilter(GU_LINEAR,GU_LINEAR);		sceGuTexScale(1.0f,1.0f);		sceGuTexOffset(0.0f,0.0f);		{			ScePspFVector3 pos = {0,move,0};			ScePspFVector3 rvec = {0,rot * -0.83f, 0};			sceGumTranslate(&pos);			sceGumRotateXYZ(&rvec);		}		sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 36, 0, obj);		sceGuDisable(GU_TEXTURE_2D);		sceGuFinish();		sceGuSync(0,0);		sceDisplayWaitVblankStart();		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;}

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