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📄 signals.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. * * signals.c - Sample to demonstrate usage of GE signals under libgu API. * * At the start of each frame 2 vertex buffers are allocated, filled with * data and submitted to the command-list. As soon as GPU finishes rendering * from one of the buffers, signal is raised and interrupt handler is called * allowing application to reuse the same buffer by filling it with data and * submitting it back to the command-list. * * Sample renders 64K dynamic billboards at ~25fps using 2 vertex buffers * pushing 3MB of vertex data to GE each frame. * * * 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>//#define ENABLE_PROFILER//#define ENABLE_FRAMERATE#define USING_SIGNALSPSP_MODULE_INFO("GE Signals Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);#define printf	pspDebugScreenPrintfstatic unsigned int __attribute__((aligned(16))) list[262144];static unsigned int __attribute__((aligned(16))) smallList1[1024];static unsigned int __attribute__((aligned(16))) smallList2[1024];extern unsigned char ball_start[];typedef struct InputVertex{	float x,y,z;} InputVertex;typedef struct Vertex{	float u, v;				// 8	unsigned int color;		// 4	float x,y,z;			// 12} Vertex;Vertex __attribute__((aligned(16))) cubeVertices[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};int SetupCallbacks();void create_modified_torus_billboards(Vertex* vertices, float* world, float t, int startSlice, int sliceCount );void render_billboards(unsigned int i);void mySignalHandler(int id);void myFinishHandler(int id);#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 NUM_SLICES (128)#define NUM_ROWS (128*4)#define RING_SIZE (2.0f)#define RING_RADIUS (1.0f)#define SPRITE_SIZE (0.025f*0.5f)#define NUM_VERTEX_BUFFERS 2#define NUM_ITERATIONS 16#define printf	pspDebugScreenPrintfunsigned int colors[8] = {	0xffff0000,	0xffff00ff,	0xff0000ff,	0xff00ffff,	0xff00ff00,	0xffffff00,	0xffffffff,	0xff101010};InputVertex __attribute__((aligned(64))) torus_vertices[NUM_SLICES * NUM_ROWS];InputVertex __attribute__((aligned(16))) torus_modifiers[NUM_ROWS];// Global datatypedef struct GlobalContext{	Vertex* vbuffer[NUM_VERTEX_BUFFERS];	int vertsRendered;	ScePspFMatrix4 world;	int iterationCount;	float t;	float sint;} GlobalContext;GlobalContext g_context;int main(int argc, char* argv[]){	unsigned int i,j;	pspDebugScreenInit();	SetupCallbacks();#ifdef ENABLE_PROFILER	// Enable profiling 	pspDebugProfilerClear();	pspDebugProfilerEnable();#endif	// initialize global context	g_context.iterationCount = NUM_VERTEX_BUFFERS * NUM_ITERATIONS;	g_context.t = 0;	g_context.sint = 0;	// initialize torus	for (i = 0; i < NUM_SLICES; ++i)	{		for (j = 0; j < NUM_ROWS; ++j)		{			float s = i + 0.5f, t = j;			float x,y,z;			x = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * cosf(t * ((GU_PI*2)/NUM_ROWS));			y = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * sinf(t * ((GU_PI*2)/NUM_ROWS));			z = RING_RADIUS * sinf(s * ((GU_PI*2)/NUM_SLICES));			torus_vertices[j + i * NUM_ROWS].x = x;			torus_vertices[j + i * NUM_ROWS].y = y;			torus_vertices[j + i * NUM_ROWS].z = z;		}	}	// initialize torus modifiers	for (j = 0; j < NUM_ROWS; ++j)	{		float t = j;		torus_modifiers[j].x = 0;		torus_modifiers[j].y = 0;		torus_modifiers[j].z = 0.3*cosf( t * 8.0f *((GU_PI*2)/NUM_ROWS) );	}	// init GU and set callbacks	sceGuInit();	// 0x01 - user callback	// 0x04 - 'rendering finished' callback	sceGuSetCallback(1, &mySignalHandler);	sceGuSetCallback(4, &myFinishHandler);	// setup GU	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);	sceGuAlphaFunc(GU_GREATER,0,0xff);	sceGuEnable(GU_ALPHA_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#ifdef USING_SIGNALS	sceGuCallMode(1);#endif	// generate callable command-list with texture setup	{		sceGuStart(GU_CALL, smallList1);		// setup texture		sceGuTexMode(GU_PSM_5551,0,0,0);		sceGuTexImage(0,32,32,32,ball_start); // width, height, buffer width, tbp		sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA); // NOTE: this enables reads of the alpha-component from the texture, otherwise blend/test won't work		sceGuTexFilter(GU_NEAREST,GU_NEAREST);		sceGuTexWrap(GU_CLAMP,GU_CLAMP);		sceGuTexScale(1,1);		sceGuTexOffset(0,0);		sceGuAmbientColor(0xffffffff);		sceGuFinish();		sceGuSync(0,0);	}	// generate callable command-list for cube rendering	{		sceGuStart(GU_CALL, smallList2);		// draw cube		sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cubeVertices);		sceGuFinish();		sceGuSync(0,0);	}	for(;;)	{		sceGuStart(GU_DIRECT,list);		unsigned int i = 0;		for( ; i < NUM_VERTEX_BUFFERS; i++ )			g_context.vbuffer[i] = sceGuGetMemory((NUM_SLICES/g_context.iterationCount) * 2 * NUM_ROWS * sizeof(Vertex));		g_context.vertsRendered = 0;		// clear screen		sceGuClearColor(0x00334455);		sceGuClearDepth(0);		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);		// setup matrices		sceGumMatrixMode(GU_PROJECTION);		sceGumLoadIdentity();		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);		sceGumMatrixMode(GU_VIEW);		sceGumLoadIdentity();		sceGumMatrixMode(GU_MODEL);		{			ScePspFVector3 pos = {0.0f,0.0f,-3.5f};			ScePspFVector3 rot = {g_context.t * 0.3f * (GU_PI/180.0f), g_context.t * 0.7f * (GU_PI/180.0f), g_context.t * 1.3f * (GU_PI/180.0f)};			sceGumLoadIdentity();			sceGumTranslate(&pos);			sceGumRotateXYZ(&rot);		}		sceGumStoreMatrix(&g_context.world);		// call pregenerated command-list to setup texture				sceGuCallList(smallList1);		// start billboard rendering		render_billboards(0);		// call pregenerated command-list to render cube		{			ScePspFVector3 scale = {0.3f, 0.3f, 0.3f};			sceGumScale(&scale);		}		sceGumUpdateMatrix();		sceGuCallList(smallList2);	#ifndef USING_SIGNALS		// HACK: sceGuFinish() is called inside the signal interupt handler when all rendering job is done		// this is done in order to stall GPU if it is ahead of CPU		sceGuFinish();#endif		sceGuSync(0,0);#ifndef ENABLE_FRAMERATE		// wait for next frame		sceDisplayWaitVblankStart();#endif		sceGuSwapBuffers();		pspDebugScreenSetXY(0,0);#ifdef ENABLE_PROFILER		// Print profile information to the screen		pspDebugProfilerPrint();#endif#ifdef ENABLE_FRAMERATE		// simple frame rate counter		static float curr_ms = 1.0f;		static struct timeval time_slices[16];		static int t = 0;		float curr_fps = 1.0f / curr_ms;		t++;				float vertsPerSec = g_context.vertsRendered*curr_fps;		float kbPerSec = vertsPerSec * sizeof(Vertex) / 1024.0f;		gettimeofday(&time_slices[t & 15],0);		pspDebugScreenPrintf("fps: %d.%03d  ms: %d  vert/s: %dK  MB/s: %d.%03d",(int)curr_fps, ((int)(curr_fps*1000.0f)%1000), (int)(curr_ms*1000.0f),			(int)(vertsPerSec/1000.0f),			(int)(kbPerSec/1024.0f), (int)((1000.0f/1024.0f)*((int)kbPerSec%1024)) );		if (!(t & 15))		{			struct timeval last_time = time_slices[0];			unsigned int i;			curr_ms = 0;			for (i = 1; i < 16; ++i)			{				struct timeval curr_time = time_slices[i];				int curr_time_usec = curr_time.tv_usec + curr_time.tv_sec * 1000000;				int last_time_usec = last_time.tv_usec + last_time.tv_sec * 1000000;				if( last_time_usec < curr_time_usec )					curr_ms += (( curr_time_usec - last_time_usec ) * (1.0f/1000000.0f));				last_time = time_slices[i];			}			curr_ms /= 15.0f;		}#endif	}	sceGuTerm();	sceKernelExitGame();	return 0;}/* user signal handler */void mySignalHandler(int id){	render_billboards(id);}/* 'rendering finished' signal handler */void myFinishHandler(int id){	// do some animations	g_context.t += 0.6f;	g_context.sint = sinf(g_context.t / 2.0f);}/* renders subset of billboards array */void render_billboards(unsigned int i){	if (i >= g_context.iterationCount) return;	Vertex* vbuffer = g_context.vbuffer[i%NUM_VERTEX_BUFFERS];	int sliceCount = NUM_SLICES / g_context.iterationCount;	// fill current vertex buffer if we just started	if (i == 0)	{		create_modified_torus_billboards(vbuffer,(float*)&g_context.world, g_context.sint, sliceCount*i, sliceCount);	}	// render previously generated vertex buffer	sceGumMatrixMode(GU_MODEL);	sceGumLoadMatrix(&g_context.world);	sceGumDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,sliceCount*NUM_ROWS*2,0,vbuffer);	g_context.vertsRendered += sliceCount*NUM_ROWS*2;	// fill next vertex buffer for future rendering	int nextI = i + 1;	if (nextI < g_context.iterationCount )	{			Vertex* vbufferNext;		vbufferNext = g_context.vbuffer[nextI%NUM_VERTEX_BUFFERS];		create_modified_torus_billboards(vbufferNext,(float*)&g_context.world, g_context.sint, sliceCount*nextI, sliceCount);	}#ifdef USING_SIGNALS	// send a signal when rendering was completed	// signals 0x01..0x03 - seems to be available for custom usage	sceGuSignal( 1, nextI );	// HACK: keeps CPU waiting until all jobs were submitted for GPU	if (nextI == g_context.iterationCount)		sceGuFinish();#endif}/* this function generates the billboards rendered by sceGumDrawArray() */void create_modified_torus_billboards( Vertex* vertices, float* world, float t, int startSlice, int sliceCount ){	unsigned int i,j;	float sx, sy, sz;	// calculate billboard world offsets	sx = SPRITE_SIZE * world[(0 << 2)+0] + SPRITE_SIZE * world[(0 << 2)+1];	sy = SPRITE_SIZE * world[(1 << 2)+0] + SPRITE_SIZE * world[(1 << 2)+1];	sz = SPRITE_SIZE * world[(2 << 2)+0] + SPRITE_SIZE * world[(2 << 2)+1];	Vertex* curr = vertices;	for (i = startSlice; i < startSlice + sliceCount; ++i)	{		InputVertex* inrow = &torus_vertices[i * NUM_ROWS];		for (j = 0; j < NUM_ROWS; ++j)		{			InputVertex* incurr = &inrow[j];			float x, y, z;			x = incurr->x;			y = incurr->y;			z = incurr->z;			x += torus_modifiers[j].x * t;			y += torus_modifiers[j].y * t;			z += torus_modifiers[j].z * t;			curr->u = 0.0f;			curr->v = 0.0f;			curr->color = colors[(i+j)&7];			curr->x = x - sx;			curr->y = y - sy;			curr->z = z - sz;			++curr;			curr->u = 1.0f;			curr->v = 1.0f;			curr->color = colors[(i+j)&7];			curr->x = x + sx;			curr->y = y + sy;			curr->z = z + sz;			++curr;		}	}}/* 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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