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📄 sprite.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 */#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>#include "../common/callbacks.h"#include "../common/vram.h"PSP_MODULE_INFO("Sprite Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];extern unsigned char ball_start[];struct InputVertex{	float x,y,z;};struct Vertex{	float u, v;	unsigned int color;	float x,y,z;};void create_torus_billboards(struct Vertex* vertices, float* world);#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 0.025funsigned int colors[8] = {	0xffff0000,	0xffff00ff,	0xff0000ff,	0xff00ffff,	0xff00ff00,	0xffffff00,	0xffffffff,	0xff101010};struct InputVertex torus_vertices[NUM_SLICES * NUM_ROWS];int main(int argc, char* argv[]){	unsigned int i,j;	setupCallbacks();	// 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;		}	}	// setup GU	sceGuInit();	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);	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);	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	ScePspFMatrix4 world;	float val = 0;	while(running())	{		struct Vertex* vertices;		sceGuStart(GU_DIRECT,list);		// clear screen		sceGuClearColor(0xff554433);		sceGuClearDepth(0);		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);		// 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);		// setup transforms		sceGumMatrixMode(GU_PROJECTION);		sceGumLoadIdentity();		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);		sceGumMatrixMode(GU_VIEW);		{			ScePspFVector3 pos = {0.0f,0.0f,-3.5f};			sceGumLoadIdentity();			sceGumTranslate(&pos);		}		sceGumMatrixMode(GU_MODEL);		{			ScePspFVector3 rot = {val * 0.3f * (GU_PI/180.0f), val * 0.7f * (GU_PI/180.0f), val * 1.3f * (GU_PI/180.0f)};			sceGumLoadIdentity();			sceGumRotateXYZ(&rot);		}		sceGumStoreMatrix(&world);		// render torus		vertices = sceGuGetMemory(NUM_SLICES * NUM_ROWS * 2 * sizeof(struct Vertex));		create_torus_billboards(vertices,(float*)&world);		sceGumDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,NUM_SLICES*NUM_ROWS*2,0,vertices);		// wait for next frame		sceGuFinish();		sceGuSync(0,0);		sceDisplayWaitVblankStart();		sceGuSwapBuffers();		val += 0.6f;	}	sceGuTerm();	sceKernelExitGame();	return 0;}/* this function generates the billboards rendered by sceGuDrawArray() */void create_torus_billboards(struct Vertex* vertices, float* world){	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];	for (i = 0; i < NUM_SLICES; ++i)	{		struct Vertex* row = &vertices[i * NUM_ROWS * 2];		struct InputVertex* inrow = &torus_vertices[i * NUM_ROWS];		for (j = 0; j < NUM_ROWS; ++j)		{			struct Vertex* curr = &row[j << 1];			struct InputVertex* incurr = &inrow[j];			float x, y, z;			x = incurr->x;			y = incurr->y;			z = incurr->z;			curr[0].u = 0;			curr[0].v = 0;			curr[0].color = colors[(i+j)&7];			curr[0].x = x - sx;			curr[0].y = y - sy;			curr[0].z = z - sz;			curr[1].u = 1;			curr[1].v = 1;			curr[1].color = colors[(i+j)&7];			curr[1].x = x + sx;			curr[1].y = y + sy;			curr[1].z = z + sz;		}	}}

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