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📄 blend.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 <time.h>#include <pspgu.h>#include "../common/callbacks.h"#include "../common/vram.h"PSP_MODULE_INFO("Blend Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];struct Vertex{	float u,v;	unsigned int color;	float x,y,z;};struct BlendState{	char* name;	int op;	int src;	int dest;	unsigned int srcfix;	unsigned int destfix;};#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 __attribute__((aligned(16))) clut256[256];unsigned char __attribute__((aligned(16))) tex256[256*256];struct BlendState states[] ={	{"GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA", GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0},	{"GU_SUBTRACT, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA", GU_SUBTRACT, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0},	{"GU_ALPHA_ADD, GU_SRC_COLOR, GU_DST_COLOR", GU_ADD, GU_SRC_COLOR, GU_DST_COLOR, 0, 0},	{"GU_ADD, GU_FIX(0x700f7f7f), GU_FIX(0x3f3f3f00)", GU_ADD, GU_FIX, GU_FIX, 0x7f007f7f, 0x3f3f3f00},	{"GU_ADD, GU_FIX(0x7f7f7f7f), GU_FIX(0x7f7f7f7f)", GU_ADD, GU_FIX, GU_FIX, 0x7f7f7f7f, 0x7f7f7f7f}};int curr_state = 0;float blend_time = 0;#define BLEND_LENGTH 5.0fint main(int argc, char* argv[]){	unsigned int i,j;	float start, curr;	struct timeval tval;	setupCallbacks();	// initialize texture	for (j = 0; j < 256; ++j)	{		for (i = 0; i < 256; ++i)		{			tex256[i + j * 256] = j & i;		}	}	sceKernelDcacheWritebackAll();	pspDebugScreenInit();	// 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);	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(0xc350,0x2710);	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);	sceGuEnable(GU_SCISSOR_TEST);	sceGuFrontFace(GU_CW);	sceGuEnable(GU_TEXTURE_2D);	sceGuEnable(GU_BLEND);	sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(GU_TRUE);	// run sample	int offset = 0;	gettimeofday(&tval,0);	curr = start = tval.tv_sec + (((float)tval.tv_usec) / 1000000);	while(running())	{		sceGuStart(GU_DIRECT,list);		// animate palette		unsigned int* clut = (unsigned int*)(((unsigned int)clut256)|0x40000000);		for (i = 0; i < 256; ++i)		{			unsigned int j = (i + offset)&0xff;			*(clut++) = (j << 24)|(j << 16)|(j << 8)|(j);		}		// clear screen		sceGuClearColor(0xff00ff);		sceGuClear(GU_COLOR_BUFFER_BIT);		// setup blend-mode		sceGuBlendFunc(states[curr_state].op,states[curr_state].src,states[curr_state].dest,states[curr_state].srcfix,states[curr_state].destfix);		// setup CLUT texture		sceGuClutMode(GU_PSM_8888,0,0xff,0); // 32-bit palette		sceGuClutLoad((256/8),clut256); // upload 32*8 entries (256)		sceGuTexMode(GU_PSM_T8,0,0,0); // 8-bit image		sceGuTexImage(0,256,256,256,tex256);		sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA);		sceGuTexFilter(GU_LINEAR,GU_LINEAR);		sceGuTexScale(1.0f,1.0f);		sceGuTexOffset(0.0f,0.0f);		sceGuAmbientColor(0xffffffff);		// render sprite		sceGuColor(0xffffffff);		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));		vertices[0].u = 0; vertices[0].v = 0;		vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0;		vertices[1].u = 256; vertices[1].v = 256;		vertices[1].x = 480; vertices[1].y = 272; vertices[1].z = 0;		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,vertices);		// switch blend-modes if time has expired		gettimeofday(&tval,0);		curr = tval.tv_sec + (((float)tval.tv_usec) / 1000000);		if ((curr-start) >= BLEND_LENGTH)		{			curr_state = (curr_state + 1) % (sizeof(states)/sizeof(struct BlendState));			start = curr;		}		// wait for next frame		sceGuFinish();		sceGuSync(0,0);		sceDisplayWaitVblankStart();		sceGuSwapBuffers();		pspDebugScreenSetXY(0,0);		pspDebugScreenPrintf("%s",states[curr_state].name);		offset++;	}	sceGuTerm();	sceKernelExitGame();	return 0;}

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