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📄 rendertarget.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. * * rendertarget.c - Sample to demonstrate usage of ofscreen *                  texture as a render target * * 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>PSP_MODULE_INFO("RenderTarget Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);#define printf	pspDebugScreenPrintfstatic unsigned int __attribute__((aligned(16))) list[262144];typedef struct Vertex_ColorUV{	float u, v;	unsigned int color;	float x,y,z;} Vertex_ColorUV;typedef struct Vertex_Normal{	float nx,ny,nz;	float x,y,z;} Vertex_Normal;typedef struct Texture{	int format;	int mipmap;	int width, height, stride;	const void* data;} Texture;/* cube */Vertex_ColorUV __attribute__((aligned(16))) cube_vertices[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};/* torus */#define TORUS_SLICES 48 // numc#define TORUS_ROWS 48 // numt#define TORUS_RADIUS 1.0f#define TORUS_THICKNESS 0.5fVertex_Normal __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];int SetupCallbacks();void genTorus( unsigned slices, unsigned rows, float radius, float thickness,	Vertex_Normal* dstVertices, unsigned short* dstIndices );#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? */void drawCube( Texture* texture, int val ){	// setup matrices for cube	sceGumMatrixMode(GU_PROJECTION);	sceGumLoadIdentity();	sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);	sceGumMatrixMode(GU_VIEW);	{		ScePspFVector3 pos = {0.0f,0.0f,-2.5f};		sceGumLoadIdentity();		sceGumTranslate(&pos);	}	sceGumMatrixMode(GU_MODEL);	{		ScePspFVector3 rot = {val * 0.263f * (GU_PI/180.0f), val * 0.32f * (GU_PI/180.0f), val * 0.44f * (GU_PI/180.0f)};		sceGumLoadIdentity();		sceGumRotateXYZ(&rot);	}	// setup texture	sceGuTexMode(texture->format,0,0,0);	sceGuTexImage(texture->mipmap,texture->width,texture->height,texture->stride,texture->data);	sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);	sceGuTexFilter(GU_LINEAR,GU_LINEAR);	sceGuTexScale(1.0f,1.0f);	sceGuTexOffset(0.0f,0.0f);	sceGuAmbientColor(0xffffffff);	sceGuEnable(GU_TEXTURE_2D);	// draw cube	sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cube_vertices);	sceGuDisable(GU_TEXTURE_2D);}void drawTorus( int val ){	// 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 texture	sceGuDisable(GU_TEXTURE_2D);	sceGuEnable(GU_LIGHTING);	sceGuEnable(GU_LIGHT0);	// setup matrices for torus	sceGumMatrixMode(GU_PROJECTION);	sceGumLoadIdentity();	sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);	sceGumMatrixMode(GU_VIEW);	{		ScePspFVector3 pos = {0.0f,0.0f,-2.5f};		sceGumLoadIdentity();		sceGumTranslate(&pos);	}	sceGumMatrixMode(GU_MODEL);	{		ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};		sceGumLoadIdentity();		sceGumRotateXYZ(&rot);	}	// draw torus	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);	// restore state	sceGuDisable(GU_LIGHTING);	sceGuDisable(GU_LIGHT0);	sceGuEnable(GU_TEXTURE_2D);}int main(int argc, char* argv[]){	SetupCallbacks();	// generate geometry	genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );			// flush cache so that no stray data remains	sceKernelDcacheWritebackAll();	// setup Edram buffers	void* frameBuffer = (void*)0;	const void* doubleBuffer = (void*)0x44000;	const void* renderTarget = (void*)0x88000;	const void* depthBuffer = (void*)0x110000;	// setup GU	sceGuInit();	sceGuStart(GU_DIRECT,list);	sceGuDrawBuffer(GU_PSM_4444,frameBuffer,BUF_WIDTH);	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)doubleBuffer,BUF_WIDTH);	sceGuDepthBuffer((void*)depthBuffer,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_CW);	sceGuShadeModel(GU_SMOOTH);	sceGuEnable(GU_CULL_FACE);	sceGuEnable(GU_TEXTURE_2D);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(GU_TRUE);	// run sample	int val = 0;	Texture offscreenTexture = {		GU_PSM_4444,		0, 128, 128, 128,		sceGeEdramGetAddr() + (int)renderTarget	};	for(;;)	{		sceGuStart(GU_DIRECT,list);		{			sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,offscreenTexture.stride);			// setup viewport			sceGuOffset(2048 - (offscreenTexture.width/2),2048 - (offscreenTexture.height/2));			sceGuViewport(2048,2048,offscreenTexture.width,offscreenTexture.height);			// clear screen			sceGuClearColor(0xffffffff);			sceGuClearDepth(0);			sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);			// draw torus to offscreen texture			drawTorus( val );		}		{			// set frame buffer			sceGuDrawBufferList(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);			// setup viewport			sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));			sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);						// clear screen			sceGuClearColor(0xff554433);			sceGuClearDepth(0);			sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);			// draw cube using offscreen texture			drawCube( &offscreenTexture, val );		}		sceGuFinish();		sceGuSync(0,0);		sceDisplayWaitVblankStart();		frameBuffer = 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;}/* usefull geometry functions */void genTorus( unsigned slices, unsigned rows, float radius, float thickness, Vertex_Normal* dstVertices, unsigned short* dstIndices ){	unsigned int i,j;	// generate torus (TODO: tri-strips)	for (j = 0; j < slices; ++j)	{		for (i = 0; i < rows; ++i)		{			struct Vertex_Normal* curr = &dstVertices[i+j*rows];			float s = i + 0.5f;			float t = j;			float cs,ct,ss,st;			cs = cosf(s * (2*GU_PI)/slices);			ct = cosf(t * (2*GU_PI)/rows);			ss = sinf(s * (2*GU_PI)/slices);			st = sinf(t * (2*GU_PI)/rows);			curr->nx = cs * ct;			curr->ny = cs * st;			curr->nz = ss;			curr->x = (radius + thickness * cs) * ct;			curr->y = (radius + thickness * cs) * st;			curr->z = thickness * ss;		}	}	for (j = 0; j < slices; ++j)	{		for (i = 0; i < rows; ++i)		{			unsigned short* curr = &dstIndices[(i+(j*rows))*6];			unsigned int i1 = (i+1)%rows, j1 = (j+1)%slices;			*curr++ = i + j * rows;			*curr++ = i1 + j * rows;			*curr++ = i + j1 * rows;			*curr++ = i1 + j * rows;			*curr++ = i1 + j1 * rows;			*curr++ = i + j1 * rows;		}	}}

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