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📄 lights.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/geometry.h"#include "../common/vram.h"PSP_MODULE_INFO("Lights Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];#define BUF_WIDTH (512)#define SCR_WIDTH (480)#define SCR_HEIGHT (272)#define GRID_COLUMNS 32#define GRID_ROWS 32#define GRID_SIZE 10.0fNPVertex __attribute__((aligned(16))) grid_vertices[GRID_COLUMNS*GRID_ROWS];unsigned short __attribute__((aligned(16))) grid_indices[(GRID_COLUMNS-1)*(GRID_ROWS-1)*6];#define TORUS_SLICES 48 // numc#define TORUS_ROWS 48 // numt#define TORUS_RADIUS 1.0f#define TORUS_THICKNESS 0.5f#define LIGHT_DISTANCE 3.0fNPVertex __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];unsigned int colors[4] ={	0xffff0000,	0xff00ff00,	0xff0000ff,	0xffff00ff};int main(int argc, char* argv[]){	unsigned int i;	setupCallbacks();	// generate geometry	generateGridNP(GRID_COLUMNS,GRID_ROWS,GRID_SIZE,GRID_SIZE,grid_vertices,grid_indices);	generateTorusNP(TORUS_SLICES,TORUS_ROWS,TORUS_RADIUS,TORUS_THICKNESS,torus_vertices,torus_indices);	// flush cache so that no stray data remains	sceKernelDcacheWritebackAll();	// 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);	sceGuDepthFunc(GU_GEQUAL);	sceGuEnable(GU_DEPTH_TEST);	sceGuFrontFace(GU_CW);	sceGuShadeModel(GU_SMOOTH);	sceGuEnable(GU_CULL_FACE);	sceGuEnable(GU_CLIP_PLANES);	sceGuEnable(GU_LIGHTING);	sceGuEnable(GU_LIGHT0);	sceGuEnable(GU_LIGHT1);	sceGuEnable(GU_LIGHT2);	sceGuEnable(GU_LIGHT3);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(GU_TRUE);	// run sample	int val = 0;	while(running())	{		sceGuStart(GU_DIRECT,list);		// clear screen		sceGuClearColor(0x554433);		sceGuClearDepth(0);		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);		// setup a light			for (i = 0; i < 4; ++i)		{			ScePspFVector3 pos = { cosf(i*(GU_PI/2) + val * (GU_PI/180)) * LIGHT_DISTANCE, 0, sinf(i*(GU_PI/2) + val * (GU_PI/180)) * LIGHT_DISTANCE };			sceGuLight(i,GU_POINTLIGHT,GU_DIFFUSE_AND_SPECULAR,&pos);			sceGuLightColor(i,GU_DIFFUSE,colors[i]);			sceGuLightColor(i,GU_SPECULAR,0xffffffff);			sceGuLightAtt(i,0.0f,1.0f,0.0f);		}		sceGuSpecular(12.0f);		sceGuAmbient(0x00222222);		// setup matrices for cube		sceGumMatrixMode(GU_PROJECTION);		sceGumLoadIdentity();		sceGumPerspective(75.0f,16.0f/9.0f,1.0f,1000.0f);		sceGumMatrixMode(GU_VIEW);		{			ScePspFVector3 pos = {0,0,-3.5f};			sceGumLoadIdentity();			sceGumTranslate(&pos);		}		// draw grid		sceGumMatrixMode(GU_MODEL);		{			ScePspFVector3 pos = {0,-1.5f,0};			sceGumLoadIdentity();			sceGumTranslate(&pos);		}		sceGuColor(0xff7777);		sceGumDrawArray(GU_TRIANGLES,NP_VERTEX_FORMAT|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(grid_indices)/sizeof(unsigned short),grid_indices,grid_vertices);		// draw torus		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);		}		sceGuColor(0xffffff);		sceGumDrawArray(GU_TRIANGLES,NP_VERTEX_FORMAT|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(torus_indices)/sizeof(unsigned short),torus_indices,torus_vertices);		sceGuFinish();		sceGuSync(0,0);		sceDisplayWaitVblankStart();		sceGuSwapBuffers();		val++;	}	sceGuTerm();	sceKernelExitGame();	return 0;}

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