📄 lights.c
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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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