📄 envmap.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. * * envmap.c - Sample to demonstrate environment mapping functionality * * 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 <pspctrl.h>#include <pspgu.h>#include <pspgum.h>#include "../common/callbacks.h"#include "../common/geometry.h"#include "../common/vram.h"PSP_MODULE_INFO("EnvMap Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];extern unsigned char env0_start[];#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? */#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];int main(int argc, char* argv[]){ setupCallbacks(); // generate geometry generateTorusNP(TORUS_ROWS,TORUS_SLICES,TORUS_RADIUS,TORUS_THICKNESS,torus_vertices,torus_indices); // flush cache so that no stray data remains sceKernelDcacheWritebackAll(); //setup Pad SceCtrlData pad; u32 oldButtons = 0; sceCtrlSetSamplingCycle(0); sceCtrlSetSamplingMode(0); // 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); pspDebugScreenInit(); 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(65535,0); 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_TEXTURE_2D); sceGuEnable(GU_LIGHTING); sceGuEnable(GU_LIGHT0); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); // run sample int valTorus = 0; int valEnvMap = 0; int rotateTorus = 1; int rotateEnvMap = 1; while(running()) { sceGuStart(GU_DIRECT,list); // clear screen sceGuClearColor(0x554433); sceGuClearDepth(0); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // 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 proj/view matrices sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(75.0f,16.0/9.0f,1.0f,1000.0f); sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); // setup envmap texture sceGuTexMode(GU_PSM_4444,0,0,0); sceGuTexImage(0,64,64,64,env0_start); sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGB); sceGuTexFilter(GU_LINEAR,GU_LINEAR); sceGuAmbientColor(0xffffffff); // setup envmap matrix (2x3) // 2d rotation/translation matrix // [ cosa -sina ] // [ sina cosa ] // [ tx ty ] // envmap matrix is transposed // since it is passed to GU as columns float angle = -2.0f * valEnvMap * (GU_PI/180.0f); float cs = cosf(angle); float sn = sinf(angle); ScePspFVector3 envmapMatrixColumns[2] = { { cs, sn, 0.0f }, { -sn, cs, 0.0f } }; sceGuLight( 2, GU_DIRECTIONAL, GU_DIFFUSE, &envmapMatrixColumns[0] ); sceGuLight( 3, GU_DIRECTIONAL, GU_DIFFUSE, &envmapMatrixColumns[1] ); // setup envmap texture coord generation sceGuTexMapMode( GU_ENVIRONMENT_MAP, // envmap mode on 2, // use 2nd light position as an envmap matrix 1st column 3 // use 3rd light position as an envmap matrix 2nd column ); // draw torus sceGumMatrixMode(GU_MODEL); { ScePspFVector3 pos = {0,0,-2.5f}; ScePspFVector3 rot = {valTorus * 0.79f * (GU_PI/180.0f), valTorus * 0.98f * (GU_PI/180.0f), valTorus * 1.32f * (GU_PI/180.0f)}; sceGumLoadIdentity(); sceGumTranslate(&pos); sceGumRotateXYZ(&rot); } 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); pspDebugScreenSetXY(0,0); pspDebugScreenPrintf( "Press X to toggle environment map rotation" ); pspDebugScreenSetXY(0,1); pspDebugScreenPrintf( "Press O to toggle torus rotation" ); sceCtrlReadBufferPositive(&pad, 1); if(oldButtons != pad.Buttons) { if(pad.Buttons & PSP_CTRL_CROSS) rotateTorus ^= 0x01; if(pad.Buttons & PSP_CTRL_CIRCLE) rotateEnvMap ^= 0x01; } oldButtons = pad.Buttons; sceGuFinish(); sceGuSync(0,0);// sceDisplayWaitVblankStart(); sceGuSwapBuffers(); if(rotateTorus) valTorus++; if(rotateEnvMap) valEnvMap++; } sceGuTerm(); sceKernelExitGame(); return 0;}
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