📄 celshading.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. * * celshading.c Simple cel shading example * written as xmas present for psp community * * Copyright (c) 2005 McZonk <www.teamemergencyexit.com> * */#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"PSP_MODULE_INFO("Celshading", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];extern unsigned char lightmap_start[];typedef struct Vx_v32f_n32f { float normal[3]; float vertex[3];} Vx_v32f_n32f;typedef struct Vx_v32f { float vertex[3];} Vx_v32f;#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 3.0fVx_v32f_n32f __attribute__((aligned(16))) torus_v0[TORUS_SLICES * TORUS_ROWS];Vx_v32f __attribute__((aligned(16))) torus_v1[TORUS_SLICES * TORUS_ROWS];unsigned short __attribute__((aligned(16))) torus_in[TORUS_SLICES * TORUS_ROWS * 6];int main(int argc, char* argv[]) { /* Setup Homebutton Callbacks */ setupCallbacks(); /* Generate Torus */ unsigned int i,j; for (j = 0; j < TORUS_SLICES; ++j) { for (i = 0; i < TORUS_ROWS; ++i) { struct Vx_v32f_n32f* v0 = &torus_v0[i + j*TORUS_ROWS]; struct Vx_v32f* v1 = &torus_v1[i + j*TORUS_ROWS]; float s = i + 0.5f; float t = j; float cs,ct,ss,st; cs = cosf(s * (2*GU_PI)/TORUS_SLICES); ct = cosf(t * (2*GU_PI)/TORUS_ROWS); ss = sinf(s * (2*GU_PI)/TORUS_SLICES); st = sinf(t * (2*GU_PI)/TORUS_ROWS); v0->normal[0] = cs * ct; v0->normal[1] = cs * st; v0->normal[2] = ss; v0->vertex[0] = (TORUS_RADIUS + TORUS_THICKNESS * cs) * ct; v0->vertex[1] = (TORUS_RADIUS + TORUS_THICKNESS * cs) * st; v0->vertex[2] = TORUS_THICKNESS * ss; v1->vertex[0] = v0->vertex[0] + v0->normal[0] * 0.1f; v1->vertex[1] = v0->vertex[1] + v0->normal[1] * 0.1f; v1->vertex[2] = v0->vertex[2] + v0->normal[2] * 0.1f; } } for (j = 0; j < TORUS_SLICES; ++j) { for (i = 0; i < TORUS_ROWS; ++i) { unsigned short* in = &torus_in[(i+(j*TORUS_ROWS))*6]; unsigned int i1 = (i+1)%TORUS_ROWS, j1 = (j+1)%TORUS_SLICES; *in++ = i + j * TORUS_ROWS; *in++ = i1 + j * TORUS_ROWS; *in++ = i + j1 * TORUS_ROWS; *in++ = i1 + j * TORUS_ROWS; *in++ = i1 + j1 * TORUS_ROWS; *in++ = i + j1 * TORUS_ROWS; } } sceKernelDcacheWritebackAll(); SceCtrlData pad; sceCtrlSetSamplingCycle(0); sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG); // setup GU sceGuInit(); sceGuStart(GU_DIRECT,list); sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH); sceGuDepthBuffer((void*)0x110000,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); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); unsigned int old = 0; unsigned int flags = PSP_CTRL_CIRCLE | PSP_CTRL_CROSS | PSP_CTRL_SQUARE; float rx = 0.0f, ry = 0.0f; while(running()) { sceGuStart(GU_DIRECT,list); sceGuClearColor(0xFFFFFF); sceGuClearDepth(0); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(75.0f,16.0/9.0f,1.0f,1000.0f); sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); sceGumMatrixMode(GU_MODEL); sceGumLoadIdentity(); ScePspFVector3 pos = { 0.0f, 0.0f, -3.0f }; ScePspFVector3 rot = { ry * (GU_PI/180.0f), rx * (GU_PI/180.0f), 0.0f }; sceGumTranslate(&pos); sceGumRotateXYZ(&rot); sceGuTexMode(GU_PSM_8888,0,0,0); sceGuTexImage(0,64,64,64, lightmap_start); sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGB); sceGuTexFilter(GU_LINEAR,GU_LINEAR); sceGuColor(0xff9966); ScePspFVector3 envmapMatrixColumns[2] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }; sceGuLight( 0, GU_DIRECTIONAL, GU_DIFFUSE, &envmapMatrixColumns[0] ); sceGuLight( 1, GU_DIRECTIONAL, GU_DIFFUSE, &envmapMatrixColumns[1] ); sceGuTexMapMode(GU_ENVIRONMENT_MAP, 0, 1); /* First pass: draw the torus */ if(flags & PSP_CTRL_CROSS) { sceGuEnable(GU_TEXTURE_2D); } sceGumDrawArray(GU_TRIANGLES, GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D, sizeof(torus_in)/sizeof(unsigned short), torus_in, torus_v0 ); if(flags & PSP_CTRL_CROSS) { sceGuDisable(GU_TEXTURE_2D); } /* Seconds pass: draw the outline */ if(flags & PSP_CTRL_CIRCLE) { sceGuFrontFace(GU_CCW); sceGuColor(0x0); sceGumDrawArray(GU_TRIANGLES, GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D, sizeof(torus_in)/sizeof(unsigned short), torus_in, torus_v1 ); sceGuFrontFace(GU_CW); } sceGuFinish(); sceGuSync(0,0); sceCtrlReadBufferPositive(&pad, 1); float tx = (pad.Lx - 128) / 127.0f; float ty = (pad.Ly - 128) / 127.0f; if(fabs(tx) <= 0.2f) { tx = 0.0f; } else { if(tx > 0.0f) { tx -= 0.2f; } else { tx += 0.2f; } } if(fabs(ty) <= 0.2f) { ty = 0.0f; } else { if(ty > 0.0f) { ty -= 0.2f; } else { ty += 0.2f; } } rx += tx; ry += ty; if(old != pad.Buttons) { flags ^= pad.Buttons; } old = pad.Buttons; sceDisplayWaitVblankStart(); sceGuSwapBuffers(); } sceGuTerm(); sceKernelExitGame(); return 0;}
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