⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 celshading.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
💻 C
字号:
/* * 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;}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -