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📄 simplecube.c

📁 Simple Cube plotting using frame buffers
💻 C
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#include <stdio.h>#include <stdlib.h>#include <math.h>#include <pthread.h>#include <altivec.h>#include <fcntl.h>#include <unistd.h>#include <stdint.h>#include <sys/ioctl.h>#include <linux/fb.h>#include <asm/ps3fb.h>#include <perspective_matrix4x4.h>#include <identity_matrix4x4.h>#include <mult_matrix4x4.h>#include <xform_vec4.h>#include "matrixLookAtLH.h"#include "matrixPerspectiveFovLH.h"#include "matrixRotate.h"#include "vertex.h"#include "cube.h"#include "homDivide.h"#include "cp_vt.h"#include "cp_fb.h"#include "bresenham.h"#define PI 3.14159265358979323846void *draw(void *arg);	extern float cubeVB[32] __attribute__((aligned(16)));extern vertexP cubeIB[12];extern uint32_t posCnt;extern uint32_t ibCnt;cp_vt vt;cp_fb fb;uint32_t frame_ndx        = 0;int main(void){	//Build The Cube	buildCube();		//Get xres and yres	const int   fb_file           = open( "/dev/fb0", O_RDWR );    const int   open_fb_error     = (fb_file >> ((sizeof(int)*8)-1));    if ( open_fb_error < 0 )    {        printf("Could not open /dev/fb0. Check permissions\n");        return (-1);    }    struct ps3fb_ioctl_res res;    int ps3_screeninfo_error = ioctl(fb_file, PS3FB_IOCTL_SCREENINFO, (unsigned long)&res);    if ( ps3_screeninfo_error == -1 ){        printf("Warning: PS3FB_IOCTL_SCREENINFO Failed\n");    	close( fb_file );    	return (-1);    }    	float xres = (float)res.xres;	float yres = (float)res.yres;	float xoff = (float)res.xoff;	float yoff = (float)res.yoff;  	    int close_fb_error = close( fb_file );    if ( close_fb_error == -1 )    {        printf("Warning: Could not close file handle used for /dev/fb0\n");    }		//Viewport Transform Matrix	float vp[16] __attribute__((aligned(16))) = { (xres / 2.0f), 0.0f, 0.0f, 0.0f,												0.0f, (yres / 2.0f), 0.0f, 0.0f,												0.0f, 0.0f, 1.0f, 0.0f,												xoff + (xres / 2.0f), yoff + (yres / 2.0f), 0.0f, 1.0f};	//Projection Transform Matrix	float proj[16] __attribute__((aligned(16)));	matrixPerspectiveFovLH((vector float*)proj, (float)PI * 0.25f, xres / yres, 1.0f, 5000.0f);	//View Transform Matrix	float view[16] __attribute__((aligned(16)));	matrixLookAtLH((vector float*)view, (vector float){5.0f, 3.0f, -5.0f, 0.0f},										(vector float){0.0f, 0.0f, 0.0f, 0.0f},										(vector float){0.0f, 1.0f, 0.0f, 0.0f});			//World Transform Matrix	float world[16] __attribute__((aligned(16)));	_identity_matrix4x4((vector float*)world);	// WorldViewProjection Transform Matrix	float wvp[16] __attribute__((aligned(16)));	float temp[16] __attribute__((aligned(16)));	_mult_matrix4x4((vector float*)temp, (vector float*)world, (vector float*)view);	_mult_matrix4x4((vector float*)wvp, (vector float*)temp, (vector float*)proj);	//Send Vertex Data through WorldViewProjection Pipeline	uint32_t bvcnt = posCnt / 4;	float transVB[32] __attribute__((aligned(16)));	vector float *transVBvp = (vector float*) transVB;	vector float *cubeVBvp = (vector float*) cubeVB;	for (int i = 0; i < bvcnt; i++) 			transVBvp[i] = _xform_vec4( cubeVBvp[i], (vector float*) wvp);				//Homogenous Divide	for(uint32_t i = 0; i < posCnt; i+=4)					homDivide(&transVB[i]);	//Send Normalized Device Coordinaties to Viewport Transform	for (int i = 0; i < bvcnt; i++) 			transVBvp[i] = _xform_vec4( transVBvp[i], (vector float*) vp);	// Open Virtual Framebuffer - Thank You, Mike!			// Code and Examples available at http://www.cellperformance.com    cp_vt_open_graphics(&vt);    cp_fb_open(&fb);   	uint32_t* restrict frame_top = (uint32_t*)fb.draw_addr[ frame_ndx ];   	uint32_t stride = fb.stride;	float an = 5.0f;	float deg = (float)PI / 180.0;		pthread_t drawThread;    	float rot[16] __attribute__((aligned(16)));	float rotX[16] __attribute__((aligned(16)));	float rotY[16] __attribute__((aligned(16)));	float rotZ[16] __attribute__((aligned(16)));	float temp2[16] __attribute__((aligned(16)));        for(int i=0; i < ibCnt; i++){    		drawLine(frame_top, (uint32_t)transVB[cubeIB[i].pos1 * 4], (uint32_t)transVB[(cubeIB[i].pos1 * 4) +1], (uint32_t)transVB[cubeIB[i].pos2 * 4], (uint32_t)transVB[(cubeIB[i].pos2 * 4) +1 ], stride);    		drawLine(frame_top, (uint32_t)transVB[cubeIB[i].pos1 * 4], (uint32_t)transVB[(cubeIB[i].pos1 * 4) +1], (uint32_t)transVB[cubeIB[i].pos3 * 4], (uint32_t)transVB[(cubeIB[i].pos3 * 4) +1 ], stride);    		drawLine(frame_top, (uint32_t)transVB[cubeIB[i].pos2 * 4], (uint32_t)transVB[(cubeIB[i].pos2 * 4) +1], (uint32_t)transVB[cubeIB[i].pos3 * 4], (uint32_t)transVB[(cubeIB[i].pos3 * 4) +1 ], stride);    	}    	//Draw To Screen	time_t start = time(NULL);	int i = 1;	while(1){		if(pthread_create(&drawThread, NULL, draw, NULL)){			abort();			break;		}		time_t end = time(NULL);		if (difftime(end, start) > 15) break;	    frame_ndx  ^= 0x01;		frame_top = (uint32_t*)fb.draw_addr[ frame_ndx ];	    memset( frame_top, 0xF7, fb.h * fb.stride * 4);	    float angle = an * deg;		rotateX(rotX, angle);		rotateY(rotY, angle);		rotateZ(rotZ, angle);		if (an >= 360.0f)			an = 0.0f;		else			an += 5.0f;		_mult_matrix4x4((vector float*)temp2, (vector float*)rotX, (vector float*)rotY);		_mult_matrix4x4((vector float*)rot, (vector float*)temp2, (vector float*)rotZ);		_mult_matrix4x4((vector float*)temp, (vector float*)rot, (vector float*)view);		_mult_matrix4x4((vector float*)wvp, (vector float*)temp, (vector float*)proj);			//Send Vertex Data through WorldViewProjection Pipeline		for (int i = 0; i < bvcnt; i++) 			transVBvp[i] = _xform_vec4( cubeVBvp[i], (vector float*) wvp);					//Homogenous Divide		for(uint32_t i = 0; i < posCnt; i+=4)					homDivide(&transVB[i]);		//Send Normalized Device Coordinaties to Viewport Transform		for (int i = 0; i < bvcnt; i++) 			transVBvp[i] = _xform_vec4( transVBvp[i], (vector float*) vp);   		for(int i=0; i < ibCnt; i++){    		drawLine(frame_top, (uint32_t)transVB[cubeIB[i].pos1 * 4], (uint32_t)transVB[(cubeIB[i].pos1 * 4) +1], (uint32_t)transVB[cubeIB[i].pos2 * 4], (uint32_t)transVB[(cubeIB[i].pos2 * 4) +1 ], stride);    		drawLine(frame_top, (uint32_t)transVB[cubeIB[i].pos1 * 4], (uint32_t)transVB[(cubeIB[i].pos1 * 4) +1], (uint32_t)transVB[cubeIB[i].pos3 * 4], (uint32_t)transVB[(cubeIB[i].pos3 * 4) +1 ], stride);    		drawLine(frame_top, (uint32_t)transVB[cubeIB[i].pos2 * 4], (uint32_t)transVB[(cubeIB[i].pos2 * 4) +1], (uint32_t)transVB[cubeIB[i].pos3 * 4], (uint32_t)transVB[(cubeIB[i].pos3 * 4) +1 ], stride);   		} 		if(pthread_join(drawThread, NULL)){				abort();				break;		} 		i++;			} 	   	//Clean Up   	if(pthread_join(drawThread, NULL)){				abort();		}   cp_vt_close(&vt);   cp_fb_close(&fb);   printf("%.2f fps\n", (float) i / (float) 15);	return 0;}void *draw(void *arg){    cp_fb_wait_vsync( &fb );    cp_fb_flip( &fb, frame_ndx );    return NULL;}

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