/* * PSP Software Development Kit - https://github.com/pspdev * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * Copyright (c) 2005 Jesper Svennevid */ #include #include #include #include #include #include #include #include #include #include PSP_MODULE_INFO("Clut Sample", 0, 1, 1); PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER); static unsigned int __attribute__((aligned(16))) list[262144]; struct Vertex { float u,v; float x,y,z; }; int SetupCallbacks(); #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) unsigned int colors[8] = { 0xffff0000, 0xffff00ff, 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffffffff, 0xff00ffff }; unsigned int __attribute__((aligned(16))) clut256[256]; unsigned char __attribute__((aligned(16))) tex256[256*256]; int main(int argc, char* argv[]) { unsigned int i,j; SetupCallbacks(); // initialize texture for (j = 0; j < 256; ++j) { for (i = 0; i < 256; ++i) { tex256[i + j * 256] = j ^ i; } } sceKernelDcacheWritebackAll(); // setup GU sceGuInit(); sceGuStart(GU_DIRECT,list); sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)FRAME_SIZE,BUF_WIDTH); sceGuDepthBuffer((void*)(FRAME_SIZE*2),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); sceGuFrontFace(GU_CW); sceGuEnable(GU_TEXTURE_2D); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGuFinish(); sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); // run sample int offset = 0; for(;;) { sceGuStart(GU_DIRECT,list); // animate palette unsigned int* clut = (unsigned int*)(((unsigned int)clut256)|0x40000000); for (i = 0; i < 256; ++i) { unsigned int j = (i + offset)&0xff; *(clut++) = (j << 24)|(j << 16)|(j << 8)|(j); } // clear screen sceGuClearColor(0xff00ff); sceGuClear(GU_COLOR_BUFFER_BIT); // setup CLUT texture sceGuClutMode(GU_PSM_8888,0,0xff,0); // 32-bit palette sceGuClutLoad((256/8),clut256); // upload 32*8 entries (256) sceGuTexMode(GU_PSM_T8,0,0,0); // 8-bit image sceGuTexImage(0,256,256,256,tex256); sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGB); sceGuTexFilter(GU_LINEAR,GU_LINEAR); sceGuTexScale(1.0f,1.0f); sceGuTexOffset(0.0f,0.0f); sceGuAmbientColor(0xffffffff); // render sprite sceGuColor(0xffffffff); struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex)); vertices[0].u = 0; vertices[0].v = 0; vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0; vertices[1].u = 256; vertices[1].v = 256; vertices[1].x = 480; vertices[1].y = 272; vertices[1].z = 0; sceGuDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,vertices); // wait for next frame sceGuFinish(); sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE); sceDisplayWaitVblankStart(); sceGuSwapBuffers(); offset++; } sceGuTerm(); sceKernelExitGame(); return 0; } /* Exit callback */ int exit_callback(int arg1, int arg2, void *common) { sceKernelExitGame(); return 0; } /* Callback thread */ int CallbackThread(SceSize args, void *argp) { int cbid; cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL); sceKernelRegisterExitCallback(cbid); sceKernelSleepThreadCB(); return 0; } /* Sets up the callback thread and returns its thread id */ int SetupCallbacks(void) { int thid = 0; thid = sceKernelCreateThread("update_thread", CallbackThread, 0x18, 0xFA0, 0, 0); if(thid >= 0) { sceKernelStartThread(thid, 0, 0); } return thid; }