/* * 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("Morph Sample", 0, 1, 1); PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER); #define printf pspDebugScreenPrintf static unsigned int __attribute__((aligned(16))) list[262144]; #define max(a,b) ((a)<(b)) ? (b) : (a) #define min(a,b) ((a)<(b)) ? (a) : (b) struct Vertex { unsigned int color; ScePspFVector3 normal; ScePspFVector3 pos; }; struct MorphVertex { struct Vertex v0; struct Vertex v1; }; 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) #define ROWS (64) #define COLS (64) unsigned short __attribute__((aligned(16))) indices[(ROWS+1)*(COLS+1)*6]; struct MorphVertex __attribute__((aligned(16))) vertices[ROWS*COLS]; int main(int argc, char* argv[]) { unsigned int i,j; SetupCallbacks(); // generate sphere & cube that can blend between each other (a bit messy right now) for (i = 0; i < ROWS; ++i) { float di = (((float)i)/ROWS); float s = di * GU_PI * 2; ScePspFVector3 v = { cosf(s), cosf(s), sinf(s) }; for(j = 0; j < COLS; ++j) { unsigned short* curr = &indices[(j+(i*COLS))*6]; unsigned int i1 = (i+1)%ROWS, j1 = (j+1)%COLS; float t = (((float)j)/COLS) * GU_PI * 2; ScePspFVector3 v2 = { v.x * cosf(t), v.y * sinf(t), v.z }; ScePspFVector3 v3; // cheap mans sphere -> cube algo :D v3.x = v2.x > 0 ? min(v2.x * 10.0f,1.0f) : max(v2.x * 10.0f,-1.0f); v3.y = v2.y > 0 ? min(v2.y * 10.0f,1.0f) : max(v2.y * 10.0f,-1.0f); v3.z = v2.z > 0 ? min(v2.z * 10.0f,1.0f) : max(v2.z * 10.0f,-1.0f); vertices[j+i*COLS].v0.color = (0xff<<24)|((int)(fabsf(v2.x) * 255.0f) << 16)|((int)(fabsf(v2.y) * 255.0f) << 8)|((int)(fabsf(v2.z) * 255.0f)); vertices[j+i*COLS].v0.normal = v2; vertices[j+i*COLS].v0.pos = v2; vertices[j+i*COLS].v1.color = vertices[j+i*COLS].v0.color; vertices[j+i*COLS].v1.normal = v3; gumNormalize(&vertices[j+i*COLS].v1.normal); vertices[j+i*COLS].v1.pos = v3; // indices *curr++ = j + i * COLS; *curr++ = j1 + i * COLS; *curr++ = j + i1 * COLS; *curr++ = j1 + i * COLS; *curr++ = j1 + i1 * COLS; *curr++ = j + i1 * COLS; } } 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); sceGuDepthFunc(GU_GEQUAL); sceGuEnable(GU_DEPTH_TEST); sceGuFrontFace(GU_CW); sceGuShadeModel(GU_SMOOTH); sceGuEnable(GU_CULL_FACE); sceGuEnable(GU_LIGHTING); sceGuEnable(GU_LIGHT0); sceGuFinish(); sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f); sceGumMatrixMode(GU_VIEW); { ScePspFVector3 pos = {0.0f,0.0f,-2.5f}; sceGumLoadIdentity(); sceGumTranslate(&pos); } // run sample int val = 0; for(;;) { ScePspFVector3 lpos = { 1, 0, 1 }; sceGuStart(GU_DIRECT,list); // clear screen sceGuClearColor(0xff554433); sceGuClearDepth(0); sceGuLight(0,GU_DIRECTIONAL,GU_DIFFUSE_AND_SPECULAR,&lpos); sceGuLightColor(0,GU_DIFFUSE_AND_SPECULAR,0xffffffff); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGuSpecular(12.0f); // rotate morphing mesh sceGumMatrixMode(GU_MODEL); { ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)}; sceGumLoadIdentity(); sceGumRotateXYZ(&rot); } sceGuAmbientColor(0xffffffff); // draw cube sceGuMorphWeight(0,0.5f * sinf(val * (GU_PI/180.0f)) + 0.5f); sceGuMorphWeight(1,-0.5f * sinf(val * (GU_PI/180.0f)) + 0.5f); sceGumDrawArray(GU_TRIANGLES,GU_COLOR_8888|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_VERTICES(2)|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(indices)/sizeof(unsigned short),indices,vertices); sceGuFinish(); sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE); sceDisplayWaitVblankStart(); sceGuSwapBuffers(); val++; } 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, 0x11, 0xFA0, 0, 0); if(thid >= 0) { sceKernelStartThread(thid, 0, 0); } return thid; }