mirror of
https://github.com/pspdev/pspsdk.git
synced 2025-12-25 13:04:59 +00:00
189 lines
4.0 KiB
C
189 lines
4.0 KiB
C
/*
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* PSP Software Development Kit - https://github.com/pspdev
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* -----------------------------------------------------------------------
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* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
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*
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* Copyright (c) 2005 Jesper Svennevid
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*/
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <psptypes.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <time.h>
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#include <pspgu.h>
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PSP_MODULE_INFO("Clut Sample", 0, 1, 1);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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static unsigned int __attribute__((aligned(16))) list[262144];
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struct Vertex
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{
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float u,v;
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float x,y,z;
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};
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int SetupCallbacks();
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#define BUF_WIDTH (512)
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#define SCR_WIDTH (480)
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#define SCR_HEIGHT (272)
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#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
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#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
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unsigned int colors[8] =
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{
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0xffff0000,
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0xffff00ff,
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0xff0000ff,
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0xff00ffff,
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0xff00ff00,
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0xffffff00,
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0xffffffff,
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0xff00ffff
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};
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unsigned int __attribute__((aligned(16))) clut256[256];
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unsigned char __attribute__((aligned(16))) tex256[256*256];
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int main(int argc, char* argv[])
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{
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unsigned int i,j;
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SetupCallbacks();
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// initialize texture
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for (j = 0; j < 256; ++j)
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{
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for (i = 0; i < 256; ++i)
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{
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tex256[i + j * 256] = j ^ i;
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}
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}
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sceKernelDcacheWritebackAll();
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// setup GU
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sceGuInit();
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sceGuStart(GU_DIRECT,list);
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sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
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sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)FRAME_SIZE,BUF_WIDTH);
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sceGuDepthBuffer((void*)(FRAME_SIZE*2),BUF_WIDTH);
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sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
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sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
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sceGuDepthRange(0xc350,0x2710);
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sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuFrontFace(GU_CW);
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sceGuEnable(GU_TEXTURE_2D);
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sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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sceDisplayWaitVblankStart();
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sceGuDisplay(GU_TRUE);
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// run sample
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int offset = 0;
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for(;;)
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{
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sceGuStart(GU_DIRECT,list);
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// animate palette
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unsigned int* clut = (unsigned int*)(((unsigned int)clut256)|0x40000000);
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for (i = 0; i < 256; ++i)
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{
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unsigned int j = (i + offset)&0xff;
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*(clut++) = (j << 24)|(j << 16)|(j << 8)|(j);
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}
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// clear screen
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sceGuClearColor(0xff00ff);
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sceGuClear(GU_COLOR_BUFFER_BIT);
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// setup CLUT texture
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sceGuClutMode(GU_PSM_8888,0,0xff,0); // 32-bit palette
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sceGuClutLoad((256/8),clut256); // upload 32*8 entries (256)
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sceGuTexMode(GU_PSM_T8,0,0,0); // 8-bit image
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sceGuTexImage(0,256,256,256,tex256);
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sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGB);
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sceGuTexFilter(GU_LINEAR,GU_LINEAR);
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sceGuTexScale(1.0f,1.0f);
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sceGuTexOffset(0.0f,0.0f);
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sceGuAmbientColor(0xffffffff);
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// render sprite
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sceGuColor(0xffffffff);
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struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
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vertices[0].u = 0; vertices[0].v = 0;
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vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0;
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vertices[1].u = 256; vertices[1].v = 256;
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vertices[1].x = 480; vertices[1].y = 272; vertices[1].z = 0;
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sceGuDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,vertices);
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// wait for next frame
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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sceDisplayWaitVblankStart();
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sceGuSwapBuffers();
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offset++;
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}
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sceGuTerm();
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sceKernelExitGame();
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return 0;
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}
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/* Exit callback */
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int exit_callback(int arg1, int arg2, void *common)
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{
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sceKernelExitGame();
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return 0;
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}
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/* Callback thread */
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int CallbackThread(SceSize args, void *argp)
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{
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int cbid;
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cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
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sceKernelRegisterExitCallback(cbid);
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sceKernelSleepThreadCB();
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return 0;
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}
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/* Sets up the callback thread and returns its thread id */
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int SetupCallbacks(void)
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{
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int thid = 0;
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thid = sceKernelCreateThread("update_thread", CallbackThread, 0x18, 0xFA0, 0, 0);
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if(thid >= 0)
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{
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sceKernelStartThread(thid, 0, 0);
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}
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return thid;
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}
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