Files
pspsdk/src/samples/gu/clut/clut.c
2025-05-06 08:19:16 +02:00

189 lines
4.0 KiB
C

/*
* 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 <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <psptypes.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <time.h>
#include <pspgu.h>
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;
}