Files
pspsdk/src/samples/gu/morph/morph.c
Stéphane Blondon 79ac3b7d71 refacto: replace magical values
Hexadecimal constants are replaced by the same value, defined by the FRAME_SIZE macro. These changes are based on the same replacement already done in clut.c.
2025-05-06 13:57:12 +02:00

231 lines
5.4 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 <pspgu.h>
#include <pspgum.h>
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;
}