Files
pspsdk/src/samples/gu/reflection/reflection.c
Francisco Javier Trujillo Mata 86f7e0deed Stop using magic numbers for sceGuSync
2025-04-10 20:15:47 +02:00

306 lines
7.6 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
* Copyright (c) 2005 McZonk <mczonk@gmx.net>
*/
#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("Reflection Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
#define printf pspDebugScreenPrintf
static unsigned int __attribute__((aligned(16))) list[262144];
extern unsigned char logo_start[];
struct Vertex
{
float u, v;
unsigned int color;
float x,y,z;
};
struct Vertex __attribute__((aligned(16))) obj[36] = {
{0, 0, 0xff6666ff,-1,-1, 1},
{1, 0, 0xff6666ff, 1,-1, 1},
{1, 1, 0xff6666ff, 1, 1, 1},
{0, 0, 0xff6666ff,-1,-1, 1},
{1, 1, 0xff6666ff, 1, 1, 1},
{0, 1, 0xff6666ff,-1, 1, 1},
{1, 1, 0xff66ff66, 1, 1, 1},
{0, 1, 0xff66ff66, 1,-1, 1},
{0, 0, 0xff66ff66, 1,-1,-1},
{1, 1, 0xff66ff66, 1, 1, 1},
{0, 0, 0xff66ff66, 1,-1,-1},
{1, 0, 0xff66ff66, 1, 1,-1},
{0, 1, 0xffff6666,-1, 1, 1},
{0, 0, 0xffff6666, 1, 1, 1},
{1, 0, 0xffff6666, 1, 1,-1},
{0, 1, 0xffff6666,-1, 1, 1},
{1, 0, 0xffff6666, 1, 1,-1},
{1, 1, 0xffff6666,-1, 1,-1},
{1, 1, 0xff6666ff, 1,-1,-1},
{0, 1, 0xff6666ff,-1,-1,-1},
{0, 0, 0xff6666ff,-1, 1,-1},
{1, 1, 0xff6666ff, 1,-1,-1},
{0, 0, 0xff6666ff,-1, 1,-1},
{1, 0, 0xff6666ff, 1, 1,-1},
{1, 0, 0xff66ff66,-1,-1,-1},
{1, 1, 0xff66ff66,-1,-1, 1},
{0, 1, 0xff66ff66,-1, 1, 1},
{1, 0, 0xff66ff66,-1,-1,-1},
{0, 1, 0xff66ff66,-1, 1, 1},
{0, 0, 0xff66ff66,-1, 1,-1},
{0, 1, 0xffff6666,-1,-1,-1},
{0, 0, 0xffff6666, 1,-1,-1},
{1, 0, 0xffff6666, 1,-1, 1},
{0, 1, 0xffff6666,-1,-1,-1},
{1, 0, 0xffff6666, 1,-1, 1},
{1, 1, 0xffff6666,-1,-1, 1},
};
struct Vertex __attribute__((aligned(16))) mirror[6] = {
{0, 0, 0xaa000000, -2.0f, 0, -2.0f},
{2, 2, 0xaa000000, 2.0f, 0, 2.0f},
{2, 0, 0xaa000000, 2.0f, 0, -2.0f},
{0, 0, 0xaa000000, -2.0f, 0, -2.0f},
{0, 2, 0xaa000000, -2.0f, 0, 2.0f},
{2, 2, 0xaa000000, 2.0f, 0, 2.0f}
};
struct Vertex __attribute__((aligned(16))) border[6] = {
{0, 0, 0xff0055aa, -2.125f, -0.01, -2.125f},
{2, 2, 0xff0055aa, 2.125f, -0.01, 2.125f},
{2, 0, 0xff0055aa, 2.125f, -0.01, -2.125f},
{0, 0, 0xff0055aa, -2.125f, -0.01, -2.125f},
{0, 2, 0xff0055aa, -2.125f, -0.01, 2.125f},
{2, 2, 0xff0055aa, 2.125f, -0.01, 2.125f}
};
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 ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */
int main(int argc, char* argv[])
{
SetupCallbacks();
// setup GU
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH);
sceGuDepthBuffer((void*)0x110000,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_CCW);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_CULL_FACE);
sceGuFinish();
sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// run sample
int val = 0;
for(;;)
{
float move = sinf(((float)val / 180.0f) * GU_PI);
if(move < 0) {
move *= -1;
}
move += 1;
float rot = ((float)val / 180.0f) * GU_PI;
sceGuStart(GU_DIRECT,list);
// clear screen
sceGuClearColor(0xff554433);
sceGuClearDepth(0);
sceGuClearStencil(0);
sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
// setup matrices for cube
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(60.0f,16.0f/9.0f,0.5f,1000.0f);
sceGumMatrixMode(GU_VIEW);
{
ScePspFVector3 pos = {0,-0.5f,-5.5f};
ScePspFVector3 rot = {(30.0f * GU_PI) / 180.0f, (val * 0.2f * GU_PI) / 180.0f, 0.0f};
sceGumLoadIdentity();
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
// draw mirrored view
sceGumPushMatrix();
{
ScePspFVector3 scale = {1,-1,1};
sceGumScale(&scale);
}
sceGuFrontFace(GU_CCW);
sceGuEnable(GU_STENCIL_TEST); // Stencil test
sceGuDepthMask(GU_TRUE);
sceGuStencilFunc(GU_ALWAYS, 1, 1); // always set 1 bit in 1 bit mask
sceGuStencilOp(GU_KEEP, GU_KEEP, GU_REPLACE); // keep value on failed test (fail and zfail) and replace on pass
sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, mirror);
sceGuDepthMask(GU_FALSE);
sceGuTexMode(GU_PSM_4444,0,0,0);
sceGuTexImage(0,64,64,64,logo_start);
sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
sceGuEnable(GU_TEXTURE_2D);
sceGuFrontFace(GU_CW);
sceGuStencilFunc(GU_EQUAL, 1, 1); // allow drawing where stencil is 1
sceGuStencilOp(GU_KEEP, GU_KEEP, GU_KEEP); // keep the stencil buffer unchanged
{
ScePspFVector3 pos = {0,move,0};
ScePspFVector3 rvec = {0,rot * -0.83f, 0};
sceGumTranslate(&pos);
sceGumRotateXYZ(&rvec);
}
sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 36, 0, obj);
sceGuDisable(GU_TEXTURE_2D);
sceGuDisable(GU_STENCIL_TEST);
sceGumPopMatrix();
// draw normal view
sceGuEnable(GU_TEXTURE_2D);
sceGuTexMode(GU_PSM_4444,0,0,0);
sceGuTexImage(0,64,64,64,logo_start);
sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
sceGuFrontFace(GU_CCW);
sceGuEnable(GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, mirror);
sceGuDisable(GU_BLEND);
sceGuDisable(GU_TEXTURE_2D);
sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, border);
sceGuEnable(GU_TEXTURE_2D);
sceGuTexMode(GU_PSM_4444,0,0,0);
sceGuTexImage(0,64,64,64,logo_start);
sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
{
ScePspFVector3 pos = {0,move,0};
ScePspFVector3 rvec = {0,rot * -0.83f, 0};
sceGumTranslate(&pos);
sceGumRotateXYZ(&rvec);
}
sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 36, 0, obj);
sceGuDisable(GU_TEXTURE_2D);
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;
}