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

256 lines
6.4 KiB
C

/*
* PSP Software Development Kit - https://github.com/pspdev
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* This implements unswizzled depth-fog using the hardware unswizzling
* figured out by Jeremy Fitzhardinge.
*
* Copyright (c) 2005 Jesper Svennevid
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <pspgu.h>
#include <pspgum.h>
#include <pspctrl.h>
#include "../common/callbacks.h"
#include "../common/geometry.h"
PSP_MODULE_INFO("Depth Buffer Fog Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
static unsigned int __attribute__((aligned(16))) list[262144];
#define BUFFER_WIDTH 512 // actual screen width
#define SCREEN_WIDTH 480 // visible screen width
#define SCREEN_HEIGHT 272 // visible screen height
#define SCREEN_PSM GU_PSM_8888 // screen pixel format
#define TORUS_SLICES 48 // numc
#define TORUS_ROWS 48 // numt
#define TORUS_RADIUS 1.0f
#define TORUS_THICKNESS 0.5f
TCPVertex __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];
unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];
#define ZBUFFER_LINEAR(x) (0x600000 + x)
#define ZBUFFER_SLICE 64
#define VRAM_OFFSET(x) (0x4000000 + x)
#define ZFAR_LIMIT 64
#define ZNEAR_LIMIT 256
#define FOG_COLOR 0x554433
unsigned int __attribute__((aligned(16))) fogPalette[256];
unsigned int __attribute__((aligned(16))) rawPalette[256];
void RenderFog(void* zbuffer)
{
int i;
// split in two passes since the depth buffer won't fit in a 512x512 texture when using 8-bit textures
for (i = 0; i < 2; ++i)
{
int j;
sceGuTexMode(GU_PSM_T8,0,0,0);
sceGuTexImage(0,512,512,1024,(void*)VRAM_OFFSET(ZBUFFER_LINEAR(((unsigned int)zbuffer) + i * (256*2))));
sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA);
sceGuTexFilter(GU_NEAREST,GU_NEAREST);
sceGuColor(0);
for (j = 0; j < (256/ZBUFFER_SLICE); ++j)
{
TPVertex* vertices = (TPVertex*)sceGuGetMemory(sizeof(TPVertex)*2);
// shift texture 1 pixel to avoid the 8 LSB, since they change very rapidly
vertices[0].texture.x = 1 + j*(ZBUFFER_SLICE * 2);
vertices[0].texture.y = 0;
vertices[0].position.x = j*ZBUFFER_SLICE + i * 256;
vertices[0].position.y = 0;
vertices[0].position.z = 0;
vertices[1].texture.x = 1 + (j+1)*(ZBUFFER_SLICE * 2);
vertices[1].texture.y = SCREEN_HEIGHT;
vertices[1].position.x = (j+1)*ZBUFFER_SLICE + i * 256;
vertices[1].position.y = SCREEN_HEIGHT;
vertices[1].position.z = 0;
sceGuDrawArray(GU_SPRITES,TP_VERTEX_FORMAT|GU_TRANSFORM_2D,2,0,vertices);
}
}
}
int main(int argc, char* argv[])
{
setupCallbacks();
// generate geometry & palettes
int i;
generateTorusTCP(TORUS_SLICES,TORUS_ROWS,TORUS_RADIUS,TORUS_THICKNESS,torus_vertices,torus_indices);
for (i = 0; i < 256; ++i)
{
unsigned int far = (i - ZFAR_LIMIT) < 0 ? 0 : (i - ZFAR_LIMIT);
unsigned int near = (far * 256) / (ZNEAR_LIMIT-ZFAR_LIMIT);
unsigned int k = near > 255 ? 255 : near;
fogPalette[i] = (k << 24)|FOG_COLOR;
rawPalette[i] = (i << 24)|(i << 16)|(i << 8)|i;
}
sceKernelDcacheWritebackAll();
// setup GU
sceGuInit();
void* fbp0 = guGetStaticVramBuffer(BUFFER_WIDTH,SCREEN_HEIGHT,SCREEN_PSM); // drawbuffer 1, 512x272 (480x272 visible)
void* fbp1 = guGetStaticVramBuffer(BUFFER_WIDTH,SCREEN_HEIGHT,SCREEN_PSM); // drawbuffer 2
void* zbp = guGetStaticVramBuffer(BUFFER_WIDTH,SCREEN_HEIGHT,GU_PSM_4444); // zbuffer, always 16bit
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(SCREEN_PSM,fbp0,BUFFER_WIDTH);
sceGuDispBuffer(SCREEN_WIDTH,SCREEN_HEIGHT,fbp1,BUFFER_WIDTH);
sceGuDepthBuffer(zbp,BUFFER_WIDTH);
sceGuOffset(2048 - (SCREEN_WIDTH/2),2048 - (SCREEN_HEIGHT/2));
sceGuViewport(2048,2048,SCREEN_WIDTH,SCREEN_HEIGHT);
sceGuDepthRange(65535,0);
sceGuDisable(GU_SCISSOR_TEST);
sceGuDepthFunc(GU_GEQUAL);
sceGuEnable(GU_DEPTH_TEST);
sceGuFrontFace(GU_CW);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_CLIP_PLANES);
sceGuFinish();
sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
pspDebugScreenInit();
// run sample
int val = 0;
int split = 0;
SceCtrlData oldPad;
oldPad.Buttons = 0;
sceCtrlSetSamplingCycle(0);
sceCtrlSetSamplingMode(0);
while(running())
{
sceGuStart(GU_DIRECT,list);
// switch mode if requested
SceCtrlData pad;
if (sceCtrlPeekBufferPositive(&pad,1))
{
if (pad.Buttons != oldPad.Buttons)
{
if (pad.Buttons & PSP_CTRL_CROSS)
split ^= 1;
}
oldPad = pad;
}
// clear screen
sceGuClearColor(0);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
// setup matrices for cube
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(75.0f,16.0f/9.0f,1.0f,100.0f);
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 0, 0, -5.0f + sinf(val * (GU_PI/180.0f)) * 2.5f };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(torus_indices)/sizeof(unsigned short),torus_indices,torus_vertices);
// fog using the zbuffer
sceGuEnable(GU_TEXTURE_2D);
sceGuDisable(GU_DEPTH_TEST);
sceGuDepthMask(0xffff);
sceGuColor(0);
sceGuClutMode(GU_PSM_8888,0,255,0);
sceGuClutLoad(256/8,fogPalette);
sceGuEnable(GU_BLEND);
sceGuBlendFunc(GU_ADD,GU_ONE_MINUS_SRC_ALPHA,GU_SRC_ALPHA,0,0);
RenderFog(zbp);
sceGuDisable(GU_BLEND);
// render raw fog if enabled
if (split)
{
sceGuEnable(GU_SCISSOR_TEST);
sceGuScissor(SCREEN_WIDTH/2,0,SCREEN_WIDTH,SCREEN_HEIGHT);
sceGuClutMode(GU_PSM_8888,0,255,0);
sceGuClutLoad(256/8,rawPalette);
RenderFog(zbp);
sceGuDisable(GU_SCISSOR_TEST);
}
sceGuDisable(GU_TEXTURE_2D);
sceGuEnable(GU_DEPTH_TEST);
sceGuDepthMask(0);
sceGuFinish();
sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
pspDebugScreenSetOffset((int)fbp0);
pspDebugScreenSetXY(0,0);
pspDebugScreenPrintf("X = normal/split screen");
sceDisplayWaitVblankStart();
fbp0 = sceGuSwapBuffers();
val++;
}
sceGuTerm();
sceKernelExitGame();
return 0;
}