/* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * Copyright (c) 2005 Jesper Svennevid */ #include #include #include #include #include #include #include #include #include #include "../common/callbacks.h" #include "../common/vram.h" PSP_MODULE_INFO("Blend Sample", 0, 1, 1); PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER); static unsigned int __attribute__((aligned(16))) list[262144]; struct Vertex { float u,v; unsigned int color; float x,y,z; }; struct BlendState { char* name; int op; int src; int dest; unsigned int srcfix; unsigned int destfix; }; #define BUF_WIDTH (512) #define SCR_WIDTH (480) #define SCR_HEIGHT (272) #define NUM_SLICES 128 #define NUM_ROWS 128 #define RING_SIZE 2.0f #define RING_RADIUS 1.0f #define SPRITE_SIZE 0.025f unsigned int __attribute__((aligned(16))) clut256[256]; unsigned char __attribute__((aligned(16))) tex256[256*256]; struct BlendState states[] = { {"GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA", GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0}, {"GU_SUBTRACT, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA", GU_SUBTRACT, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0}, {"GU_ALPHA_ADD, GU_SRC_COLOR, GU_DST_COLOR", GU_ADD, GU_SRC_COLOR, GU_DST_COLOR, 0, 0}, {"GU_ADD, GU_FIX(0x700f7f7f), GU_FIX(0x3f3f3f00)", GU_ADD, GU_FIX, GU_FIX, 0x7f007f7f, 0x3f3f3f00}, {"GU_ADD, GU_FIX(0x7f7f7f7f), GU_FIX(0x7f7f7f7f)", GU_ADD, GU_FIX, GU_FIX, 0x7f7f7f7f, 0x7f7f7f7f} }; int curr_state = 0; float blend_time = 0; #define BLEND_LENGTH 5.0f int main(int argc, char* argv[]) { unsigned int i,j; float start, curr; struct timeval tval; setupCallbacks(); // initialize texture for (j = 0; j < 256; ++j) { for (i = 0; i < 256; ++i) { tex256[i + j * 256] = j & i; } } sceKernelDcacheWritebackAll(); pspDebugScreenInit(); // setup GU void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888); void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888); void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444); sceGuInit(); sceGuStart(GU_DIRECT,list); sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH); sceGuDepthBuffer(zbp,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); sceGuEnable(GU_BLEND); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); // run sample int offset = 0; gettimeofday(&tval,0); curr = start = tval.tv_sec + (((float)tval.tv_usec) / 1000000); while(running()) { 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 blend-mode sceGuBlendFunc(states[curr_state].op,states[curr_state].src,states[curr_state].dest,states[curr_state].srcfix,states[curr_state].destfix); // 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_RGBA); 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_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,vertices); // switch blend-modes if time has expired gettimeofday(&tval,0); curr = tval.tv_sec + (((float)tval.tv_usec) / 1000000); if ((curr-start) >= BLEND_LENGTH) { curr_state = (curr_state + 1) % (sizeof(states)/sizeof(struct BlendState)); start = curr; } // wait for next frame sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuSwapBuffers(); pspDebugScreenSetXY(0,0); pspDebugScreenPrintf("%s",states[curr_state].name); offset++; } sceGuTerm(); sceKernelExitGame(); return 0; }