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| 1 | +#include <pspkernel.h> |
| 2 | +#include <pspctrl.h> |
| 3 | +#include <pspdisplay.h> |
| 4 | +#include <pspgu.h> |
| 5 | + |
| 6 | +#define STB_IMAGE_IMPLEMENTATION |
| 7 | +#include <stb_image.h> |
| 8 | + |
| 9 | +PSP_MODULE_INFO("texture", 0, 1, 0); |
| 10 | +PSP_MAIN_THREAD_ATTR(THREAD_ATTR_VFPU | THREAD_ATTR_USER); |
| 11 | + |
| 12 | +#define BUFFER_WIDTH 512 |
| 13 | +#define BUFFER_HEIGHT 272 |
| 14 | +#define SCREEN_WIDTH 480 |
| 15 | +#define SCREEN_HEIGHT BUFFER_HEIGHT |
| 16 | + |
| 17 | +typedef struct |
| 18 | +{ |
| 19 | + float u, v; |
| 20 | + uint32_t colour; |
| 21 | + float x, y, z; |
| 22 | +} TextureVertex; |
| 23 | + |
| 24 | +typedef struct |
| 25 | +{ |
| 26 | + int width, height; |
| 27 | + uint32_t * data; |
| 28 | +} Texture; |
| 29 | + |
| 30 | +char list[0x20000] __attribute__((aligned(64))); |
| 31 | + |
| 32 | +void * fbp0; |
| 33 | +void * fbp1; |
| 34 | +Texture texture; |
| 35 | +int running; |
| 36 | + |
| 37 | +int exit_callback(int arg1, int arg2, void *common) { |
| 38 | + running = 0; |
| 39 | + return 0; |
| 40 | +} |
| 41 | + |
| 42 | +int callback_thread(SceSize args, void *argp) { |
| 43 | + int cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL); |
| 44 | + sceKernelRegisterExitCallback(cbid); |
| 45 | + sceKernelSleepThreadCB(); |
| 46 | + return 0; |
| 47 | +} |
| 48 | + |
| 49 | +int setup_callbacks(void) { |
| 50 | + int thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, 0); |
| 51 | + if(thid >= 0) |
| 52 | + sceKernelStartThread(thid, 0, 0); |
| 53 | + return thid; |
| 54 | +} |
| 55 | + |
| 56 | +void initGu(){ |
| 57 | + sceGuInit(); |
| 58 | + |
| 59 | + fbp0 = guGetStaticVramBuffer(BUFFER_WIDTH, BUFFER_HEIGHT, GU_PSM_8888); |
| 60 | + fbp1 = guGetStaticVramBuffer(BUFFER_WIDTH, BUFFER_HEIGHT, GU_PSM_8888); |
| 61 | + |
| 62 | + //Set up buffers |
| 63 | + sceGuStart(GU_DIRECT, list); |
| 64 | + sceGuDrawBuffer(GU_PSM_8888, fbp0, BUFFER_WIDTH); |
| 65 | + sceGuDispBuffer(SCREEN_WIDTH,SCREEN_HEIGHT,fbp1, BUFFER_WIDTH); |
| 66 | + |
| 67 | + // We do not care about the depth buffer in this example |
| 68 | + sceGuDepthBuffer(fbp0, 0); // Set depth buffer to a length of 0 |
| 69 | + sceGuDisable(GU_DEPTH_TEST); // Disable depth testing |
| 70 | + |
| 71 | + //Set up viewport |
| 72 | + sceGuOffset(2048 - (SCREEN_WIDTH / 2), 2048 - (SCREEN_HEIGHT / 2)); |
| 73 | + sceGuViewport(2048, 2048, SCREEN_WIDTH, SCREEN_HEIGHT); |
| 74 | + sceGuEnable(GU_SCISSOR_TEST); |
| 75 | + sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); |
| 76 | + |
| 77 | + // Start a new frame and enable the display |
| 78 | + sceGuFinish(); |
| 79 | + sceGuDisplay(GU_TRUE); |
| 80 | +} |
| 81 | + |
| 82 | +void endGu(){ |
| 83 | + sceGuDisplay(GU_FALSE); |
| 84 | + sceGuTerm(); |
| 85 | +} |
| 86 | + |
| 87 | +void startFrame(){ |
| 88 | + sceGuStart(GU_DIRECT, list); |
| 89 | + sceGuClearColor(0xFFFFFFFF); // White background |
| 90 | + sceGuClear(GU_COLOR_BUFFER_BIT); |
| 91 | +} |
| 92 | + |
| 93 | +void endFrame(){ |
| 94 | + sceGuFinish(); |
| 95 | + sceGuSync(0, 0); |
| 96 | + sceDisplayWaitVblankStart(); |
| 97 | + sceGuSwapBuffers(); |
| 98 | +} |
| 99 | + |
| 100 | +void drawTexture(float x, float y, float w, float h) { |
| 101 | + static TextureVertex vertices[2]; |
| 102 | + |
| 103 | + vertices[0].u = 0.0f; |
| 104 | + vertices[0].v = 0.0f; |
| 105 | + vertices[0].colour = 0xFFFFFFFF; |
| 106 | + vertices[0].x = x; |
| 107 | + vertices[0].y = y; |
| 108 | + vertices[0].z = 0.0f; |
| 109 | + |
| 110 | + vertices[1].u = w; |
| 111 | + vertices[1].v = h; |
| 112 | + vertices[1].colour = 0xFFFFFFFF; |
| 113 | + vertices[1].x = x + w; |
| 114 | + vertices[1].y = y + h; |
| 115 | + vertices[1].z = 0.0f; |
| 116 | + |
| 117 | + sceGuTexMode(GU_PSM_8888, 0, 0, GU_FALSE); |
| 118 | + sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB); |
| 119 | + sceGuTexImage(0, texture.width, texture.height, texture.width, texture.data); |
| 120 | + |
| 121 | + sceGuEnable(GU_TEXTURE_2D); |
| 122 | + sceGuDrawArray(GU_SPRITES, GU_COLOR_8888 | GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, vertices); |
| 123 | + sceGuDisable(GU_TEXTURE_2D); |
| 124 | +} |
| 125 | + |
| 126 | + |
| 127 | +int main() { |
| 128 | + initGu(); |
| 129 | + |
| 130 | + texture.data = (uint32_t *) stbi_load("grass.png", &texture.width, &texture.height, NULL, 4); |
| 131 | + |
| 132 | + running = 1; |
| 133 | + while(running){ |
| 134 | + startFrame(); |
| 135 | + |
| 136 | + drawTexture(SCREEN_WIDTH / 2 - 8, SCREEN_HEIGHT / 2 - 8, 16, 16); |
| 137 | + |
| 138 | + endFrame(); |
| 139 | + } |
| 140 | + |
| 141 | + return 0; |
| 142 | +} |
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