I'm trying with the pspsdk rendertarget sample and sceGuCopyImage, but with no result.
Here is the code
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/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* rendertarget.c - Sample to demonstrate usage of ofscreen
* texture as a render target
*
* Copyright (c) 2005 Jesper Svennevid
* Copyright (c) 2005 Renaldas Zioma <[email protected]>
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <pspge.h>
#include <pspgu.h>
#include <pspgum.h>
PSP_MODULE_INFO("RenderTarget Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
#define printf pspDebugScreenPrintf
static unsigned int __attribute__((aligned(16))) list[262144];
typedef struct Vertex_ColorUV
{
float u, v;
unsigned int color;
float x,y,z;
} Vertex_ColorUV;
typedef struct Vertex_Normal
{
float nx,ny,nz;
float x,y,z;
} Vertex_Normal;
typedef struct Texture
{
int format;
int mipmap;
int width, height, stride;
const void* data;
} Texture;
/* cube */
Vertex_ColorUV __attribute__((aligned(16))) cube_vertices[12*3] =
{
{0, 0, 0xff7f0000,-1,-1, 1}, // 0
{1, 0, 0xff7f0000,-1, 1, 1}, // 4
{1, 1, 0xff7f0000, 1, 1, 1}, // 5
{0, 0, 0xff7f0000,-1,-1, 1}, // 0
{1, 1, 0xff7f0000, 1, 1, 1}, // 5
{0, 1, 0xff7f0000, 1,-1, 1}, // 1
{0, 0, 0xff7f0000,-1,-1,-1}, // 3
{1, 0, 0xff7f0000, 1,-1,-1}, // 2
{1, 1, 0xff7f0000, 1, 1,-1}, // 6
{0, 0, 0xff7f0000,-1,-1,-1}, // 3
{1, 1, 0xff7f0000, 1, 1,-1}, // 6
{0, 1, 0xff7f0000,-1, 1,-1}, // 7
{0, 0, 0xff007f00, 1,-1,-1}, // 0
{1, 0, 0xff007f00, 1,-1, 1}, // 3
{1, 1, 0xff007f00, 1, 1, 1}, // 7
{0, 0, 0xff007f00, 1,-1,-1}, // 0
{1, 1, 0xff007f00, 1, 1, 1}, // 7
{0, 1, 0xff007f00, 1, 1,-1}, // 4
{0, 0, 0xff007f00,-1,-1,-1}, // 0
{1, 0, 0xff007f00,-1, 1,-1}, // 3
{1, 1, 0xff007f00,-1, 1, 1}, // 7
{0, 0, 0xff007f00,-1,-1,-1}, // 0
{1, 1, 0xff007f00,-1, 1, 1}, // 7
{0, 1, 0xff007f00,-1,-1, 1}, // 4
{0, 0, 0xff00007f,-1, 1,-1}, // 0
{1, 0, 0xff00007f, 1, 1,-1}, // 1
{1, 1, 0xff00007f, 1, 1, 1}, // 2
{0, 0, 0xff00007f,-1, 1,-1}, // 0
{1, 1, 0xff00007f, 1, 1, 1}, // 2
{0, 1, 0xff00007f,-1, 1, 1}, // 3
{0, 0, 0xff00007f,-1,-1,-1}, // 4
{1, 0, 0xff00007f,-1,-1, 1}, // 7
{1, 1, 0xff00007f, 1,-1, 1}, // 6
{0, 0, 0xff00007f,-1,-1,-1}, // 4
{1, 1, 0xff00007f, 1,-1, 1}, // 6
{0, 1, 0xff00007f, 1,-1,-1}, // 5
};
/* torus */
#define TORUS_SLICES 48 // numc
#define TORUS_ROWS 48 // numt
#define TORUS_RADIUS 1.0f
#define TORUS_THICKNESS 0.5f
Vertex_Normal __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];
unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];
int SetupCallbacks();
void genTorus( unsigned slices, unsigned rows, float radius, float thickness,
Vertex_Normal* dstVertices, unsigned short* dstIndices );
#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? */
void drawCube( Texture* texture, int val )
{
// setup matrices for cube
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);
}
sceGumMatrixMode(GU_MODEL);
{
ScePspFVector3 rot = {val * 0.263f * (GU_PI/180.0f), val * 0.32f * (GU_PI/180.0f), val * 0.44f * (GU_PI/180.0f)};
sceGumLoadIdentity();
sceGumRotateXYZ(&rot);
}
// setup texture
sceGuTexMode(texture->format,0,0,0);
sceGuTexImage(texture->mipmap,texture->width,texture->height,texture->stride,texture->data);
sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
sceGuAmbientColor(0xffffffff);
sceGuEnable(GU_TEXTURE_2D);
// draw cube
sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cube_vertices);
sceGuDisable(GU_TEXTURE_2D);
}
void drawTorus( int val )
{
// setup a light
ScePspFVector3 dir = { 0, 0, 1 };
sceGuLight(0,GU_DIRECTIONAL,GU_DIFFUSE,&dir);
sceGuLightColor(0,GU_DIFFUSE,0x00ff4040 );
sceGuLightAtt(0,1.0f,0.0f,0.0f);
sceGuAmbient(0x00202020);
// setup texture
sceGuDisable(GU_TEXTURE_2D);
sceGuEnable(GU_LIGHTING);
sceGuEnable(GU_LIGHT0);
// setup matrices for torus
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);
}
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);
}
// draw torus
sceGuColor(0xffffff);
sceGumDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(torus_indices)/sizeof(unsigned short),torus_indices,torus_vertices);
// restore state
sceGuDisable(GU_LIGHTING);
sceGuDisable(GU_LIGHT0);
sceGuEnable(GU_TEXTURE_2D);
}
int main(int argc, char* argv[])
{
SetupCallbacks();
// generate geometry
genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );
// flush cache so that no stray data remains
sceKernelDcacheWritebackAll();
// setup Edram buffers
void* frameBuffer = (void*)0;
const void* doubleBuffer = (void*)0x44000;
const void* renderTarget = (void*)0x88000;
const void* depthBuffer = (void*)0x110000;
// setup GU
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_4444,frameBuffer,BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)doubleBuffer,BUF_WIDTH);
sceGuDepthBuffer((void*)depthBuffer,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_TEXTURE_2D);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// run sample
int val = 0;
Texture offscreenTexture = {
GU_PSM_4444,
0, 128, 128, 128,
sceGeEdramGetAddr() + (int)renderTarget
};
for(;;)
{
sceGuStart(GU_DIRECT,list);
{
sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,offscreenTexture.stride);
// setup viewport
sceGuOffset(2048 - (offscreenTexture.width/2),2048 - (offscreenTexture.height/2));
sceGuViewport(2048,2048,offscreenTexture.width,offscreenTexture.height);
// clear screen
sceGuClearColor(0xffffffff);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
// draw torus to offscreen texture
drawTorus( val );
}
{
// set frame buffer
sceGuDrawBufferList(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);
// setup viewport
sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
// clear screen
sceGuClearColor(0xff554433);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
// draw cube using offscreen texture
drawCube( &offscreenTexture, val );
}
sceGuCopyImage(GU_PSM_4444,0,0,480,272,512,(void*)(0x04000000+(u32)frameBuffer),0,0,128,offscreenTexture.data);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
frameBuffer = 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;
}
/* usefull geometry functions */
void genTorus( unsigned slices, unsigned rows, float radius, float thickness, Vertex_Normal* dstVertices, unsigned short* dstIndices )
{
unsigned int i,j;
// generate torus (TODO: tri-strips)
for (j = 0; j < slices; ++j)
{
for (i = 0; i < rows; ++i)
{
struct Vertex_Normal* curr = &dstVertices[i+j*rows];
float s = i + 0.5f;
float t = j;
float cs,ct,ss,st;
cs = cosf(s * (2*GU_PI)/slices);
ct = cosf(t * (2*GU_PI)/rows);
ss = sinf(s * (2*GU_PI)/slices);
st = sinf(t * (2*GU_PI)/rows);
curr->nx = cs * ct;
curr->ny = cs * st;
curr->nz = ss;
curr->x = (radius + thickness * cs) * ct;
curr->y = (radius + thickness * cs) * st;
curr->z = thickness * ss;
}
}
for (j = 0; j < slices; ++j)
{
for (i = 0; i < rows; ++i)
{
unsigned short* curr = &dstIndices[(i+(j*rows))*6];
unsigned int i1 = (i+1)%rows, j1 = (j+1)%slices;
*curr++ = i + j * rows;
*curr++ = i1 + j * rows;
*curr++ = i + j1 * rows;
*curr++ = i1 + j * rows;
*curr++ = i1 + j1 * rows;
*curr++ = i + j1 * rows;
}
}
}
But it does nothing. Does anyone knows how to copy the screen to the texture data?
Thanks in advance!!