 |
forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
|
| View previous topic :: View next topic |
| Author |
Message |
void
Joined: 03 Sep 2005 Posts: 2
|
Posted: Sat Sep 03, 2005 12:37 pm Post subject: Distorted Sphere |
|
|
I'm trying to write a simple program that renders a sphere with a few lights rotating around it. The function to calculate the vertices for the sphere was taken from an older program of mine that I know works correctly. However, the sphere appears slightly distorted here.
It looks sort of normal, but a few vertices here and there are at the origin. Here is what I mean:
http://img297.imageshack.us/my.php?image=image019iv.png
And here is the code:
structures from the header:
| Code: | struct Vertex
{
float nx,ny,nz;
float x,y,z;
};
struct SphereObj
{
Vertex *mesh;
int slices, stacks;
float radius;
}; |
| Code: | #include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <pspctrl.h>
#include <pspgu.h>
#include <pspgum.h>
#include <png.h>
#include <math.h>
#include <stdlib.h>
#include "graphics.h"
#include "main.h"
PSP_MODULE_INFO("Light Demo", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
///// Global Variables ////////////////
static unsigned int __attribute__((aligned(16))) list[262144];
extern Vertex vertices[];
SphereObj obj;
///// Function Prototypes /////////////
int Setup();
int Render();
void Shutdown();
void DrawCube(float x, float y, float z, float scale);
void CreateSphere(SphereObj *obj, int slices, int stacks, float radius);
void RenderSphere(SphereObj *obj);
void DeleteSphere(SphereObj *obj);
int IsJoyInDeadZone(SceCtrlData *pad);
int SetupCallbacks();
int exit_callback(int arg1, int arg2, void *common);
int CallbackThread(SceSize args, void *argp);
int SetupCallbacks(void);
int main(int argc, char* argv[])
{
Setup();
while(true)
{
if(!Render())
break;
}
Shutdown();
return 0;
}
int Setup()
{
SetupCallbacks();
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_CW);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_CLIP_PLANES);
sceGuEnable(GU_LIGHTING);
sceGuEnable(GU_LIGHT0);
sceGuEnable(GU_LIGHT1);
sceGuEnable(GU_LIGHT2);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
sceCtrlSetSamplingCycle(0);
sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
CreateSphere(&obj,20,10,2.0f);
return 1;
}
int Render()
{
static float fRotateX = 0.0f, fRotateY = 0.0f, fRotateZ = 0.0f;
static float fLightRot[4] = {0.0f,0.0f,0.0f,0.0f};
SceCtrlData pad;
sceCtrlReadBufferPositive(&pad,1);
if(pad.Buttons == PSP_CTRL_TRIANGLE)
{
return 0;
}
if(!IsJoyInDeadZone(&pad))
{
fRotateX += ((float)(pad.Ly - 128) / 64.0f);
fRotateY += ((float)(pad.Lx - 128) / 64.0f);
}
sceGuStart(GU_DIRECT,list);
sceGuClearColor(0xFF000000);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
unsigned int color[3] = { 0xffff0000, 0xff00ff00, 0xff0000ff };
ScePspFVector3 lpos[3] = { {cosf(DegToRad(fLightRot[0])) * 5.0f, sinf(DegToRad(fLightRot[0])) * 5.0f, 0},
{0, sinf(DegToRad(fLightRot[1])) * 5.0f, cosf(DegToRad(fLightRot[1])) * 5.0f},
{sinf(DegToRad(fLightRot[2])) * 5.0f,cosf(DegToRad(fLightRot[2])) * 5.0f, 0} };
sceGuLight(0,GU_POINTLIGHT,GU_DIFFUSE,&lpos[0]);
sceGuLightColor(0,GU_DIFFUSE,color[0]);
sceGuLight(1,GU_POINTLIGHT,GU_DIFFUSE,&lpos[1]);
sceGuLightColor(1,GU_DIFFUSE,color[1]);
sceGuLight(2,GU_POINTLIGHT,GU_DIFFUSE,&lpos[2]);
sceGuLightColor(2,GU_DIFFUSE,color[2]);
sceGuAmbient(0x00222222);
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
ScePspFVector3 pos = { 0, 0, -8.5f };
sceGumTranslate(&pos);
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
ScePspFVector3 rot = { DegToRad(fRotateX), DegToRad(fRotateY), DegToRad(fRotateZ) };
sceGumRotateXYZ(&rot);
sceGuColor(0xFFFFFFFF);
RenderSphere(&obj);
// Draw light sources - disable lighting temporarily
sceGuDisable(GU_LIGHTING);
sceGumLoadIdentity();
for(int i = 0; i < 3; i++)
{
sceGuColor(color[i]);
DrawCube(lpos[i].x,lpos[i].y,lpos[i].z,0.075f);
}
sceGuEnable(GU_LIGHTING);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
fLightRot[0] += 0.5f;
fLightRot[1] += 1.0f;
fLightRot[2] += 1.5f;
return 1;
}
void Shutdown()
{
DeleteSphere(&obj);
sceGuTerm();
sceKernelExitGame();
}
void DrawCube(float x, float y, float z, float scale)
{
ScePspFVector3 pos = { x, y, z };
ScePspFVector3 scl = { scale, scale, scale };
sceGumPushMatrix();
sceGumTranslate(&pos);
sceGumScale(&scl);
sceGumDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,vertices);
sceGumPopMatrix();
}
void CreateSphere(SphereObj *obj, int slices, int stacks, float radius)
{
float fTheta1, fTheta2, fTheta3;
if(radius <= 0) // Is radius valid?
return;
if(slices <= 0 || stacks <= 0) // Is precision valid?
return;
if(obj->mesh) // Does mesh already exist?
free(obj->mesh); // Deallocate existing mesh
obj->slices = slices; // Calculate slices
obj->stacks = stacks; // Calculate stacks
obj->radius = radius;
obj->mesh = (Vertex *)malloc((obj->slices + 1) * obj->stacks * 2 * sizeof(Vertex));
Vertex *meshptr = obj->mesh; // Pointer to mesh data
for(int j = 0; j < obj->stacks; j++) // Loop through stacks
{
fTheta1 = j * PI / obj->stacks - PIDIV2;
fTheta2 = (j + 1) * PI / obj->stacks - PIDIV2;
for(int i = 0; i <= obj->slices; i++) // Loop through slices
{
fTheta3 = i * TWOPI / slices;
meshptr->nx = cosf(fTheta2) * cosf(fTheta3);
meshptr->ny = sinf(fTheta2);
meshptr->nz = cosf(fTheta2) * sinf(fTheta3);
meshptr->x = meshptr->nx * radius;
meshptr->y = meshptr->ny * radius;
meshptr->z = meshptr->nz * radius;
meshptr++;
meshptr->nx = cosf(fTheta1) * cosf(fTheta3);
meshptr->ny = sinf(fTheta1);
meshptr->nz = cosf(fTheta1) * sinf(fTheta3);
meshptr->x = meshptr->nx * radius;
meshptr->y = meshptr->ny * radius;
meshptr->z = meshptr->nz * radius;
meshptr++;
}
}
}
void RenderSphere(SphereObj *obj)
{
Vertex *meshptr = obj->mesh;
for(int j = 0; j < obj->stacks; j++)
{
sceGumDrawArray(GU_TRIANGLE_STRIP,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,(obj->slices + 1) * 2,0,meshptr);
meshptr += ((obj->slices + 1) * 2);
}
}
void DeleteSphere(SphereObj *obj)
{
if(obj->mesh)
{
free(obj->mesh);
obj->mesh = NULL;
}
}
int exit_callback(int arg1, int arg2, void *common)
{
sceKernelExitGame();
return 0;
}
int CallbackThread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
int SetupCallbacks(void)
{
int thid = 0;
thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
if(thid >= 0)
{
sceKernelStartThread(thid, 0, 0);
}
return thid;
}
int IsJoyInDeadZone(SceCtrlData *pad)
{
if(pad->Lx < 110 || pad->Lx > 146)
return 0;
if(pad->Ly < 110 || pad->Ly > 146)
return 0;
return 1;
}
|
Any ideas as to what I'm doing wrong? |
|
| Back to top |
|
 |
ector
Joined: 12 May 2005 Posts: 195
|
Posted: Sat Sep 03, 2005 12:51 pm Post subject: |
|
|
CACHE, people, CACHE!!!
Seems like we're getting three questions per day asking why some vertices are distorted, not realizing that they're probably still sitting in the CPU cache, not in memory where the gfx chip can read them. Flush your cache or write your data with an "uncached" pointer ( | 0x40000000). _________________ http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip Free texture converter for PSP with source. More to come. |
|
| Back to top |
|
 |
void
Joined: 03 Sep 2005 Posts: 2
|
Posted: Sat Sep 03, 2005 1:26 pm Post subject: |
|
|
| That did it. Sorry about the dumb question, I should do some searching next time. |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|