the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1/* SCE CONFIDENTIAL
2PlayStation(R)3 Programmer Tool Runtime Library 430.001
3* Copyright (C) 2007 Sony Computer Entertainment Inc.
4* All Rights Reserved.
5*/
6
7/* common headers */
8#include <stdint.h>
9#include <stdlib.h>
10#include <string.h>
11#include <spu_intrinsics.h>
12#include <cell/spurs.h>
13#include <spu_printf.h>
14#include <cell/dma.h>
15#include <cell/spurs/job_queue.h>
16
17#include "..\Common\DmaData.h"
18
19#include "GameRenderer_updateLightTexture.h"
20
21static const bool sc_verbose = false;
22
23CellSpursJobContext2* g_pSpursJobContext;
24
25
26
27
28void updateLightTexture(GameRenderer_updateLightTexture_dataIn& dataIn)
29{
30 // 4J - we've added separate light textures for all dimensions, and this loop to update them all here
31 for(int j = 0; j < 3; j++ )
32 {
33 int lightPixels[16*16];
34 GameRenderer_updateLightTexture_dataIn::LevelData& levelDataIn = dataIn.m_levelData[j];
35 if (levelDataIn.m_valid == false) continue;
36 for (int i = 0; i < 256; i++)
37 {
38 float darken = levelDataIn.m_skyDarken * 0.95f + 0.05f;
39 float sky = levelDataIn.m_brightnessRamp[i / 16] * darken;
40 float block = levelDataIn.m_brightnessRamp[i % 16] * (dataIn.blr * 0.1f + 1.5f);
41
42 if (levelDataIn.m_lightningBoltTime > 0)
43 {
44 sky = levelDataIn.m_brightnessRamp[i / 16];
45 }
46
47 float rs = sky * (levelDataIn.m_skyDarken * 0.65f + 0.35f);
48 float gs = sky * (levelDataIn.m_skyDarken * 0.65f + 0.35f);
49 float bs = sky;
50
51 /*
52 * float dr = darken; dr = dr - dr * dr; System.out.println(dr); if (dr > 0) {
53 * gs += dr * 0.5f; rs += dr; }
54 */
55
56 // rs = gs = bs;
57
58 float rb = block;
59 float gb = block * ((block * 0.6f + 0.4f) * 0.6f + 0.4f);
60 float bb = block * ((block * block) * 0.6f + 0.4f);
61
62 float _r = (rs + rb);
63 float _g = (gs + gb);
64 float _b = (bs + bb);
65
66 _r = _r * 0.96f + 0.03f;
67 _g = _g * 0.96f + 0.03f;
68 _b = _b * 0.96f + 0.03f;
69
70 if (levelDataIn.m_dimensionID == 1)
71 {
72 _r = (0.22f + rb * 0.75f);
73 _g = (0.28f + gb * 0.75f);
74 _b = (0.25f + bb * 0.75f);
75 }
76
77 float brightness = 0.0f; // 4J - TODO - was mc->options->gamma;
78 if (_r > 1) _r = 1;
79 if (_g > 1) _g = 1;
80 if (_b > 1) _b = 1;
81
82 float ir = 1 - _r;
83 float ig = 1 - _g;
84 float ib = 1 - _b;
85 ir = 1 - (ir * ir * ir * ir);
86 ig = 1 - (ig * ig * ig * ig);
87 ib = 1 - (ib * ib * ib * ib);
88 _r = _r * (1 - brightness) + ir * brightness;
89 _g = _g * (1 - brightness) + ig * brightness;
90 _b = _b * (1 - brightness) + ib * brightness;
91
92
93 _r = _r * 0.96f + 0.03f;
94 _g = _g * 0.96f + 0.03f;
95 _b = _b * 0.96f + 0.03f;
96
97
98 if (_r > 1) _r = 1;
99 if (_g > 1) _g = 1;
100 if (_b > 1) _b = 1;
101 if (_r < 0) _r = 0;
102 if (_g < 0) _g = 0;
103 if (_b < 0) _b = 0;
104
105 int a = 255;
106 int r = (int) (_r * 255);
107 int g = (int) (_g * 255);
108 int b = (int) (_b * 255);
109
110 lightPixels[i] = r << 24 | g << 16 | b << 8 | a;
111 }
112 DmaData_SPU::putAndWait(lightPixels, (uintptr_t)levelDataIn.m_lightPixelsOutput, 16*16*sizeof(int));
113 }
114}
115
116
117
118
119
120
121
122
123
124void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob)
125{
126// CellSpursTaskId idTask = cellSpursGetTaskId();
127 unsigned int idSpu = cellSpursGetCurrentSpuId();
128
129 if(sc_verbose)
130 spu_printf("GameRenderer_updateLightTexture [SPU#%u] start\n", idSpu);
131
132 g_pSpursJobContext = pContext;
133
134 uint32_t eaDataIn = pJob->workArea.userData[0];
135
136 GameRenderer_updateLightTexture_dataIn dataIn;
137 DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(GameRenderer_updateLightTexture_dataIn));
138 updateLightTexture(dataIn);
139
140 if(sc_verbose)
141 spu_printf("GameRenderer_updateLightTexture [SPU#%u] exit\n", idSpu);
142}
143