3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
PNG读写的原代码请参考:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
PNG Sample3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
先给大家看一下截图:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y背景来自QJ Forum3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
我把showimage 改成 LoadImage, 而自定了一个Image 的 struct 把像素数据存在记忆内, 留作后用:
| typedef struct3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int mWidth;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int mHeight;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u32* mBits;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y } Image; |
| Image* image = (Image*) malloc(sizeof(Image));3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (image)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y image->mBits = (u32*) malloc(width * height * sizeof(u32));3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (image->mBits)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y image->mWidth = width;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y image->mHeight = height;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y p32 = image->mBits;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y p16 = (u16*) p32;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y for (y = 0; y < height; y++) 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y png_read_row(png_ptr, (u8*) line, png_bytep_NULL);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y for (x = 0; x < width; x++) 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u32 color32 = line[x];3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u16 color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int r = color32 & 0xff;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int g = (color32 >> 8) & 0xff;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int b = (color32 >> 16) & 0xff;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y // 本文的程式只用了32bit像素模式, 但本函数是支持psp所有像素格式的3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y // 參考下面, 就可以看出不同像素格式的顏色編排3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y switch (pixelformat) {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y case PSP_DISPLAY_PIXEL_FORMAT_565:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y color16 = (r >> 3) | ((g >> 2) << 5) | ((b >> 3) << 11);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y *(p16+x) = color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y case PSP_DISPLAY_PIXEL_FORMAT_5551:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y color16 = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y *(p16+x) = color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y case PSP_DISPLAY_PIXEL_FORMAT_4444:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y color16 = (r >> 4) | ((g >> 4) << 4) | ((b >> 4) << 8);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y *(p16+x) = color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y case PSP_DISPLAY_PIXEL_FORMAT_8888:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y color32 = r | (g << 8) | (b << 16);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y *(p32+x) = color32;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y p32 += width;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y p16 += width;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y else3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y free(image);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y image = NULL;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y } |
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
- main.c
- common.h
- gfx.c
- gfx.h
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
好了, 到了要介绍本篇主角的时候了! 我们把图像存在记忆, 接着要做的, 当然是把它显示在屏幕, 这就是新函数DrawImage 的功能, 因为不想任意写进VRAM以外的地方, 我也加了些避免画出界的简单测试:
| void DrawImage(Image* image, int x, int y)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int xImage = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int yImage = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int width = image->mWidth;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int height = image->mHeight;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (x < 0) // 把畫圖限制在螢幕範圍3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y xImage = 0-x;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y width -= xImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y x = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (y < 0)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y yImage = 0-y;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y height -= yImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y y = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (width<=0 || height<=0) return; // 要是圖在螢幕外, 干脆不用畫3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (x+width>SCREEN_WIDTH) 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y width = SCREEN_WIDTH-x;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y if (y+height>SCREEN_HEIGHT)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y height = SCREEN_HEIGHT-y;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y // 計算第一個像素的位置3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u32* pFrameBuffer = pVRAM + y * FRAME_BUFFER_WIDTH + x;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u32* pImage = image->mBits + yImage * image->mWidth + xImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y int i, j;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u32* pSrc;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y u32* pDest;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y for (i=0;i<height;i++)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y pSrc = pImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y pDest = pFrameBuffer;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y for (j=0;j<width;j++)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y *pDest++ = *pSrc++;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y pImage += image->mWidth;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y pFrameBuffer += FRAME_BUFFER_WIDTH; // 到下一行3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y } |
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
关于用cygwin安装libpng的补充, 请看23楼3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
本篇到此为止了, 和上一篇一样, 当程序结束时, 会把一张画面截图放在根目录, 不同的是, 今次用的是PNG档. 相同的情况, 要是大家不想截图, 请把有关命令从代码里拿掉.
| ScreenShot("ms0:/screenshot.png"); |
注: 附件是1.50的执行文件.
[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y忘了提醒大家: 要是大家自己编译并用kxploit tool 把game01放入psp, 要记得把"mario.png" 也放在"game01"目录内!
[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y
下面是问题解答:
[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y如何把jpg or gif 转换成png ?3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
如果要使用到rand 这个随机数的话,需要#include 什么东西3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
因为如果我只有3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
#include <pspkernel.h>3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
#include <pspdisplay.h>3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
#include <pspdebug.h>3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
在编译时会出现waring3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
main.c: In function 'main':3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
main.c:142: warning: implicit declaration of function 'rand'3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
还有rand的语法也请教我一下,谢喔
我是用Paint Shop Pro 做图像文件格式转换.3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
至于想用rand, 你应#include <stdlib.h>3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
用rand 应该得到一个int 的随机数, 怎样应用要看你的需要了, 例如:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
int n = rand()%100;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
printf("%d", n);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
就是产生一个0-99的随机数放在n.



