All pastes #136535 Raw Edit

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#136535 ·published 2006-08-17 19:12 UTC
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/*
 * PSP Software Development Kit - http://www.pspdev.org
 * -----------------------------------------------------------------------
 * Licensed under the BSD license, see LICENSE in PSPSDK root for details.
 *
 * Copyright (c) 2005 Jesper Svennevid
 */

#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>

#include <pspgu.h>
#include <pspgum.h>

#include "../common/callbacks.h"
#include "../common/vram.h"

PSP_MODULE_INFO("Cube Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);

static unsigned int __attribute__((aligned(16))) list[262144];

struct Vertex
{
        float u, v;
        unsigned int color;
        float x,y,z;
};

struct Vertex __attribute__((aligned(16))) 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
};

#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)

int main(int argc, char* argv[])
{
        setupCallbacks();

        // setup GU

        void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
        void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
        void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);

        sceGuInit();

        sceGuStart(GU_DIRECT,list);
        sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
        sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
        sceGuDepthBuffer(zbp,BUF_WIDTH);
        sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
        sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
        sceGuDepthRange(65535,0);
        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);
        sceGuEnable(GU_CLIP_PLANES);
        sceGuFinish();
        sceGuSync(0,0);

        sceDisplayWaitVblankStart();
        sceGuDisplay(GU_TRUE);

        // run sample

        int val = 0;

        while(running())
        {
                sceGuStart(GU_DIRECT,list);

                // clear screen

                sceGuClearColor(0xff554433);
                sceGuClearDepth(0);
                sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

                // setup matrices for cube

                sceGumMatrixMode(GU_PROJECTION);
                sceGumLoadIdentity();
                sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

                sceGumMatrixMode(GU_VIEW);
                sceGumLoadIdentity();

                sceGumMatrixMode(GU_MODEL);
                sceGumLoadIdentity();
                {
                        ScePspFVector3 pos = { 0, 0, -5.5f };
                        ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
                        sceGumTranslate(&pos);
                        sceGumRotateXYZ(&rot);
                }

                // setup texture

                sceGuTexMode(GU_PSM_4444,0,0,0);
                //sceGuTexImage(0,64,64,64,logo_start);
                sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
                sceGuTexEnvColor(0xffff00);
                sceGuTexFilter(GU_LINEAR,GU_LINEAR);
                sceGuTexScale(1.0f,1.0f);
                sceGuTexOffset(0.0f,0.0f);
                sceGuAmbientColor(0xffffffff);

                // draw cube

                sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,vertices);

                sceGuFinish();
                sceGuSync(0,0);

                sceDisplayWaitVblankStart();
                sceGuSwapBuffers();

                val++;
        }

        sceGuTerm();

        sceKernelExitGame();
        return 0;
}