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https://github.com/pspdev/pspsdk.git
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Add MIP Mapping Sample (#44)
* MIP Mapping sample * Add files via upload * MIP Mapping Sample * Update mipmapping.c
This commit is contained in:
26
src/samples/gu/mipmapping/Makefile.sample
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26
src/samples/gu/mipmapping/Makefile.sample
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TARGET = MIPMAPPING
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OBJS = mipmapping.o mip0.o mip1.o mip2.o
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INCDIR =
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CFLAGS = -G0 -Wall -O2
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CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
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ASFLAGS = $(CFLAGS)
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LIBDIR =
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LDFLAGS =
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LIBS = -lpspgum -lpspgu -lm
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EXTRA_TARGETS = EBOOT.PBP
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PSP_EBOOT_TITLE = MIP Mapping Sample
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PSPSDK=$(shell psp-config --pspsdk-path)
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include $(PSPSDK)/lib/build.mak
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mip0.o: mip0.raw
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bin2o -i mip0.raw mip0.o mip0
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mip1.o: mip1.raw
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bin2o -i mip1.raw mip1.o mip1
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mip2.o: mip2.raw
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bin2o -i mip2.raw mip2.o mip2
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BIN
src/samples/gu/mipmapping/mip0.png
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BIN
src/samples/gu/mipmapping/mip0.png
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1
src/samples/gu/mipmapping/mip0.raw
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1
src/samples/gu/mipmapping/mip0.raw
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src/samples/gu/mipmapping/mip1.png
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src/samples/gu/mipmapping/mip1.png
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src/samples/gu/mipmapping/mip1.raw
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src/samples/gu/mipmapping/mip1.raw
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src/samples/gu/mipmapping/mip2.png
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src/samples/gu/mipmapping/mip2.png
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src/samples/gu/mipmapping/mip2.raw
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src/samples/gu/mipmapping/mip2.raw
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150
src/samples/gu/mipmapping/mipmapping.c
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150
src/samples/gu/mipmapping/mipmapping.c
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///TV
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/*
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* PSP Software Development Kit - http://www.pspdev.org
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* -----------------------------------------------------------------------
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* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
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*
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* Copyright (c) 2005 Jesper Svennevid
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*/
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <pspgu.h>
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#include <pspgum.h>
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PSP_MODULE_INFO("MIP Mapping Sample", 0, 1, 1);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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static unsigned int __attribute__((aligned(16))) list[262144];
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extern unsigned char mip0_start[];
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extern unsigned char mip1_start[];
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extern unsigned char mip2_start[];
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struct Vertex{
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float u, v;
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float x,y,z;
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};
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//A plane
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struct Vertex __attribute__((aligned(16))) vertices[2*3] =
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{
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{0, 0, -1, 1, 0}, // 0
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{1, 0, 1, 1, 0}, // 4
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{1, 1, 1, -1, 0}, // 5
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{0, 0, -1, 1, 0}, // 0
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{1, 1, 1,-1, 0}, // 5
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{0, 1, -1,-1, 0}, // 1
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};
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#define BUF_WIDTH (512)
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#define SCR_WIDTH (480)
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#define SCR_HEIGHT (272)
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int main(int argc, char* argv[])
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{
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// setup GU
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void* fbp0 = (void*)(4 * 480 * 272);
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void* fbp1 = (void*)(4 * 480 * 272);
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void* zbp = (void*)(2 * 480 * 272);
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sceGuInit();
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sceGuStart(GU_DIRECT,list);
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sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
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sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
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sceGuDepthBuffer(zbp,BUF_WIDTH);
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sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
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sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
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sceGuDepthRange(65535,0);
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sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuDepthFunc(GU_GEQUAL);
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sceGuEnable(GU_DEPTH_TEST);
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sceGuShadeModel(GU_SMOOTH);
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sceGuDisable(GU_CULL_FACE);
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sceGuEnable(GU_TEXTURE_2D);
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//sceGuEnable(GU_CLIP_PLANES);
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sceGuFinish();
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sceGuSync(0,0);
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sceDisplayWaitVblankStart();
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sceGuDisplay(GU_TRUE);
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// run sample
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float pos_z = -2.5;
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int zoom = -1;
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while(1){
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sceGuStart(GU_DIRECT,list);
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// clear screen
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sceGuClearColor(0xff554433);
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sceGuClearDepth(0);
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sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
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// setup matrices for cube
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//Projection
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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(75.0f,16.0f/9.0f,0.5,100);
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//camera view
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sceGumMatrixMode(GU_VIEW);
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sceGumLoadIdentity();
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{
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ScePspFVector3 cpos = { 0, 0, 0};
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sceGumTranslate(&cpos);
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}
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//Model
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sceGumMatrixMode(GU_MODEL);
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sceGumLoadIdentity();
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{
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ScePspFVector3 pos = { 0, 0, pos_z};
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sceGumTranslate(&pos);
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}
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//Zomm plane in and out to see mip mapping
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if (pos_z > -2) zoom = -1;
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if (pos_z < -12) zoom = 1;
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if (zoom == -1) pos_z-= 0.02;
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if (zoom == 1) pos_z+= 0.02;
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// setup texture
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sceGuTexMode(GU_PSM_8888,2, 0, 0);
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sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
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sceGuTexLevelMode(GU_TEXTURE_AUTO, 0);
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//Set your filters according to what you want
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sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_LINEAR);
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//Set three textures for MIP Mapping
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sceGuTexImage(0,128,128,128,mip0_start);
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sceGuTexImage(1,64,64,64,mip1_start);
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sceGuTexImage(2,32,32,32,mip2_start);
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sceGuColor(0xffffffff);
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sceGuAmbientColor(0xffffffff);
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sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,2*3,0,vertices);
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sceGuFinish();
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sceGuSync(0,0);
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sceDisplayWaitVblankStart();
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sceGuSwapBuffers();
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}
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sceGuTerm();
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sceKernelExitGame();
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return 0;
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}
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