mirror of
https://github.com/pspdev/pspsdk.git
synced 2025-10-03 08:41:34 +00:00
Fix mipmapping sample
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@@ -1,5 +1,5 @@
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TARGET = MIPMAPPING
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OBJS = mipmapping.o mip0.o mip1.o mip2.o
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OBJS = mipmapping.o mip0.o mip1.o mip2.o ../common/callbacks.o
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INCDIR =
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CFLAGS = -Wall -O2
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@@ -18,6 +18,7 @@
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#include <pspgu.h>
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#include <pspgum.h>
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#include "../common/callbacks.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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@@ -34,7 +35,8 @@ struct Vertex{
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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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#define VERTICES_COUNT (2*3)
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struct Vertex __attribute__((aligned(16))) vertices[VERTICES_COUNT] =
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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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@@ -52,27 +54,25 @@ struct Vertex __attribute__((aligned(16))) vertices[2*3] =
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int main(int argc, char* argv[])
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{
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setupCallbacks();
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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(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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@@ -82,14 +82,13 @@ int main(int argc, char* argv[])
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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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while(running()){
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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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sceGuClear(GU_COLOR_BUFFER_BIT);
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// setup matrices for cube
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//Projection
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@@ -133,7 +132,7 @@ int main(int argc, char* argv[])
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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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sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,VERTICES_COUNT,0,vertices);
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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