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20
src/samples/gu/cube/Makefile.sample
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20
src/samples/gu/cube/Makefile.sample
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TARGET = cube
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OBJS = cube.o logo.o ../common/callbacks.o ../common/vram.o
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INCDIR =
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CFLAGS = -G0 -Wall
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CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
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ASFLAGS = $(CFLAGS)
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LIBDIR =
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LDFLAGS =
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LIBS= -lpspgum -lpspgu -lm
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EXTRA_TARGETS = EBOOT.PBP
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PSP_EBOOT_TITLE = Cube Sample
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PSPSDK=$(shell psp-config --pspsdk-path)
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include $(PSPSDK)/lib/build.mak
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logo.o: logo.raw
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bin2o -i logo.raw logo.o logo
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185
src/samples/gu/cube/cube.c
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src/samples/gu/cube/cube.c
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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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#include "../common/callbacks.h"
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#include "../common/vram.h"
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PSP_MODULE_INFO("Cube 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 logo_start[];
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struct Vertex
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{
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float u, v;
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unsigned int color;
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float x,y,z;
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};
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struct Vertex __attribute__((aligned(16))) vertices[12*3] =
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{
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{0, 0, 0xff7f0000,-1,-1, 1}, // 0
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{1, 0, 0xff7f0000,-1, 1, 1}, // 4
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{1, 1, 0xff7f0000, 1, 1, 1}, // 5
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{0, 0, 0xff7f0000,-1,-1, 1}, // 0
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{1, 1, 0xff7f0000, 1, 1, 1}, // 5
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{0, 1, 0xff7f0000, 1,-1, 1}, // 1
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{0, 0, 0xff7f0000,-1,-1,-1}, // 3
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{1, 0, 0xff7f0000, 1,-1,-1}, // 2
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{1, 1, 0xff7f0000, 1, 1,-1}, // 6
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{0, 0, 0xff7f0000,-1,-1,-1}, // 3
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{1, 1, 0xff7f0000, 1, 1,-1}, // 6
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{0, 1, 0xff7f0000,-1, 1,-1}, // 7
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{0, 0, 0xff007f00, 1,-1,-1}, // 0
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{1, 0, 0xff007f00, 1,-1, 1}, // 3
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{1, 1, 0xff007f00, 1, 1, 1}, // 7
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{0, 0, 0xff007f00, 1,-1,-1}, // 0
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{1, 1, 0xff007f00, 1, 1, 1}, // 7
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{0, 1, 0xff007f00, 1, 1,-1}, // 4
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{0, 0, 0xff007f00,-1,-1,-1}, // 0
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{1, 0, 0xff007f00,-1, 1,-1}, // 3
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{1, 1, 0xff007f00,-1, 1, 1}, // 7
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{0, 0, 0xff007f00,-1,-1,-1}, // 0
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{1, 1, 0xff007f00,-1, 1, 1}, // 7
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{0, 1, 0xff007f00,-1,-1, 1}, // 4
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{0, 0, 0xff00007f,-1, 1,-1}, // 0
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{1, 0, 0xff00007f, 1, 1,-1}, // 1
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{1, 1, 0xff00007f, 1, 1, 1}, // 2
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{0, 0, 0xff00007f,-1, 1,-1}, // 0
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{1, 1, 0xff00007f, 1, 1, 1}, // 2
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{0, 1, 0xff00007f,-1, 1, 1}, // 3
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{0, 0, 0xff00007f,-1,-1,-1}, // 4
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{1, 0, 0xff00007f,-1,-1, 1}, // 7
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{1, 1, 0xff00007f, 1,-1, 1}, // 6
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{0, 0, 0xff00007f,-1,-1,-1}, // 4
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{1, 1, 0xff00007f, 1,-1, 1}, // 6
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{0, 1, 0xff00007f, 1,-1,-1}, // 5
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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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setupCallbacks();
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// setup GU
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void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
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void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
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void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);
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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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sceGuFrontFace(GU_CW);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(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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int val = 0;
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while(running())
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{
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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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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
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sceGumMatrixMode(GU_VIEW);
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sceGumLoadIdentity();
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sceGumMatrixMode(GU_MODEL);
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sceGumLoadIdentity();
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{
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ScePspFVector3 pos = { 0, 0, -2.5f };
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ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
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sceGumTranslate(&pos);
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sceGumRotateXYZ(&rot);
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}
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// setup texture
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sceGuTexMode(GU_PSM_4444,0,0,0);
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sceGuTexImage(0,64,64,64,logo_start);
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sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
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sceGuTexEnvColor(0xffff00);
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sceGuTexFilter(GU_LINEAR,GU_LINEAR);
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sceGuTexScale(1.0f,1.0f);
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sceGuTexOffset(0.0f,0.0f);
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sceGuAmbientColor(0xffffffff);
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// draw cube
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sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*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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val++;
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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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1
src/samples/gu/cube/logo.raw
Normal file
1
src/samples/gu/cube/logo.raw
Normal file
File diff suppressed because one or more lines are too long
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