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304
src/samples/gu/reflection/reflection.c
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304
src/samples/gu/reflection/reflection.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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* Copyright (c) 2005 McZonk <mczonk@gmx.net>
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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("Reflection Sample", 0, 1, 1);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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#define printf pspDebugScreenPrintf
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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))) obj[36] = {
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{0, 0, 0xff6666ff,-1,-1, 1},
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{1, 0, 0xff6666ff, 1,-1, 1},
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{1, 1, 0xff6666ff, 1, 1, 1},
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{0, 0, 0xff6666ff,-1,-1, 1},
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{1, 1, 0xff6666ff, 1, 1, 1},
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{0, 1, 0xff6666ff,-1, 1, 1},
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{1, 1, 0xff66ff66, 1, 1, 1},
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{0, 1, 0xff66ff66, 1,-1, 1},
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{0, 0, 0xff66ff66, 1,-1,-1},
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{1, 1, 0xff66ff66, 1, 1, 1},
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{0, 0, 0xff66ff66, 1,-1,-1},
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{1, 0, 0xff66ff66, 1, 1,-1},
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{0, 1, 0xffff6666,-1, 1, 1},
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{0, 0, 0xffff6666, 1, 1, 1},
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{1, 0, 0xffff6666, 1, 1,-1},
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{0, 1, 0xffff6666,-1, 1, 1},
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{1, 0, 0xffff6666, 1, 1,-1},
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{1, 1, 0xffff6666,-1, 1,-1},
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{1, 1, 0xff6666ff, 1,-1,-1},
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{0, 1, 0xff6666ff,-1,-1,-1},
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{0, 0, 0xff6666ff,-1, 1,-1},
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{1, 1, 0xff6666ff, 1,-1,-1},
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{0, 0, 0xff6666ff,-1, 1,-1},
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{1, 0, 0xff6666ff, 1, 1,-1},
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{1, 0, 0xff66ff66,-1,-1,-1},
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{1, 1, 0xff66ff66,-1,-1, 1},
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{0, 1, 0xff66ff66,-1, 1, 1},
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{1, 0, 0xff66ff66,-1,-1,-1},
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{0, 1, 0xff66ff66,-1, 1, 1},
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{0, 0, 0xff66ff66,-1, 1,-1},
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{0, 1, 0xffff6666,-1,-1,-1},
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{0, 0, 0xffff6666, 1,-1,-1},
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{1, 0, 0xffff6666, 1,-1, 1},
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{0, 1, 0xffff6666,-1,-1,-1},
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{1, 0, 0xffff6666, 1,-1, 1},
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{1, 1, 0xffff6666,-1,-1, 1},
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};
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struct Vertex __attribute__((aligned(16))) mirror[6] = {
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{0, 0, 0xaa000000, -2.0f, 0, -2.0f},
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{2, 2, 0xaa000000, 2.0f, 0, 2.0f},
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{2, 0, 0xaa000000, 2.0f, 0, -2.0f},
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{0, 0, 0xaa000000, -2.0f, 0, -2.0f},
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{0, 2, 0xaa000000, -2.0f, 0, 2.0f},
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{2, 2, 0xaa000000, 2.0f, 0, 2.0f}
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};
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struct Vertex __attribute__((aligned(16))) border[6] = {
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{0, 0, 0xff0055aa, -2.125f, -0.01, -2.125f},
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{2, 2, 0xff0055aa, 2.125f, -0.01, 2.125f},
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{2, 0, 0xff0055aa, 2.125f, -0.01, -2.125f},
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{0, 0, 0xff0055aa, -2.125f, -0.01, -2.125f},
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{0, 2, 0xff0055aa, -2.125f, -0.01, 2.125f},
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{2, 2, 0xff0055aa, 2.125f, -0.01, 2.125f}
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};
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int SetupCallbacks();
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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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#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
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#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
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#define ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */
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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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sceGuInit();
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sceGuStart(GU_DIRECT,list);
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sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
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sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH);
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sceGuDepthBuffer((void*)0x110000,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(0xc350,0x2710);
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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_CCW);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(GU_CULL_FACE);
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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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for(;;)
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{
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float move = sinf(((float)val / 180.0f) * GU_PI);
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if(move < 0) {
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move *= -1;
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}
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move += 1;
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float rot = ((float)val / 180.0f) * GU_PI;
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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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sceGuClearStencil(0);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_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(60.0f,16.0f/9.0f,0.5f,1000.0f);
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sceGumMatrixMode(GU_VIEW);
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{
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ScePspFVector3 pos = {0,-0.5f,-5.5f};
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ScePspFVector3 rot = {(30.0f * GU_PI) / 180.0f, (val * 0.2f * GU_PI) / 180.0f, 0.0f};
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sceGumLoadIdentity();
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sceGumTranslate(&pos);
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sceGumRotateXYZ(&rot);
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}
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sceGumMatrixMode(GU_MODEL);
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sceGumLoadIdentity();
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// draw mirrored view
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sceGumPushMatrix();
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{
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ScePspFVector3 scale = {1,-1,1};
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sceGumScale(&scale);
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}
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sceGuFrontFace(GU_CCW);
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sceGuEnable(GU_STENCIL_TEST); // Stencil test
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sceGuDepthMask(GU_TRUE);
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sceGuStencilFunc(GU_ALWAYS, 1, 1); // always set 1 bit in 1 bit mask
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sceGuStencilOp(GU_KEEP, GU_KEEP, GU_REPLACE); // keep value on failed test (fail and zfail) and replace on pass
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sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, mirror);
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sceGuDepthMask(GU_FALSE);
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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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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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sceGuEnable(GU_TEXTURE_2D);
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sceGuFrontFace(GU_CW);
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sceGuStencilFunc(GU_EQUAL, 1, 1); // allow drawing where stencil is 1
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sceGuStencilOp(GU_KEEP, GU_KEEP, GU_KEEP); // keep the stencil buffer unchanged
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{
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ScePspFVector3 pos = {0,move,0};
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ScePspFVector3 rvec = {0,rot * -0.83f, 0};
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sceGumTranslate(&pos);
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sceGumRotateXYZ(&rvec);
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}
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sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 36, 0, obj);
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sceGuDisable(GU_TEXTURE_2D);
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sceGuDisable(GU_STENCIL_TEST);
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sceGumPopMatrix();
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// draw normal view
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sceGuEnable(GU_TEXTURE_2D);
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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_REPLACE,GU_TCC_RGBA);
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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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sceGuFrontFace(GU_CCW);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
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sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, mirror);
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sceGuDisable(GU_BLEND);
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sceGuDisable(GU_TEXTURE_2D);
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sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 6, 0, border);
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sceGuEnable(GU_TEXTURE_2D);
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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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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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{
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ScePspFVector3 pos = {0,move,0};
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ScePspFVector3 rvec = {0,rot * -0.83f, 0};
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sceGumTranslate(&pos);
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sceGumRotateXYZ(&rvec);
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}
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sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_3D, 36, 0, obj);
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sceGuDisable(GU_TEXTURE_2D);
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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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/* Exit callback */
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int exit_callback(int arg1, int arg2, void *common)
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{
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sceKernelExitGame();
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return 0;
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}
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/* Callback thread */
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int CallbackThread(SceSize args, void *argp)
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{
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int cbid;
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cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
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sceKernelRegisterExitCallback(cbid);
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sceKernelSleepThreadCB();
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return 0;
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}
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/* Sets up the callback thread and returns its thread id */
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int SetupCallbacks(void)
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{
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int thid = 0;
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thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
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if(thid >= 0)
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{
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sceKernelStartThread(thid, 0, 0);
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}
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return thid;
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}
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