mirror of
https://github.com/pspdev/pspsdk.git
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Merge pull request #295 from fjtrujy/fixSceGuScissor
Fix `sceGuScissor`
This commit is contained in:
@@ -14,8 +14,8 @@ void sceGuScissor(int x, int y, int w, int h)
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context->scissor_start[0] = x;
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context->scissor_start[1] = y;
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context->scissor_end[0] = w - 1;
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context->scissor_end[1] = h - 1;
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context->scissor_end[0] = x + w - 1;
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context->scissor_end[1] = y +h - 1;
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if (context->scissor_enable)
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{
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@@ -32,6 +32,7 @@ SAMPLES = \
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gu/ortho \
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gu/reflection \
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gu/rendertarget \
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gu/scissor \
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gu/shadowprojection \
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gu/signals \
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gu/skinning \
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@@ -29,6 +29,7 @@ SAMPLES = \
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gu/ortho \
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gu/reflection \
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gu/rendertarget \
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gu/scissor \
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gu/shadowprojection \
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gu/signals \
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gu/skinning \
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17
src/samples/gu/scissor/Makefile.sample
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17
src/samples/gu/scissor/Makefile.sample
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@@ -0,0 +1,17 @@
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TARGET = scissor
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OBJS = scissor.o ../common/callbacks.o
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INCDIR =
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CFLAGS = -Wall -O2
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CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
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ASFLAGS = $(CFLAGS)
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LIBDIR =
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LDFLAGS =
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LIBS = -lpspgu
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EXTRA_TARGETS = EBOOT.PBP
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PSP_EBOOT_TITLE = Scissor Sample
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PSPSDK=$(shell psp-config --pspsdk-path)
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include $(PSPSDK)/lib/build.mak
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197
src/samples/gu/scissor/scissor.c
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197
src/samples/gu/scissor/scissor.c
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@@ -0,0 +1,197 @@
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/*
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* PSP Software Development Kit - https://github.com/pspdev
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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) 2024 PSP Software Development Kit Contributors
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*
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* Scissor sample - Demonstrates scissor functionality with a scanning effect
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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 <pspgu.h>
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#include <pspctrl.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include "../common/callbacks.h"
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PSP_MODULE_INFO("Scissor 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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#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 SCISSOR_SIZE (68)
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#define MAX_X (412) // Maximum x coordinate for our pattern
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// Color definitions (RGBA format)
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#define COLOR_RED 0xFF0000FF
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#define COLOR_BLUE 0xFFFF0000
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// Structure to hold scissor movement state
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typedef struct {
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int x, y; // Current position
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int target_x; // Target x position
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int target_y; // Target y position
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int reverse; // Whether we're in reverse mode
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} ScissorState;
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// Initialize scissor state
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static void init_scissor_state(ScissorState* state) {
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state->x = 0;
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state->y = 0;
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state->target_x = MAX_X;
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state->target_y = 0;
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state->reverse = 0;
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}
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// Update scissor position for the specific pattern
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static void update_scissor(ScissorState* state) {
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// Move one pixel at a time towards target
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if (state->x < state->target_x) {
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state->x++;
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} else if (state->x > state->target_x) {
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state->x--;
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}
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if (state->y < state->target_y) {
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state->y++;
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} else if (state->y > state->target_y) {
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state->y--;
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}
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// If we've reached the target, set the next target
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if (state->x == state->target_x && state->y == state->target_y) {
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if (!state->reverse) {
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// Forward pattern
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if (state->x == 0 && state->y == 0) {
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state->target_x = MAX_X;
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state->target_y = 0;
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} else if (state->x == MAX_X && state->y == 0) {
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state->target_x = MAX_X;
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state->target_y = SCISSOR_SIZE;
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} else if (state->x == MAX_X && state->y == SCISSOR_SIZE) {
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state->target_x = 0;
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state->target_y = SCISSOR_SIZE;
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} else if (state->x == 0 && state->y == SCISSOR_SIZE) {
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state->target_x = 0;
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state->target_y = SCISSOR_SIZE * 2;
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} else if (state->x == 0 && state->y == SCISSOR_SIZE * 2) {
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state->target_x = MAX_X;
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state->target_y = SCISSOR_SIZE * 2;
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} else if (state->x == MAX_X && state->y == SCISSOR_SIZE * 2) {
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state->target_x = MAX_X;
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state->target_y = SCISSOR_SIZE * 3;
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} else if (state->x == MAX_X && state->y == SCISSOR_SIZE * 3) {
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state->target_x = 0;
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state->target_y = SCISSOR_SIZE * 3;
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} else if (state->x == 0 && state->y == SCISSOR_SIZE * 3) {
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// Start reverse pattern
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state->reverse = 1;
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state->target_x = MAX_X;
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state->target_y = SCISSOR_SIZE * 3;
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}
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} else {
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// Reverse pattern
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if (state->x == MAX_X && state->y == SCISSOR_SIZE * 3) {
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state->target_x = MAX_X;
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state->target_y = SCISSOR_SIZE * 2;
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} else if (state->x == MAX_X && state->y == SCISSOR_SIZE * 2) {
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state->target_x = 0;
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state->target_y = SCISSOR_SIZE * 2;
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} else if (state->x == 0 && state->y == SCISSOR_SIZE * 2) {
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state->target_x = 0;
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state->target_y = SCISSOR_SIZE;
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} else if (state->x == 0 && state->y == SCISSOR_SIZE) {
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state->target_x = MAX_X;
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state->target_y = SCISSOR_SIZE;
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} else if (state->x == MAX_X && state->y == SCISSOR_SIZE) {
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state->target_x = MAX_X;
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state->target_y = 0;
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} else if (state->x == MAX_X && state->y == 0) {
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state->target_x = 0;
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state->target_y = 0;
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} else if (state->x == 0 && state->y == 0) {
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// Start over
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state->reverse = 0;
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state->target_x = MAX_X;
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state->target_y = 0;
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}
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}
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}
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}
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int main(int argc, char* argv[])
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{
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pspDebugScreenInit();
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setupCallbacks();
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// Setup GU
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void* fbp0 = guGetStaticVramBuffer(BUF_WIDTH, SCR_HEIGHT, GU_PSM_8888);
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void* fbp1 = guGetStaticVramBuffer(BUF_WIDTH, SCR_HEIGHT, GU_PSM_8888);
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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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sceGuOffset(2048 - (SCR_WIDTH/2), 2048 - (SCR_HEIGHT/2));
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sceGuViewport(2048, 2048, SCR_WIDTH, SCR_HEIGHT);
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sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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sceDisplayWaitVblankStart();
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sceGuDisplay(GU_TRUE);
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// Initialize scissor state
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ScissorState scissor;
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init_scissor_state(&scissor);
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// Main loop
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while (running())
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{
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sceGuStart(GU_DIRECT, list);
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// Clear screen to red
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sceGuClearColor(COLOR_RED);
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sceGuClear(GU_COLOR_BUFFER_BIT);
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// Update scissor position
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update_scissor(&scissor);
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// Enable scissor test and set new scissor area
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuScissor(scissor.x, scissor.y, SCISSOR_SIZE, SCISSOR_SIZE);
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// sceGuScissor(0, 0, SCISSOR_SIZE, SCISSOR_SIZE);
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// Draw blue rectangle in scissor area
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sceGuClearColor(COLOR_BLUE);
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sceGuClear(GU_COLOR_BUFFER_BIT);
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// Disable scissor test for next frame
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sceGuDisable(GU_SCISSOR_TEST);
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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pspDebugScreenSetOffset((int)fbp0);
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pspDebugScreenSetXY(0,0);
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pspDebugScreenPrintf("Scissor: (%d, %d), (%d, %d)",
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scissor.x, scissor.y,
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scissor.x + SCISSOR_SIZE, scissor.y + SCISSOR_SIZE);
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sceDisplayWaitVblankStart();
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fbp0 = sceGuSwapBuffers();
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}
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sceGuTerm();
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return 0;
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}
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