mirror of
https://github.com/pspdev/pspsdk.git
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Fix several unused variables detected by gcc and displayed such as: morphskin.c:270:37: warning: variable ‘ss’ set but not used [-Wunused-but-set-variable] 270 | float cs,ct,ss,st; | ^~ morphskin.c:270:31: warning: variable ‘cs’ set but not used [-Wunused-but-set-variable] 270 | float cs,ct,ss,st; | ^~
266 lines
6.1 KiB
C
266 lines
6.1 KiB
C
#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <pspctrl.h>
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#include <psptypes.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("SceGu Cube", 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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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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int done = 0;
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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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done = 1;
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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 *arg)
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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 cbid;
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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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extern void SpharmGenTest(int rendermode);
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unsigned char *convertimage(unsigned char *inptr,int size);
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extern unsigned char logo_start[];
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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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unsigned char *logo_temp2;
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// from disablefpu.S
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extern void _DisableFPUExceptions(void);
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int main(int argc, char* argv[])
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{
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SceCtrlData pad;
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unsigned int buttonsold = 0;
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int rendermode = 0;
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int val = 0;
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_DisableFPUExceptions();
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pspDebugScreenInit();
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//printf("Bootpath: %s\n", g_elf_name);
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SetupCallbacks();
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// Setup Pad
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sceCtrlSetSamplingCycle(0);
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sceCtrlSetSamplingMode(0);
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sceGuInit();
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printf("INIT OK\n");
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logo_temp2 = convertimage(logo_start,64);
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// setup
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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*)FRAME_SIZE,BUF_WIDTH);
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sceGuDepthBuffer((void*)(FRAME_SIZE*2),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);//0xc350=50000 0x2710=10000
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sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuBlendFunc(0,2,3,0,0);
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sceGuEnable(GU_BLEND);
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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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sceGuFrontFace(GU_CW); // NOTE: not CCW
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sceGuEnable(GU_CULL_FACE);
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//sceGuEnable(GU_STATE_TEXTURE);
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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(1);
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sceCtrlReadBufferPositive(&pad, 1);
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buttonsold = pad.Buttons;
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while (!done)
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{
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sceGuStart(GU_DIRECT,list);
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sceGuClearColor(0);
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sceGuClearDepth(0);
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sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
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val++;
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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(75.0f,16.0/9.0f,1.0f,1000.0f);
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sceGumMatrixMode(GU_VIEW);
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sceGumLoadIdentity();
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sceGumMatrixMode(GU_TEXTURE);
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sceGumLoadIdentity();
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sceGumMatrixMode(GU_MODEL);
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{
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ScePspFVector3 pos = {-6.5f,-3.5f,-7.0f};
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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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sceGumLoadIdentity();
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sceGumTranslate(&pos);
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sceGumRotateXYZ(&rot);
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}
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sceGuTexMode(GU_PSM_8888,0,0,0);
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sceGuTexImage(0,64,64,64,logo_temp2);
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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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sceGuAmbientColor(0xff101010);
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sceGuTexMapMode(0,0,0);
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sceGuDisable(GU_LIGHTING);
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sceGuEnable(GU_TEXTURE_2D);
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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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// now for the spherical harmonics
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sceGumMatrixMode(GU_MODEL);
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{
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ScePspFVector3 pos = {0,0,-130.0f};
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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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sceGumLoadIdentity();
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sceGumTranslate(&pos);
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sceGumRotateXYZ(&rot);
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}
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sceGuFinish();
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//sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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SpharmGenTest(rendermode);
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sceCtrlReadBufferPositive(&pad, 1);
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if (buttonsold != pad.Buttons) {
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if (pad.Buttons & PSP_CTRL_LEFT) {
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if (rendermode > 0) rendermode--;
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}
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if (pad.Buttons & PSP_CTRL_RIGHT) {
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if (rendermode < 9) rendermode++;
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}
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if (pad.Buttons & PSP_CTRL_UP) {
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rendermode = 0;
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}
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if (pad.Buttons & PSP_CTRL_DOWN) {
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rendermode = 9;
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}
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}
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buttonsold = pad.Buttons;
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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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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