note: normals are NOT correct, jzst random numbers, but that does not really matter, as at least something should be shaded...
Code: Select all
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* Copyright (c) 2005 Jesper Svennevid
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <pspgu.h>
#include <pspgum.h>
PSP_MODULE_INFO("Cube Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
#define printf pspDebugScreenPrintf
static unsigned int __attribute__((aligned(16))) list[262144];
extern unsigned char logo_start[];
struct Vertex
{
float u, v;
unsigned int color;
float nx, ny, nz; // normals
float x,y,z;
};
struct Vertex __attribute__((aligned(16))) vertices[12*3] =
{
{0, 0, 0,0,1, 0xff7f0000,-1,-1, 1}, // 0
{1, 0, 0,1,1, 0xff7f0000,-1, 1, 1}, // 4
{1, 1, 1,1,1, 0xff7f0000, 1, 1, 1}, // 5
{0, 0, 0,0,1, 0xff7f0000,-1,-1, 1}, // 0
{1, 1, 1,1,1, 0xff7f0000, 1, 1, 1}, // 5
{0, 1, 1,0,1, 0xff7f0000, 1,-1, 1}, // 1
{0, 0, 0,0,0, 0xff7f0000,-1,-1,-1}, // 3
{1, 0, 1,0,0, 0xff7f0000, 1,-1,-1}, // 2
{1, 1, 1,1,0, 0xff7f0000, 1, 1,-1}, // 6
{0, 0, 0,0,0, 0xff7f0000,-1,-1,-1}, // 3
{1, 1, 1,1,0, 0xff7f0000, 1, 1,-1}, // 6
{0, 1, 0,1,0, 0xff7f0000,-1, 1,-1}, // 7
{0, 0, 1,0,0, 0xff007f00, 1,-1,-1}, // 0
{1, 0, 1,0,1, 0xff007f00, 1,-1, 1}, // 3
{1, 1, 1,1,1, 0xff007f00, 1, 1, 1}, // 7
{0, 0, 1,0,0, 0xff007f00, 1,-1,-1}, // 0
{1, 1, 1,1,1, 0xff007f00, 1, 1, 1}, // 7
{0, 1, 1,1,0, 0xff007f00, 1, 1,-1}, // 4
{0, 0, 0,0,0, 0xff007f00,-1,-1,-1}, // 0
{1, 0, 0,1,0, 0xff007f00,-1, 1,-1}, // 3
{1, 1, 0,1,1, 0xff007f00,-1, 1, 1}, // 7
{0, 0, 0,0,0, 0xff007f00,-1,-1,-1}, // 0
{1, 1, 0,1,1, 0xff007f00,-1, 1, 1}, // 7
{0, 1, 0,0,1, 0xff007f00,-1,-1, 1}, // 4
{0, 0, 0,1,0, 0xff00007f,-1, 1,-1}, // 0
{1, 0, 1,1,0, 0xff00007f, 1, 1,-1}, // 1
{1, 1, 1,1,1, 0xff00007f, 1, 1, 1}, // 2
{0, 0, 0,1,0, 0xff00007f,-1, 1,-1}, // 0
{1, 1, 1,1,1, 0xff00007f, 1, 1, 1}, // 2
{0, 1, 0,1,1, 0xff00007f,-1, 1, 1}, // 3
{0, 0, 0,0,0, 0xff00007f,-1,-1,-1}, // 4
{1, 0, 0,0,1, 0xff00007f,-1,-1, 1}, // 7
{1, 1, 1,0,1, 0xff00007f, 1,-1, 1}, // 6
{0, 0, 0,0,0, 0xff00007f,-1,-1,-1}, // 4
{1, 1, 1,0,1, 0xff00007f, 1,-1, 1}, // 6
{0, 1, 1,0,0, 0xff00007f, 1,-1,-1}, // 5
};
int SetupCallbacks();
#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
#define ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */
int main(int argc, char* argv[])
{
SetupCallbacks();
// setup GU
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH);
sceGuDepthBuffer((void*)0x110000,BUF_WIDTH);
sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
sceGuDepthRange(0xc350,0x2710);
sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
sceGuDepthFunc(GU_GEQUAL);
sceGuEnable(GU_DEPTH_TEST);
sceGuFrontFace(GU_CW);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_TEXTURE_2D);
sceGuEnable(GU_CLIP_PLANES);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// run sample
int val = 0;
for(;;)
{
sceGuStart(GU_DIRECT,list);
// clear screen
sceGuClearColor(0xff554433);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
// setup matrices for cube
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 0, 0, -2.5f };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// setup texture
sceGuTexMode(GU_PSM_4444,0,0,0);
sceGuTexImage(0,64,64,64,logo_start);
//sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGB);
sceGuTexEnvColor(0xffff00);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
sceGuAmbientColor(0xffffffff);
// draw cube
sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_NORMAL_32BITF |GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,vertices);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
val++;
}
sceGuTerm();
sceKernelExitGame();
return 0;
}
/* Exit callback */
int exit_callback(int arg1, int arg2, void *common)
{
sceKernelExitGame();
return 0;
}
/* Callback thread */
int CallbackThread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void)
{
int thid = 0;
thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
if(thid >= 0)
{
sceKernelStartThread(thid, 0, 0);
}
return thid;
}