Code: Select all
#include <pspkernel.h>
#include <pspdebug.h>
#include <pspdisplay.h>
#include <pspctrl.h>
#include <stdio.h>
#include <string.h>
#include <pspgu.h>
#include <pspgum.h>
#include <psptypes.h>
#include <pspkerneltypes.h>
#include <pspiofilemgr.h>
#include <pspiofilemgr_fcntl.h>
#include <stdlib.h>
//#include <pspmoduleinfo.h>
#include <pspwlan.h>
#include <math.h>
#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
PSP_MODULE_INFO("Project 4", 0, 1, 1);
extern unsigned char logo_start[];
#define printf pspDebugScreenPrintf
int done=0;
struct Vertex
{
float u, v;
unsigned int color;
float x,y,z;
};
struct Vertex __attribute__((aligned(16))) Vertices[10000];
static unsigned int __attribute__((aligned(16))) list[262144];
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, THREAD_ATTR_USER, 0);
if (thid >= 0)
sceKernelStartThread(thid, 0, 0);
return thid;
}
static unsigned int staticOffset = 0;
static unsigned int getMemorySize(unsigned int width, unsigned int height, unsigned int psm)
{
switch (psm)
{
case GU_PSM_T4:
return (width * height) >> 1;
case GU_PSM_T8:
return width * height;
case GU_PSM_5650:
case GU_PSM_5551:
case GU_PSM_4444:
case GU_PSM_T16:
return 2 * width * height;
case GU_PSM_8888:
case GU_PSM_T32:
return 4 * width * height;
default:
return 0;
}
}
void* getStaticVramBuffer(unsigned int width, unsigned int height, unsigned int psm)
{
unsigned int memSize = getMemorySize(width,height,psm);
void* result = (void*)staticOffset;
staticOffset += memSize;
return result;
}
int
Random (int low, int high)
{
return (rand() % (high + 1));
}
int main(int argc, char **argv)
{
SetupCallbacks();
pspDebugScreenInit();
int am=0;
int selected=0;
char str[1028];
FILE *fp;
fp=fopen("ms0:/Test.raw", "r");
while(fgets(str, 1024, fp) != NULL)
{
sscanf(str,"%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f\n",\
&Vertices[am].x,&Vertices[am].y,&Vertices[am].z,&Vertices[am].u,&Vertices[am].v,\
&Vertices[am+1].x,&Vertices[am+1].y,&Vertices[am+1].z,&Vertices[am+1].u,&Vertices[am+1].v,\
&Vertices[am+2].x,&Vertices[am+2].y,&Vertices[am+2].z,&Vertices[am+2].u,&Vertices[am+2].v);
Vertices[am].color=Random(1,0xFFFFFF);
Vertices[am+1].color=Random(1,0xFFFFFF);
Vertices[am+2].color=Random(1,0xFFFFFF);
am+=3;
}
am-=3;
printf("%s",str);
SceCtrlData pad;
sceCtrlSetSamplingCycle(0);
sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
sceGuDepthBuffer(zbp,BUF_WIDTH);
sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
sceGuDepthRange(65535,0);
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);
int val = 0;
float z=0;
while(done==0){
sceCtrlReadBufferPositive(&pad, 1);
if(pad.Buttons & PSP_CTRL_UP)
z+=0.1f;
if(pad.Buttons & PSP_CTRL_DOWN)
z-=0.1f;
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, z };
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);
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_VERTEX_32BITF|GU_TRANSFORM_3D,am*3,0,Vertices);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
val++;
}
sceGuTerm();
return 0;
}
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