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📄 cube.c

📁 psp开发用的所有头文件。包含所有系统API。需要psp-gcc编译器。在www.psp-dev.com上有
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/* * 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>#include "../common/callbacks.h"#include "../common/vram.h"PSP_MODULE_INFO("Cube Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];extern unsigned char logo_start[];struct Vertex{	float u, v;	unsigned int color;	float x,y,z;};struct Vertex __attribute__((aligned(16))) vertices[12*3] ={	{0, 0, 0xff7f0000,-1,-1, 1}, // 0	{1, 0, 0xff7f0000,-1, 1, 1}, // 4	{1, 1, 0xff7f0000, 1, 1, 1}, // 5	{0, 0, 0xff7f0000,-1,-1, 1}, // 0	{1, 1, 0xff7f0000, 1, 1, 1}, // 5	{0, 1, 0xff7f0000, 1,-1, 1}, // 1	{0, 0, 0xff7f0000,-1,-1,-1}, // 3	{1, 0, 0xff7f0000, 1,-1,-1}, // 2	{1, 1, 0xff7f0000, 1, 1,-1}, // 6	{0, 0, 0xff7f0000,-1,-1,-1}, // 3	{1, 1, 0xff7f0000, 1, 1,-1}, // 6	{0, 1, 0xff7f0000,-1, 1,-1}, // 7	{0, 0, 0xff007f00, 1,-1,-1}, // 0	{1, 0, 0xff007f00, 1,-1, 1}, // 3	{1, 1, 0xff007f00, 1, 1, 1}, // 7	{0, 0, 0xff007f00, 1,-1,-1}, // 0	{1, 1, 0xff007f00, 1, 1, 1}, // 7	{0, 1, 0xff007f00, 1, 1,-1}, // 4	{0, 0, 0xff007f00,-1,-1,-1}, // 0	{1, 0, 0xff007f00,-1, 1,-1}, // 3	{1, 1, 0xff007f00,-1, 1, 1}, // 7	{0, 0, 0xff007f00,-1,-1,-1}, // 0	{1, 1, 0xff007f00,-1, 1, 1}, // 7	{0, 1, 0xff007f00,-1,-1, 1}, // 4	{0, 0, 0xff00007f,-1, 1,-1}, // 0	{1, 0, 0xff00007f, 1, 1,-1}, // 1	{1, 1, 0xff00007f, 1, 1, 1}, // 2	{0, 0, 0xff00007f,-1, 1,-1}, // 0	{1, 1, 0xff00007f, 1, 1, 1}, // 2	{0, 1, 0xff00007f,-1, 1, 1}, // 3	{0, 0, 0xff00007f,-1,-1,-1}, // 4	{1, 0, 0xff00007f,-1,-1, 1}, // 7	{1, 1, 0xff00007f, 1,-1, 1}, // 6	{0, 0, 0xff00007f,-1,-1,-1}, // 4	{1, 1, 0xff00007f, 1,-1, 1}, // 6	{0, 1, 0xff00007f, 1,-1,-1}, // 5};#define BUF_WIDTH (512)#define SCR_WIDTH (480)#define SCR_HEIGHT (272)int main(int argc, char* argv[]){	setupCallbacks();	// setup GU	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);	// run sample	int val = 0;	while(running())	{		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);		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,12*3,0,vertices);		sceGuFinish();		sceGuSync(0,0);		sceDisplayWaitVblankStart();		sceGuSwapBuffers();		val++;	}	sceGuTerm();	sceKernelExitGame();	return 0;}

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