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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
💻 C
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#include <pspkernel.h>#include <pspdisplay.h>#include <pspdebug.h>#include <pspctrl.h>#include <stdlib.h>#include <stdio.h>#include <math.h>#include <string.h>#include <pspgu.h>#include <pspgum.h>PSP_MODULE_INFO("SceGu Cube", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);#define printf	pspDebugScreenPrintfstatic unsigned int __attribute__((aligned(16))) list[262144];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};int done = 0;/* Exit callback */int exit_callback(void){	done = 1;	return 0;}/* Callback thread */void CallbackThread(void *arg){	int cbid;	cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);	sceKernelRegisterExitCallback(cbid);	sceKernelSleepThreadCB();}/* 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;}extern void SpharmGenTest(int rendermode);unsigned char *convertimage(unsigned char *inptr,int size);extern unsigned char logo_start[];#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? */unsigned char *logo_temp2;//  from disablefpu.Sextern void _DisableFPUExceptions(void);int main(int argc, char* argv[]){  SceCtrlData pad;  unsigned int buttonsold = 0;  int rendermode = 0;	int i = 0;	int val = 0;  _DisableFPUExceptions();	pspDebugScreenInit();	//printf("Bootpath: %s\n", g_elf_name);	SetupCallbacks();  // Setup Pad  sceCtrlSetSamplingCycle(0);  sceCtrlSetSamplingMode(0);	sceGuInit();	printf("INIT OK\n");  logo_temp2 = convertimage(logo_start,64);	// setup	sceGuStart(0,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);//0xc350=50000  0x2710=10000	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);	sceGuEnable(GU_SCISSOR_TEST);	sceGuBlendFunc(0,2,3,0,0);	sceGuEnable(GU_BLEND);	sceGuDepthFunc(GU_GEQUAL);	sceGuEnable(GU_DEPTH_TEST);	sceGuShadeModel(GU_SMOOTH);	sceGuFrontFace(GU_CW); // NOTE: not CCW	sceGuEnable(GU_CULL_FACE);	//sceGuEnable(GU_STATE_TEXTURE);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(1);  sceCtrlReadBufferPositive(&pad, 1);  buttonsold = pad.Buttons;	while (!done)	{		unsigned int x,y;		sceGuStart(0,list);		sceGuClearColor(0);		sceGuClearDepth(0);		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);		val++;		sceGumMatrixMode(GU_PROJECTION);		sceGumLoadIdentity();		sceGumPerspective(75.0f,16.0/9.0f,1.0f,1000.0f);		sceGumMatrixMode(GU_VIEW);		sceGumLoadIdentity();		sceGumMatrixMode(GU_TEXTURE);		sceGumLoadIdentity();		sceGumMatrixMode(GU_MODEL);		{			ScePspFVector3 pos = {-6.5f,-3.5f,-7.0f};			ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};			sceGumLoadIdentity();			sceGumTranslate(&pos);			sceGumRotateXYZ(&rot);		}    sceGuTexMode(GU_PSM_8888,0,0,0);    sceGuTexImage(0,64,64,64,logo_temp2);	  sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);	  sceGuTexFilter(GU_LINEAR,GU_LINEAR);	  sceGuTexScale(1.0f,1.0f);	  sceGuTexOffset(0.0f,0.0f);	  sceGuAmbientColor(0xff101010);    sceGuTexMapMode(0,0,0);    sceGuDisable(GU_LIGHTING);    sceGuEnable(GU_TEXTURE_2D);    sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,vertices);    // now for the spherical harmonics	sceGumMatrixMode(GU_MODEL);	{		ScePspFVector3 pos = {0,0,-130.0f};		ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};		sceGumLoadIdentity();		sceGumTranslate(&pos);		sceGumRotateXYZ(&rot);	}		sceGuFinish();		//sceGuSync(0,0);    SpharmGenTest(rendermode);    sceCtrlReadBufferPositive(&pad, 1);    if (buttonsold != pad.Buttons) {      if (pad.Buttons & PSP_CTRL_LEFT) {        if (rendermode > 0) rendermode--;      }      if (pad.Buttons & PSP_CTRL_RIGHT) {        if (rendermode < 9) rendermode++;      }      if (pad.Buttons & PSP_CTRL_UP) {        rendermode = 0;      }      if (pad.Buttons & PSP_CTRL_DOWN) {        rendermode = 9;      }    }    buttonsold = pad.Buttons;    sceGuSync(0,0);    sceDisplayWaitVblankStart();		sceGuSwapBuffers();	}	sceGuTerm();	sceKernelExitGame();	return 0;}

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