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📄 ortho.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) 2006 David Perry (Insert_witty_name) * Simple pixel perfect ortho projection sample * */ #include <pspkernel.h>#include <pspdisplay.h>#include <pspdebug.h>#include <stdlib.h>#include <pspctrl.h>#include <pspgu.h>#include <pspgum.h>#include "../common/callbacks.h"#include "../common/vram.h"PSP_MODULE_INFO("Orthographic Projection", 0, 1, 1);static unsigned int __attribute__((aligned(16))) list[262144]; #define BUF_WIDTH (512)#define SCR_WIDTH (480)#define SCR_HEIGHT (272)struct Vertex{   unsigned int color;   float x, y, z;};struct Vertex __attribute__((aligned(16))) vertices[1*3] ={       {0xFF0000FF, 0.0f, -50.0f, 0.0f}, // Top, red       {0xFF00FF00, 50.0f, 50.0f, 0.0f}, // Right, green       {0xFFFF0000, -50.0f, 50.0f, 0.0f}, // Left, blue};int main(int argc, char* argv[]){	pspDebugScreenInit();	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);	sceGuFrontFace(GU_CW);	sceGuShadeModel(GU_SMOOTH);	sceGuDisable(GU_TEXTURE_2D);	sceGuFinish();	sceGuSync(0,0); 	sceDisplayWaitVblankStart();	sceGuDisplay(1);	sceCtrlSetSamplingCycle(0);	sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);		ScePspFVector3 pos = {240.0f, 136.0f, 0.0f};	int val = 0;	while(running())	{		SceCtrlData pad; 		sceGuStart(GU_DIRECT,list); 		sceGuClearColor(0);		sceGuClearDepth(0);		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);		sceCtrlPeekBufferPositive(&pad, 1);		if(pad.Buttons & PSP_CTRL_UP)			pos.z += 1.0f / 100.0f;		if(pad.Buttons & PSP_CTRL_DOWN)			pos.z -= 1.0f / 100.0f;		if(abs(pad.Lx-128) > 32)			pos.x += ((pad.Lx-128)/128.0f);		if(abs(pad.Ly-128) > 32)			pos.y += ((pad.Ly-128)/128.0f); 		sceGumMatrixMode(GU_PROJECTION);		sceGumLoadIdentity();		sceGumOrtho(0, 480, 272, 0, -1, 1);		sceGumMatrixMode(GU_VIEW);		sceGumLoadIdentity(); 		sceGumMatrixMode(GU_MODEL);		sceGumLoadIdentity();                // Draw triangle                                sceGumTranslate(&pos);                sceGumRotateZ(val*0.03f);                sceGumDrawArray(GU_TRIANGLES,GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,1*3,0,vertices);		sceGuFinish();		sceGuSync(0,0);		pspDebugScreenSetOffset((int)fbp0);		pspDebugScreenSetXY(0,0);		pspDebugScreenPrintf("x: %.2f y: %.2f z: %.2f",pos.x,pos.y,pos.z);		sceDisplayWaitVblankStart();		fbp0 = sceGuSwapBuffers();		val++;	} 	sceGuTerm();	sceKernelExitGame();	return 0;}

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