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📄 logic.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 "../common/callbacks.h"#include "../common/vram.h"PSP_MODULE_INFO("Logic Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];struct Vertex{ 	float x,y,z;};#define BUF_WIDTH (512)#define SCR_WIDTH (480)#define SCR_HEIGHT (272)const char* names[16] ={	"GU_CLEAR",	"GU_AND",	"GU_AND_REVERSE",	"GU_COPY",	"GU_AND_INVERTED",	"GU_NOOP",	"GU_XOR",	"GU_OR",	"GU_NOR",	"GU_EQUIV",	"GU_INVERTED",	"GU_OR_REVERSE",	"GU_COPY_INVERTED",	"GU_OR_INVERTED",	"GU_NAND",	"GU_SET"};#define TIME_SLICE 5int curr_state = 0;struct timeval base_time;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);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(GU_TRUE);	int val = 0;	gettimeofday(&base_time,0);	while(running())	{		struct Vertex* vertices;		struct timeval tv;		sceGuStart(GU_DIRECT,list);		// clear screen		sceGuClearColor(0);		sceGuClearDepth(0);		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);		// draw triangle 1 (normal)		sceGuColor(0xffffffff);		vertices = (struct Vertex*)sceGuGetMemory(3*sizeof(struct Vertex));		vertices[0].x = (SCR_WIDTH/2) + cosf(val * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[0].y = (SCR_HEIGHT/2) + sinf(val * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[0].z = 0;		vertices[1].x = (SCR_WIDTH/2) + cosf((val+120) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[1].y = (SCR_HEIGHT/2) + sinf((val+120) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[1].z = 0;		vertices[2].x = (SCR_WIDTH/2) + cosf((val+240) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[2].y = (SCR_HEIGHT/2) + sinf((val+240) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[2].z = 0;		sceGuDrawArray(GU_TRIANGLES,GU_VERTEX_32BITF|GU_TRANSFORM_2D,3,0,vertices);		// draw triangle 2 (affected by logic op)		sceGuEnable(GU_COLOR_LOGIC_OP);		sceGuLogicalOp(curr_state);		sceGuColor(0xffff00ff);		vertices = (struct Vertex*)sceGuGetMemory(3*sizeof(struct Vertex));		vertices[0].x = (SCR_WIDTH/2) + cosf((val*1.1f) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[0].y = (SCR_HEIGHT/2) + sinf((val*1.1f) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[0].z = 0;		vertices[1].x = (SCR_WIDTH/2) + cosf((val*1.1f+120) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[1].y = (SCR_HEIGHT/2) + sinf((val*1.1f+120) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[1].z = 0;		vertices[2].x = (SCR_WIDTH/2) + cosf((val*1.1f+240) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[2].y = (SCR_HEIGHT/2) + sinf((val*1.1f+240) * (GU_PI/180)) * (SCR_HEIGHT/2);		vertices[2].z = 0;		sceGuDrawArray(GU_TRIANGLES,GU_VERTEX_32BITF|GU_TRANSFORM_2D,3,0,vertices);		sceGuDisable(GU_COLOR_LOGIC_OP);		sceGuFinish();		sceGuSync(0,0);		gettimeofday(&tv,0);		if ((tv.tv_sec-base_time.tv_sec) > TIME_SLICE)		{			curr_state = (curr_state + 1) & 15;			base_time = tv;		}		sceDisplayWaitVblankStart();		sceGuSwapBuffers();		pspDebugScreenSetXY(0,0);		pspDebugScreenPrintf("%s",names[curr_state]);		val++;	}	sceGuTerm();	sceKernelExitGame();	return 0;}

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