Ejemplo n.º 1
0
Archivo: main.c Proyecto: CDragu/pspsdk
void setupGu(void)
{
	sceGuInit();

	sceGuStart(GU_DIRECT, list);
	sceGuDrawBuffer(GU_PSM_8888, 0, BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
	sceGuDepthBuffer((void*)0x110000, BUF_WIDTH);

	sceGuOffset(0, 0);

	sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);

	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	sceGuEnable(GU_BLEND);

	//sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
	//sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_NEAREST);
	//sceGuTexWrap(GU_REPEAT, GU_REPEAT);

	sceGuClearColor(0);
	sceGuClearDepth(0);
	sceGuClearStencil(0);

	sceGuFinish();
	sceGuSync(0, 0);
	
	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
}
Ejemplo n.º 2
0
void _gInit()
{
  // Init & setup GU
  sceGuInit();
  sceGuStart(GU_DIRECT,list);

  sceGuDrawBuffer(GU_PSM_8888,(void*)FRAMEBUFFER_SIZE,PSP_LINE_SIZE);
  sceGuDispBuffer(G_SCR_W,G_SCR_H,(void*)0,PSP_LINE_SIZE);
  sceGuDepthBuffer((void*)(FRAMEBUFFER_SIZE*2),PSP_LINE_SIZE);
  sceGuOffset(2048-(G_SCR_W/2),2048-(G_SCR_H/2));
  sceGuViewport(2048,2048,G_SCR_W,G_SCR_H);

  gResetScissor();
  sceGuDepthRange(65535,0);
  sceGuClearDepth(65535);
  sceGuAlphaFunc(GU_GREATER,0,0xff);
  sceGuDepthFunc(GU_LEQUAL);
  sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0,0);
  sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA);
  sceGuTexFilter(GU_LINEAR,GU_LINEAR);
  sceGuShadeModel(GU_FLAT);

  sceGuDisable(GU_CULL_FACE);
  sceGuDisable(GU_CLIP_PLANES);
  sceGuDisable(GU_DITHER);
  sceGuEnable(GU_ALPHA_TEST);
  sceGuEnable(GU_SCISSOR_TEST);

  sceGuFinish();
  sceGuSync(0,0);
  sceDisplayWaitVblankStart();
  sceGuDisplay(GU_TRUE);

  init = G_TRUE;
}
Ejemplo n.º 3
0
void SetupProjection( void )
{
	// setup matrices for the triangle
	sceGumMatrixMode(GU_PROJECTION);
	sceGumLoadIdentity();
	sceGumPerspective( 75.0f, 16.0f/9.0f, 0.5f, 1000.0f);
 
    sceGumMatrixMode(GU_VIEW);
	sceGumLoadIdentity();
 	
	sceGuClearColor( GU_COLOR( 0.0f, 0.0f, 0.0f, 1.0f ) ); 
	sceGuClearDepth(0);	
}
Ejemplo n.º 4
0
MF_API void MFRenderer_ClearScreen(MFRenderClearFlags flags, MFVector colour, float z, int stencil)
{
	MFCALLSTACK;

	clearColour = ((uint32)(a*255.0f) << 24) |
				  ((uint32)(b*255.0f) << 16) |
				  ((uint32)(g*255.0f) << 8) |
				   (uint32)(r*255.0f);

	sceGuClearColor(clearColour);
	sceGuClearDepth(0xFFFF);

	sceGuClear( ((flags&CS_Colour) ? GU_COLOR_BUFFER_BIT : NULL) | ((flags&CS_ZBuffer) ? GU_DEPTH_BUFFER_BIT : NULL) );
}
Ejemplo n.º 5
0
void Red3dSetupScreen()
{
	sceGuDisplay(GU_TRUE);
	sceGuStart(GU_DIRECT,list);

	sceGuClearColor(GRAY);
	sceGuClearDepth(0);
	sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
	
	sceGumMatrixMode(GU_VIEW);
	sceGumLoadIdentity();
	{
		sceGumTranslate(&CameraPosition);
		sceGumRotateXYZ(&CameraRotation);
	}
	
	sceGumMatrixMode(GU_PROJECTION);
	sceGumLoadIdentity();
	sceGumPerspective(25.0f,16.0f/9.0f,0.5f,1000.0f);
}
Ejemplo n.º 6
0
void StartUpDisplay()
{
	//ScePspFVector3	vec;

	_rotationSpeed = 1.0f;
	_rotation.x = 0.0f;
	_rotation.y = 0.0f;
	_rotation.z = 0.0f;
	_bgColour = 0;
	_frame = 0;
	_viewMode = 0;
	sceGuInit();
	sceGuStart(SCEGU_IMMEDIATE, (void *)disp_list, sizeof(disp_list));

	sceGuDrawBuffer(SCEGU_PF5551, SCEGU_VRAM_BP_0, SCEGU_VRAM_WIDTH);
	sceGuDispBuffer(SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, SCEGU_VRAM_BP_1,
		SCEGU_VRAM_WIDTH);
	sceGuDepthBuffer(SCEGU_VRAM_BP_2, SCEGU_VRAM_WIDTH);

	sceGuOffset(SCEGU_SCR_OFFSETX, SCEGU_SCR_OFFSETY);
	sceGuViewport(2048, 2048, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
	sceGuDepthRange(50000, 10000);

	sceGuDisable(SCEGU_BLEND);

	sceGuScissor(0, 0, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
	sceGuEnable(SCEGU_SCISSOR_TEST);

	sceGuDepthFunc(SCEGU_GEQUAL);
	sceGuEnable(SCEGU_DEPTH_TEST);

	sceGuFrontFace(SCEGU_CW);

	sceGuDisable(SCEGU_TEXTURE);
	sceGuShadeModel(SCEGU_SMOOTH);

	sceGuEnable(SCEGU_DITHER);

	//vec.x = 0.0f;
	//vec.y = 0.0f;
	//vec.z = 1.0f;
	//sceGuLightColor(0, SCEGU_DIFFUSE, 0xffffffff);
	//sceGuLight(0, SCEGU_LIGHT_DIRECTION, SCEGU_DIFFUSE, &vec);
	//vec.x = 1.0f;
	//vec.y = 0.0f;
	//vec.z = 0.0f;
	//sceGuLightColor(1, SCEGU_DIFFUSE, 0xff00ffff);
	//sceGuLight(1, SCEGU_LIGHT_DIRECTION, SCEGU_DIFFUSE, &vec);
	//vec.x = -1.0f;
	//vec.y = 0.0f;
	//vec.z = 0.0f;
	//sceGuLightColor(2, SCEGU_DIFFUSE, 0xffff00ff);
	//sceGuLight(2, SCEGU_LIGHT_DIRECTION, SCEGU_DIFFUSE, &vec);
	//sceGuEnable(SCEGU_LIGHT0);
	//sceGuEnable(SCEGU_LIGHT1);
	//sceGuEnable(SCEGU_LIGHT2);
	//sceGuEnable(SCEGU_LIGHTING);

	//sceGuFog(14.50, 25.0, 0x007f00ff);

	//sceGuAmbient(0xcc004cb2);
	sceGuAmbient(0xffffffff);
	sceGuColor(0xff0000ff);

	//sceGuTexMode(SCEGU_PF5551, 1, SCEGU_SINGLE_CLUT, SCEGU_TEXBUF_NORMAL);
	//sceGuTexFilter(SCEGU_LINEAR_MIPMAP_NEAREST, SCEGU_LINEAR);
	//sceGuTexFunc(SCEGU_TEX_MODULATE, SCEGU_RGB);
	//sceGuTexWrap(SCEGU_REPEAT, SCEGU_REPEAT);

	sceGumSetMatrixStack(matrix_stack, 1, 1, 2, 0);
	sceGumMatrixMode(SCEGU_MATRIX_PROJECTION);
	sceGumLoadIdentity();
	sceGumPerspective(SCEGU_RAD(45.0f), SCEGU_SCR_ASPECT,
		1.000000f, 100.000000f);

	sceGumMatrixMode(SCEGU_MATRIX_WORLD);

	sceGuClearDepth(0);
	sceGuClearStencil(0);

	sceGuFinish();
	sceGuSync(SCEGU_SYNC_FINISH, SCEGU_SYNC_WAIT);

	sceGuDisplay(SCEGU_DISPLAY_ON);
}
Ejemplo n.º 7
0
int main(int argc, char* argv[])
{
	setupCallbacks();

	int i, j;

	// Load emd mesh from file
	EMD_MESH* mesh = EMD_LoadMeshFromFile("scene.emd");
	int vert_count = EMD_GetVertexCount(mesh);
	int idx_count = 0;

	int elem_count = EMD_GetElementCount(mesh);
	for (i=0; i<elem_count; i++)
	{
		idx_count += EMD_GetIndexCount(mesh, i);
	}

	VERTEX* vert_buf = (VERTEX*)memalign(16, sizeof(VERTEX) * vert_count);
	GW_UINT16* idx_buf = (GW_UINT16*)memalign(16, sizeof(GW_UINT16) * idx_count);

	for (i=0; i<vert_count; i++)
	{
		EMD_GetVertexByIndex(mesh, i, &vert_buf[i].x, &vert_buf[i].y, &vert_buf[i].z);
		EMD_GetTexcoordByIndex(mesh, i, &vert_buf[i].u, &vert_buf[i].v);
		EMD_GetNormalByIndex(mesh, i, &vert_buf[i].nx, &vert_buf[i].ny, &vert_buf[i].nz);
		//vert_buf[i].color = 0xffffffff;
	}

	GW_UINT32 idx_head = 0;
	GW_UINT32* data;
	GW_UINT32 count;

	// Pack 32-bit index into 16-bit buffer
	for (i=0; i<elem_count; i++)
	{
		count = EMD_GetIndexCount(mesh, i);
		data = EMD_GetIndexArray(mesh, i);
		for (j=0; j<count; j++)
		{
			idx_buf[j + idx_head] = (GW_UINT16)data[j];
		}

		idx_head += count;
	}

	EMD_FreeMesh(mesh);


	// flush cache so that no stray data remains

	sceKernelDcacheWritebackAll();

	// 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);

	pspDebugScreenInit();
	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_CCW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	//sceGuDisable(GU_TEXTURE_2D);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuEnable(GU_LIGHTING);
	sceGuEnable(GU_LIGHT0);
	sceGuEnable(GU_LIGHT1);
	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 lights

		ScePspFVector3 light_dir = { 1.0f, 1.0f, 1.0f };

		// GU_DIRECTIONAL
		// GU_POINTLIGHT
		sceGuLight(0, GU_POINTLIGHT, GU_DIFFUSE, &light_dir);
		sceGuLightColor(0, GU_DIFFUSE, 0xffffffff);
		sceGuAmbient(0x00202020);

		light_dir.x = -light_dir.x;
		light_dir.y = -light_dir.y;
		light_dir.z = -light_dir.z;

		sceGuLight(1, GU_DIRECTIONAL, GU_DIFFUSE_AND_SPECULAR, &light_dir);
		sceGuLightColor(1, GU_DIFFUSE, 0xff7f7f7f);
		

		// 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, -5.0f };
			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(0xff7f7f7f);

		// draw cube

		sceGuColor(0xffffff);
		sceGumDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,
				idx_count, idx_buf, vert_buf);
		

		pspDebugScreenSetXY(0, 0);
		pspDebugScreenPrintf("v: %d", vert_count);
		pspDebugScreenSetXY(0, 1);
		pspDebugScreenPrintf("i: %d", idx_count);

		sceGuFinish();
		sceGuSync(0,0);

		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();

		val++;
	}

	sceGuTerm();

	// Release buffers
	free(vert_buf);
	free(idx_buf);

	sceKernelExitGame();
	return 0;
}
Ejemplo n.º 8
0
Archivo: ui.c Proyecto: kradhub/pspdc
/* configuration dialog return 0 when connected
 * 1 when cancelled (ie back)
 */
int
ui_network_dialog_run (UI * ui)
{
	pspUtilityNetconfData conf;
	struct pspUtilityNetconfAdhoc adhoc_params;
	unsigned int swap_count = 0;
	SceCtrlLatch latch;

	memset(&conf, 0, sizeof (conf));
	memset(&adhoc_params, 0, sizeof (adhoc_params));

	conf.base.size = sizeof (conf);
	conf.base.language = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH;
	conf.base.buttonSwap = PSP_UTILITY_ACCEPT_CROSS;

	/* Thread priorities */
	conf.base.graphicsThread = 17;
	conf.base.accessThread = 19;
	conf.base.fontThread = 18;
	conf.base.soundThread = 16;

	conf.action = PSP_NETCONF_ACTION_CONNECTAP;
	conf.adhocparam = &adhoc_params;

	sceUtilityNetconfInitStart (&conf);

	while (running) {
		int done = 0;

		/* directly use GU to avoid flickering with SDL */
		sceGuStart (GU_DIRECT, list);
		sceGuClearColor (0xff554433);
		sceGuClearDepth (0);
		sceGuClear (GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
		sceGuFinish ();
		sceGuSync (0,0);

		switch (sceUtilityNetconfGetStatus ()) {
			case PSP_UTILITY_DIALOG_NONE:
				break;

			case PSP_UTILITY_DIALOG_VISIBLE:
				sceUtilityNetconfUpdate (1);
				break;

			case PSP_UTILITY_DIALOG_QUIT:
				sceUtilityNetconfShutdownStart ();
				break;

			case PSP_UTILITY_DIALOG_FINISHED:
				done = 1;
				break;

			default:
				break;
		}

		sceDisplayWaitVblankStart ();
		sceGuSwapBuffers ();
		swap_count++;

		if (done)
			break;
	}

	/* hack for SDL compatibility.
	 * if it end up on an odd buffer, SDL won't be displayed.
	 * ie SDL will display in an hidden buffer
	 */
	if (swap_count & 1)
		sceGuSwapBuffers ();

	/* message dialog seems to causes strange latch behavior, next read
	 * of latch will contains all button pressed during dialog.
	 * read one to reset it */
	sceCtrlReadLatch (&latch);

	return conf.base.result;
}
Ejemplo n.º 9
0
int main(int argc, char* argv[])
{
    SetupCallbacks();

    // generate geometry

    genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );

    // flush cache so that no stray data remains

    sceKernelDcacheWritebackAll();

    // setup Edram buffers

    void* frameBuffer = (void*)0;
    const void* doubleBuffer = (void*)0x44000;
    const void* renderTarget = (void*)0x88000;
    const void* depthBuffer = (void*)0x110000;

    // setup GU

    sceGuInit();

    sceGuStart(GU_DIRECT,list);
    sceGuDrawBuffer(GU_PSM_4444,frameBuffer,BUF_WIDTH);
    sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)doubleBuffer,BUF_WIDTH);
    sceGuDepthBuffer((void*)depthBuffer,BUF_WIDTH);
    sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
    sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
    sceGuDepthRange(0xc350,0x2710);
    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);
    sceGuFinish();
    sceGuSync(0,0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);

    // run sample
    int val = 0;
    Texture offscreenTexture = {
        GU_PSM_4444,
        0, 128, 128, 128,
        sceGeEdramGetAddr() + (int)renderTarget
    };

    for(;;)
    {
        sceGuStart(GU_DIRECT,list);

        {
            sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,offscreenTexture.stride);

            // setup viewport

            sceGuOffset(2048 - (offscreenTexture.width/2),2048 - (offscreenTexture.height/2));
            sceGuViewport(2048,2048,offscreenTexture.width,offscreenTexture.height);

            // clear screen

            sceGuClearColor(0xffffffff);
            sceGuClearDepth(0);
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

            // draw torus to offscreen texture

            drawTorus( val );
        }

        {
            // set frame buffer

            sceGuDrawBufferList(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);

            // setup viewport

            sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
            sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);

            // clear screen

            sceGuClearColor(0xff554433);
            sceGuClearDepth(0);
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

            // draw cube using offscreen texture

            drawCube( &offscreenTexture, val );

        }

        sceGuFinish();
        sceGuSync(0,0);

        sceDisplayWaitVblankStart();
        frameBuffer = sceGuSwapBuffers();

        val++;
    }

    sceGuTerm();

    sceKernelExitGame();
    return 0;
}
void FrontEnd::StartUpDisplay(void)
#endif
{
#ifdef PC
	UNREFERENCED_PARAMETER( hInst );

	// register window class
	WNDCLASSEX wc = 
	{
		sizeof( WNDCLASSEX ), CS_CLASSDC, MainWndProc, 0L, 0L,
		GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
		L"Cross-Platform Development", NULL
	};
	wc.hInstance = hInst;
	_wc = wc;
	if( !RegisterClassEx( &wc ) )
	{
		MessageBox( 0, L"Failed to Register Class", 0, 0 );
		PostQuitMessage( 0 );
	}

	// create the window
	_d3dParameters.BackBufferHeight = 272;
	_d3dParameters.BackBufferWidth = 480;
	HWND hWnd = CreateWindow( L"Cross-Platform Development", L"Cross-Platform Development", WS_OVERLAPPEDWINDOW, 100, 100, 
		_d3dParameters.BackBufferWidth, _d3dParameters.BackBufferHeight, NULL, NULL, wc.hInstance, NULL );

	// check if the hWnd has been created
	if( !hWnd )
	{
		MessageBox( 0, L"Failed to Create Window", 0, 0 );
		PostQuitMessage( 0 );
	}

	/* Create the device */
	if ( NULL == ( _pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
	{
		MessageBox( 0, L"DirectX SDK Version Wrong", 0, 0 );
		PostQuitMessage( 0 );
	}

	// set up the structure used to create the D3DDevice
	int height = _d3dParameters.BackBufferHeight;
	int width = _d3dParameters.BackBufferWidth;
	ZeroMemory( &_d3dParameters, sizeof( _d3dParameters ) );
	_d3dParameters.Windowed = TRUE;
	_d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
	_d3dParameters.BackBufferFormat = D3DFMT_UNKNOWN;
	_d3dParameters.BackBufferHeight = height;
	_d3dParameters.BackBufferWidth = width;
	_d3dParameters.EnableAutoDepthStencil = TRUE;		/* Allow directX to create and manage a z buffer for me */
	_d3dParameters.AutoDepthStencilFormat = D3DFMT_D16;	/* Use the 16bit format */

	// create D3DDevice
	if ( FAILED( _pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
		D3DCREATE_HARDWARE_VERTEXPROCESSING, &_d3dParameters, &_pd3dDevice ) ) )
	{
		if ( FAILED( _pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_d3dParameters, &_pd3dDevice ) ) )
		{
			MessageBox( 0, L"This machine cannot process vertices", 0, 0 );
			PostQuitMessage( 0 );
		}
	}

	// set up some default render modes
	_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );		/*< Solid fill rendering */
	_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );		/*< Default shading */
	_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );		/*< Culling off */ 
	_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );				/*< Lighting on */ 
	_pd3dDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255) );
	_pd3dDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );			/*< Turn on z buffering */
	_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );			/*< Allow writing to the z buffer */
	_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );		/*< Render each pixel if it's less than or equal to an existing pixel */

	ShowWindow( hWnd, UpdateWindow( hWnd ) );

	/* Set up the vertex buffer for rendering */
	Vertex* vertexBuffer = false;
	if( SUCCEEDED( _pd3dDevice->CreateVertexBuffer( 36 * sizeof( D3DFVF_Vertex ), 0, 
		D3DFVF_XYZ, D3DPOOL_DEFAULT, &_vertexBuffer, NULL ) ) )
	{
		if( SUCCEEDED( _vertexBuffer->Lock( 0, 36 * sizeof( D3DFVF_Vertex ), (void**)&vertexBuffer, 0 ) ) )
		{	
			for( DWORD i = 0; i < 36; ++i )
			{
				vertexBuffer[i].x = Cube[i].x;
				vertexBuffer[i].y = Cube[i].y;
				vertexBuffer[i].z = Cube[i].z;
			}

			_vertexBuffer->Unlock();

			/* Apply a material for lighting to work */
			D3DMATERIAL9 material;
			ZeroMemory( &material, sizeof( material ) );
			material.Diffuse.r = material.Ambient.r = 1.0f;
			material.Diffuse.g = material.Ambient.g = 1.0f;
			material.Diffuse.b = material.Ambient.b = 1.0f;
			material.Diffuse.a = material.Ambient.a = 1.0f;

			_pd3dDevice->SetMaterial( &material );
			_pd3dDevice->SetStreamSource( 0, _vertexBuffer, 0, sizeof(D3DFVF_Vertex) );
			_pd3dDevice->SetFVF( D3DFVF_XYZ );
		}
	}
#else
	_rotationSpeed = 1.0f;
	_rotation.x = 0.0f;
	_rotation.y = 0.0f;
	_rotation.z = 0.0f;
	_frame = 0;
	_viewMode = -1;
	sceGuInit();
	sceGuStart(SCEGU_IMMEDIATE, (void*)_displist, sizeof(_displist));

	sceGuDrawBuffer(SCEGU_PF5551, SCEGU_VRAM_BP_0, SCEGU_VRAM_WIDTH);
	sceGuDispBuffer(SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, SCEGU_VRAM_BP_1,
		SCEGU_VRAM_WIDTH);
	sceGuDepthBuffer(SCEGU_VRAM_BP_2, SCEGU_VRAM_WIDTH);

	sceGuOffset(SCEGU_SCR_OFFSETX, SCEGU_SCR_OFFSETY);
	sceGuViewport(2048, 2048, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
	sceGuDepthRange(50000, 10000);

	sceGuDisable(SCEGU_BLEND);

	sceGuScissor(0, 0, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
	sceGuEnable(SCEGU_SCISSOR_TEST);

	sceGuDepthFunc(SCEGU_GEQUAL);
	sceGuEnable(SCEGU_DEPTH_TEST);

	sceGuFrontFace(SCEGU_CW);

	sceGuDisable(SCEGU_TEXTURE);
	sceGuShadeModel(SCEGU_SMOOTH);

	sceGuEnable(SCEGU_DITHER);

	sceGumSetMatrixStack(_matrixStack, 1, 1, 2, 0);
	sceGumMatrixMode(SCEGU_MATRIX_PROJECTION);
	sceGumLoadIdentity();
	sceGumPerspective(DEGSTORADS(45.0f), SCEGU_SCR_ASPECT,
		1.000000f, 100.000000f);

	sceGumMatrixMode(SCEGU_MATRIX_WORLD);

	sceGuClearDepth(0);
	sceGuClearStencil(0);

	sceGuFinish();
	sceGuSync(SCEGU_SYNC_FINISH, SCEGU_SYNC_WAIT);

	sceGuDisplay(SCEGU_DISPLAY_ON);
#endif
}
Ejemplo n.º 11
0
int main(int argc, char* argv[])
{
    SetupCallbacks();

    // generate geometry

    genGrid( GRID_ROWS, GRID_COLUMNS, GRID_SIZE, grid_vertices, grid_indices );
    genTorus( TORUS_ROWS, TORUS_SLICES, TORUS_RADIUS, TORUS_THICKNESS, torus_vertices, torus_indices );

    // flush cache so that no stray data remains

    sceKernelDcacheWritebackAll();

    // setup VRAM buffers

    void* frameBuffer = (void*)0;
    const void* doubleBuffer = (void*)0x44000;
    const void* renderTarget = (void*)0x88000;
    const void* depthBuffer = (void*)0x110000;

    // setup GU

    sceGuInit();

    sceGuStart(GU_DIRECT,list);
    sceGuDrawBuffer(GU_PSM_4444,frameBuffer,BUF_WIDTH);
    sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)doubleBuffer,BUF_WIDTH);
    sceGuDepthBuffer((void*)depthBuffer,BUF_WIDTH);
    sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
    sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
    sceGuDepthRange(0xc350,0x2710);
    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_DITHER);
    sceGuFinish();
    sceGuSync(0,0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);


    // setup matrices

    ScePspFMatrix4 identity;
    ScePspFMatrix4 projection;
    ScePspFMatrix4 view;

    gumLoadIdentity(&identity);

    gumLoadIdentity(&projection);
    gumPerspective(&projection,75.0f,16.0f/9.0f,0.5f,1000.0f);

    {
        ScePspFVector3 pos = {0,0,-5.0f};

        gumLoadIdentity(&view);
        gumTranslate(&view,&pos);
    }

    ScePspFMatrix4 textureProjScaleTrans;
    gumLoadIdentity(&textureProjScaleTrans);
    textureProjScaleTrans.x.x = 0.5;
    textureProjScaleTrans.y.y = -0.5;
    textureProjScaleTrans.w.x = 0.5;
    textureProjScaleTrans.w.y = 0.5;

    ScePspFMatrix4 lightProjection;
    ScePspFMatrix4 lightProjectionInf;
    ScePspFMatrix4 lightView;
    ScePspFMatrix4 lightMatrix;

    gumLoadIdentity(&lightProjection);
    gumPerspective(&lightProjection,75.0f,1.0f,0.1f,1000.0f);
    gumLoadIdentity(&lightProjectionInf);
    gumPerspective(&lightProjectionInf,75.0f,1.0f,0.0f,1000.0f);

    gumLoadIdentity(&lightView);
    gumLoadIdentity(&lightMatrix);

    // define shadowmap

    Texture shadowmap = {
        GU_PSM_4444,
        0, 128, 128, 128,
        sceGeEdramGetAddr() + (int)renderTarget
    };

    // define geometry

    Geometry torus = {
        identity,
        sizeof(torus_indices)/sizeof(unsigned short),
        torus_indices,
        torus_vertices,
        0xffffff
    };
    Geometry grid = {
        identity,
        sizeof(grid_indices)/sizeof(unsigned short),
        grid_indices,
        grid_vertices,
        0xff7777
    };

    // run sample

    int val = 0;

    for(;;)
    {
        // update matrices

        // grid
        {
            ScePspFVector3 pos = {0,-1.5f,0};

            gumLoadIdentity(&grid.world);
            gumTranslate(&grid.world,&pos);
        }

        // torus
        {
            ScePspFVector3 pos = {0,0.5f,0.0f};
            ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};

            gumLoadIdentity(&torus.world);
            gumTranslate(&torus.world,&pos);
            gumRotateXYZ(&torus.world,&rot);
        }

        // orbiting light
        {
            ScePspFVector3 lightLookAt = { torus.world.w.x, torus.world.w.y, torus.world.w.z };
            ScePspFVector3 rot1 = {0,val * 0.79f * (GU_PI/180.0f),0};
            ScePspFVector3 rot2 = {-(GU_PI/180.0f)*60.0f,0,0};
            ScePspFVector3 pos = {0,0,LIGHT_DISTANCE};

            gumLoadIdentity(&lightMatrix);
            gumTranslate(&lightMatrix,&lightLookAt);
            gumRotateXYZ(&lightMatrix,&rot1);
            gumRotateXYZ(&lightMatrix,&rot2);
            gumTranslate(&lightMatrix,&pos);
        }

        gumFastInverse(&lightView,&lightMatrix);

        // render to shadow map

        {
            sceGuStart(GU_DIRECT,list);

            // set offscreen texture as a render target

            sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,shadowmap.stride);

            // setup viewport

            sceGuOffset(2048 - (shadowmap.width/2),2048 - (shadowmap.height/2));
            sceGuViewport(2048,2048,shadowmap.width,shadowmap.height);

            // clear screen

            sceGuClearColor(0xffffffff);
            sceGuClearDepth(0);
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

            // setup view/projection from light

            sceGuSetMatrix(GU_PROJECTION,&lightProjection);
            sceGuSetMatrix(GU_VIEW,&lightView);

            // shadow casters are drawn in black
            // disable lighting and texturing

            sceGuDisable(GU_LIGHTING);
            sceGuDisable(GU_TEXTURE_2D);

            // draw torus to shadow map

            drawShadowCaster( &torus );

            sceGuFinish();
            sceGuSync(0,0);
        }

        // render to frame buffer

        {
            sceGuStart(GU_DIRECT,list);

            // set frame buffer

            sceGuDrawBufferList(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);

            // setup viewport

            sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
            sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);

            // clear screen

            sceGuClearColor(0xff554433);
            sceGuClearDepth(0);
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

            // setup view/projection from camera

            sceGuSetMatrix(GU_PROJECTION,&projection);
            sceGuSetMatrix(GU_VIEW,&view);
            sceGuSetMatrix(GU_MODEL,&identity);

            // setup a light
            ScePspFVector3 lightPos = { lightMatrix.w.x, lightMatrix.w.y, lightMatrix.w.z };
            ScePspFVector3 lightDir = { lightMatrix.z.x, lightMatrix.z.y, lightMatrix.z.z };

            sceGuLight(0,GU_SPOTLIGHT,GU_DIFFUSE,&lightPos);
            sceGuLightSpot(0,&lightDir, 5.0, 0.6);
            sceGuLightColor(0,GU_DIFFUSE,0x00ff4040);
            sceGuLightAtt(0,1.0f,0.0f,0.0f);
            sceGuAmbient(0x00202020);
            sceGuEnable(GU_LIGHTING);
            sceGuEnable(GU_LIGHT0);

            // draw torus

            drawGeometry( &torus );

            // setup texture projection

            sceGuTexMapMode( GU_TEXTURE_MATRIX, 0, 0 );
            sceGuTexProjMapMode( GU_POSITION );

            // set shadowmap as a texture

            sceGuTexMode(shadowmap.format,0,0,0);
            sceGuTexImage(shadowmap.mipmap,shadowmap.width,shadowmap.height,shadowmap.stride,shadowmap.data);
            sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGB);
            sceGuTexFilter(GU_LINEAR,GU_LINEAR);
            sceGuTexWrap(GU_CLAMP,GU_CLAMP);
            sceGuEnable(GU_TEXTURE_2D);

            // calculate texture projection matrix for shadowmap

            ScePspFMatrix4 shadowProj;
            gumMultMatrix(&shadowProj, &lightProjectionInf, &lightView);
            gumMultMatrix(&shadowProj, &textureProjScaleTrans, &shadowProj);

            // draw grid receiving shadow

            drawShadowReceiver( &grid, shadowProj );

            sceGuFinish();
            sceGuSync(0,0);
        }

        sceDisplayWaitVblankStart();
        frameBuffer = sceGuSwapBuffers();

        val++;
    }

    sceGuTerm();

    sceKernelExitGame();
    return 0;
}
Ejemplo n.º 12
0
int main(int argc, char* argv[])
{
	unsigned int i,j;

	pspDebugScreenInit();
	SetupCallbacks();

#ifdef ENABLE_PROFILER
	// Enable profiling 
	pspDebugProfilerClear();
	pspDebugProfilerEnable();
#endif

	// initialize global context
	g_context.iterationCount = NUM_VERTEX_BUFFERS * NUM_ITERATIONS;
	g_context.t = 0;
	g_context.sint = 0;

	// initialize torus
	for (i = 0; i < NUM_SLICES; ++i)
	{
		for (j = 0; j < NUM_ROWS; ++j)
		{
			float s = i + 0.5f, t = j;
			float x,y,z;

			x = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * cosf(t * ((GU_PI*2)/NUM_ROWS));
			y = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * sinf(t * ((GU_PI*2)/NUM_ROWS));
			z = RING_RADIUS * sinf(s * ((GU_PI*2)/NUM_SLICES));

			torus_vertices[j + i * NUM_ROWS].x = x;
			torus_vertices[j + i * NUM_ROWS].y = y;
			torus_vertices[j + i * NUM_ROWS].z = z;
		}
	}

	// initialize torus modifiers

	for (j = 0; j < NUM_ROWS; ++j)
	{
		float t = j;
		torus_modifiers[j].x = 0;
		torus_modifiers[j].y = 0;
		torus_modifiers[j].z = 0.3*cosf( t * 8.0f *((GU_PI*2)/NUM_ROWS) );
	}

	// init GU and set callbacks
	sceGuInit();

	// 0x01 - user callback
	// 0x04 - 'rendering finished' callback
	sceGuSetCallback(1, &mySignalHandler);
	sceGuSetCallback(4, &myFinishHandler);

	// setup GU
	sceGuStart(GU_DIRECT,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);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuAlphaFunc(GU_GREATER,0,0xff);
	sceGuEnable(GU_ALPHA_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	// run sample

#ifdef USING_SIGNALS
	sceGuCallMode(1);
#endif

	// generate callable command-list with texture setup
	{
		sceGuStart(GU_CALL, smallList1);

		// setup texture
		sceGuTexMode(GU_PSM_5551,0,0,0);
		sceGuTexImage(0,32,32,32,ball_start); // width, height, buffer width, tbp
		sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA); // NOTE: this enables reads of the alpha-component from the texture, otherwise blend/test won't work
		sceGuTexFilter(GU_NEAREST,GU_NEAREST);
		sceGuTexWrap(GU_CLAMP,GU_CLAMP);
		sceGuTexScale(1,1);
		sceGuTexOffset(0,0);
		sceGuAmbientColor(0xffffffff);

		sceGuFinish();
		sceGuSync(0,0);
	}

	// generate callable command-list for cube rendering
	{
		sceGuStart(GU_CALL, smallList2);

		// draw cube
		sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cubeVertices);

		sceGuFinish();
		sceGuSync(0,0);
	}

	for(;;)
	{
		sceGuStart(GU_DIRECT,list);

		unsigned int i = 0;
		for( ; i < NUM_VERTEX_BUFFERS; i++ )
			g_context.vbuffer[i] = sceGuGetMemory((NUM_SLICES/g_context.iterationCount) * 2 * NUM_ROWS * sizeof(Vertex));
		g_context.vertsRendered = 0;

		// clear screen
		sceGuClearColor(0x00334455);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

		// setup matrices
		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

		sceGumMatrixMode(GU_VIEW);
		sceGumLoadIdentity();

		sceGumMatrixMode(GU_MODEL);
		{
			ScePspFVector3 pos = {0.0f,0.0f,-3.5f};
			ScePspFVector3 rot = {g_context.t * 0.3f * (GU_PI/180.0f), g_context.t * 0.7f * (GU_PI/180.0f), g_context.t * 1.3f * (GU_PI/180.0f)};

			sceGumLoadIdentity();
			sceGumTranslate(&pos);
			sceGumRotateXYZ(&rot);
		}

		sceGumStoreMatrix(&g_context.world);

		// call pregenerated command-list to setup texture		
		sceGuCallList(smallList1);

		// start billboard rendering
		render_billboards(0);

		// call pregenerated command-list to render cube
		{
			ScePspFVector3 scale = {0.3f, 0.3f, 0.3f};
			sceGumScale(&scale);
		}

		sceGumUpdateMatrix();
		sceGuCallList(smallList2);	

#ifndef USING_SIGNALS
		// HACK: sceGuFinish() is called inside the signal interupt handler when all rendering job is done
		// this is done in order to stall GPU if it is ahead of CPU
		sceGuFinish();
#endif
		sceGuSync(0,0);

#ifndef ENABLE_FRAMERATE
		// wait for next frame
		sceDisplayWaitVblankStart();
#endif
		sceGuSwapBuffers();

		pspDebugScreenSetXY(0,0);

#ifdef ENABLE_PROFILER
		// Print profile information to the screen
		pspDebugProfilerPrint();
#endif

#ifdef ENABLE_FRAMERATE
		// simple frame rate counter
		static float curr_ms = 1.0f;
		static struct timeval time_slices[16];
		static int t = 0;

		float curr_fps = 1.0f / curr_ms;

		t++;
		
		float vertsPerSec = g_context.vertsRendered*curr_fps;
		float kbPerSec = vertsPerSec * sizeof(Vertex) / 1024.0f;
		gettimeofday(&time_slices[t & 15],0);
		pspDebugScreenPrintf("fps: %d.%03d  ms: %d  vert/s: %dK  MB/s: %d.%03d",(int)curr_fps, ((int)(curr_fps*1000.0f)%1000), (int)(curr_ms*1000.0f),
			(int)(vertsPerSec/1000.0f),
			(int)(kbPerSec/1024.0f), (int)((1000.0f/1024.0f)*((int)kbPerSec%1024)) );

		if (!(t & 15))
		{
			struct timeval last_time = time_slices[0];
			unsigned int i;

			curr_ms = 0;
			for (i = 1; i < 16; ++i)
			{
				struct timeval curr_time = time_slices[i];

				int curr_time_usec = curr_time.tv_usec + curr_time.tv_sec * 1000000;
				int last_time_usec = last_time.tv_usec + last_time.tv_sec * 1000000;

				if( last_time_usec < curr_time_usec )
					curr_ms += (( curr_time_usec - last_time_usec ) * (1.0f/1000000.0f));

				last_time = time_slices[i];
			}
			curr_ms /= 15.0f;
		}
#endif
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}
Ejemplo n.º 13
0
int main(int argc, char* argv[]) {
	/* Setup Homebutton Callbacks */
	setupCallbacks();

	sceKernelDcacheWritebackAll();

	// setup GU

	SceCtrlData pad;
    sceCtrlSetSamplingCycle(0);
    sceCtrlSetSamplingMode(PSP_CTRL_MODE_DIGITAL);

	sceGuInit();

	sceGuStart(GU_DIRECT,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);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CCW);
	sceGuColor(0xffffffff);
	sceGuShadeModel(GU_SMOOTH);
//	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_8888, 0, 0, 0);
	sceGuTexImage(0, 16, 16, 16, texture);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuTexEnvColor(0xffffff);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuTexScale(1.0f, 1.0f);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuAmbientColor(0xffffffff);

	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
	
	void* buffer = 0;

	pspDebugScreenInit();

	unsigned int old = 0;
	unsigned int flags = PSP_CTRL_CIRCLE | PSP_CTRL_CROSS;

	int tex = 1;

	while(running()) {
		sceGuStart(GU_DIRECT,list);

		sceGuClearColor(0);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);

		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(90.0f, 480.0/272.0f, 0.1f, 10.0f);

		sceGumMatrixMode(GU_VIEW);
		sceGumLoadIdentity();
		ScePspFVector3 trans = { 0.0f, 0.0f, -1.8f };
		sceGumTranslate(&trans);
		
		sceGumMatrixMode(GU_MODEL);
		sceGumLoadIdentity();

		sceGumDrawArray(objects[o].prim, objects[o].flags, objects[o].count, 0, objects[o].data);

		sceCtrlReadBufferPositive(&pad, 1);
		if(old != pad.Buttons) {
			if(pad.Buttons & PSP_CTRL_CROSS) {
				o++;
				if(o >= sizeof(objects) / sizeof(Object)) {
					o = 0;
				}
			}
			if(pad.Buttons & PSP_CTRL_CIRCLE) {
				tex = !tex;
				if(tex) {
					sceGuEnable(GU_TEXTURE_2D);
				} else {
					sceGuDisable(GU_TEXTURE_2D);
				}
			}
		}
		old = pad.Buttons;

		sceGuFinish();
		sceGuSync(0,0);

		pspDebugScreenSetOffset((int)buffer);
		pspDebugScreenSetXY(0, 0);
		pspDebugScreenPrintf("Mode: %s (X to change)    Texture: %s (O to change)", objects[o].text, tex ? "on " : "off");

		sceDisplayWaitVblankStart();
		buffer = sceGuSwapBuffers();
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}
Ejemplo n.º 14
0
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(0xc350,0x2710);
	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_CLIP_PLANES);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	setupSH();
	indicesSH();

	// run sample

	int val = 0;

	while(running())
	{
		sceGuStart(GU_DIRECT,list);

		// clear screen

		sceGuClearColor(0x000000);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

		// light settings

		sceGuEnable(GU_LIGHTING);
		sceGuEnable(GU_LIGHT0);
		sceGuEnable(GU_LIGHT1);
		sceGuEnable(GU_LIGHT2);
		sceGuLightMode(1);
		{
			unsigned int i;

			for (i = 0; i < 3; ++i)
			{
				sceGuLight(i,GU_DIRECTIONAL,GU_DIFFUSE_AND_SPECULAR,&lsettings[i].position);
				sceGuLightColor(i,GU_DIFFUSE,lsettings[i].diffuse);
				sceGuLightColor(i,GU_SPECULAR,lsettings[i].specular);
				sceGuLightAtt(i,0.0f,1.0f,0.0f);
			}
			sceGuSpecular(12.0f);
			sceGuAmbient(0x000000);
		}

		// setup matrices

		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

		sceGumMatrixMode(GU_VIEW);
		{
			ScePspFVector3 pos = { 0, 0, -5.0f };

			sceGumLoadIdentity();
			sceGumTranslate(&pos);
		}

		sceGumMatrixMode(GU_MODEL);
		sceGumLoadIdentity();
		{
			ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
			sceGumRotateXYZ(&rot);
		}

		// setup texture

		sceGuAmbientColor(0xffffffff);

		// draw

		renderSH(parametersSH);

		sceGuFinish();
		sceGuSync(0,0);

		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();

		val++;

		if ((val%600) == 0)
		{
			unsigned int i;
			for (i = 0; i < 8; ++i)
				parametersSH[i] = (int)((rand() / ((float)RAND_MAX)) * 6.0f);
		}
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}
Ejemplo n.º 15
0
Archivo: ui.c Proyecto: kradhub/pspdc
void
ui_msg_dialog (UI * ui, const char * msg)
{
	pspUtilityMsgDialogParams params;
	unsigned int swap_count = 0;
	SceCtrlLatch latch;

	memset (&params, 0, sizeof (params));

	params.base.size = sizeof (params);
	params.base.language = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH;
	params.base.buttonSwap = PSP_UTILITY_ACCEPT_CROSS;

	/* Thread priorities */
	params.base.graphicsThread = 17;
	params.base.accessThread = 19;
	params.base.fontThread = 18;
	params.base.soundThread = 16;

	params.mode = PSP_UTILITY_MSGDIALOG_MODE_TEXT;
	params.options = PSP_UTILITY_MSGDIALOG_OPTION_TEXT;
	snprintf (params.message, 512, msg);

	sceUtilityMsgDialogInitStart (&params);

	while (running) {
		int done = 0;

		/* directly use GU to avoid flickering with SDL */
		sceGuStart (GU_DIRECT, list);
		sceGuClearColor (0xff554433);
		sceGuClearDepth (0);
		sceGuClear (GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
		sceGuFinish ();
		sceGuSync (0,0);

		switch (sceUtilityMsgDialogGetStatus ()) {
			case PSP_UTILITY_DIALOG_NONE:
				break;
			case PSP_UTILITY_DIALOG_VISIBLE:
				sceUtilityMsgDialogUpdate (1);
				break;
			case PSP_UTILITY_DIALOG_QUIT:
				sceUtilityMsgDialogShutdownStart ();
				break;
			case PSP_UTILITY_DIALOG_FINISHED:
				done = 1;
				break;
			default:
				break;
		}

		sceDisplayWaitVblankStart ();
		sceGuSwapBuffers ();
		swap_count++;

		if (done)
			break;
	}

	/* hack for SDL compatibility.
	 * if it end up on an odd buffer, SDL won't be displayed.
	 * ie SDL will display in an hidden buffer
	 */
	if (swap_count & 1)
		sceGuSwapBuffers ();

	/* message dialog seems to causes strange latch behavior, next read
	 * of latch will contains all button pressed during dialog.
	 * read one to reset it */
	sceCtrlReadLatch (&latch);
}
Ejemplo n.º 16
0
void app() {
    setupCallbacks();

    #ifdef DEBUG
    pspDebugScreenInit();
    #endif

    sceGuInit();

    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);

    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);
    sceGuClearDepth(65535);
    sceGuDepthFunc(GU_LEQUAL);

    sceGuAlphaFunc(GU_GREATER, 0, 255);
    sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
    sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
    sceGuTexFilter(GU_LINEAR, GU_LINEAR);
    sceGuShadeModel(GU_SMOOTH);

    sceGuEnable(GU_DEPTH_TEST);
    sceGuEnable(GU_ALPHA_TEST);
    sceGuEnable(GU_SCISSOR_TEST);
    sceGuEnable(GU_BLEND);

    sceGuDisable(GU_CULL_FACE);
    sceGuDisable(GU_CLIP_PLANES);
    sceGuDisable(GU_DITHER);

    sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);

    sceGuFinish();
    sceGuSync(0, 0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);


    //g2dInit();

    /*tileset_tex = g2dTexLoad((char *) "resources/tilemap.png", G2D_SWIZZLE);
    outline_tex = g2dTexLoad((char *) "resources/tilemap2.png", G2D_SWIZZLE);
    text_tex = g2dTexLoad((char *) "resources/ui-font.png", G2D_SWIZZLE);
    frame_tex = g2dTexLoad((char *) "resources/frame.png", G2D_SWIZZLE);*/

    while (running()) {
        sceGuStart(GU_DIRECT,list);

        // Clear screen
        sceGuClearColor(0xff554433); // TODO change to black when everything works
        sceGuClearDepth(0);
        sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);

        // Process and draw a frame
        //menu.update();
        //background.draw();
        //menu.draw();
        
        sceGuFinish();
        sceGuSync(0,0);

        // Swap buffers and wait for VSYNC
        sceDisplayWaitVblankStart();
        sceGuSwapBuffers();
    }

    sceGuDisplay(GU_FALSE);
    sceGuTerm();

    sceKernelExitGame();
}
Ejemplo n.º 17
0
int dxpGraphicsInit()
{
	u32 i;
	//構造体初期化
	if(dxpGraphicsData.init)return 0;

	{//深度バッファの初期化
		dxpGraphicsData.depthbuffer.psm = GU_PSM_4444;
		dxpGraphicsData.depthbuffer.ppalette = NULL;
		dxpGraphicsData.depthbuffer.texdata = NULL;
		dxpGraphicsData.depthbuffer.width = 480;
		dxpGraphicsData.depthbuffer.height = 272;
		dxpGraphicsData.depthbuffer.pitch = 512;
		dxpGraphicsData.depthbuffer.umax = 480;
		dxpGraphicsData.depthbuffer.vmax = 272;
		dxpGraphicsData.depthbuffer.colorkey = 0;
		dxpGraphicsData.depthbuffer.size2_nflag = 0;
		dxpGraphicsData.depthbuffer.swizzledflag = 1;
		dxpGraphicsData.depthbuffer.reloadflag = 1;
		dxpGraphicsData.depthbuffer.alphabit = 0;
		dxpGraphicsData.depthbuffer.refcount = 0;
		dxpGraphicsData.depthbuffer.thisptrptr = NULL;
		if(dxpGraphicsData.usedepth || dxpGraphicsData.usedepth3d)
		{
			dxpGraphicsData.depthbuffer.texvram = valloc(vgetMemorySize(512,272,GU_PSM_4444));
			if(!dxpGraphicsData.depthbuffer.texvram)return -1;
		}else dxpGraphicsData.depthbuffer.texvram = NULL;
	}

	for(i = 0;i < 2;++i)
	{//フレームバッファの初期化
		dxpGraphicsData.displaybuffer[i].psm = dxpGraphicsData.display_psm;
		dxpGraphicsData.displaybuffer[i].ppalette = NULL;
		dxpGraphicsData.displaybuffer[i].texdata = NULL;
		dxpGraphicsData.displaybuffer[i].texvram = valloc(vgetMemorySize(512,272,dxpGraphicsData.display_psm));
		dxpGraphicsData.displaybuffer[i].width = 480;
		dxpGraphicsData.displaybuffer[i].height = 272;
		dxpGraphicsData.displaybuffer[i].pitch = 512;
//		dxpGraphicsData.displaybuffer[i].pitch = 480;//試したら見事に駄目だったw
		dxpGraphicsData.displaybuffer[i].umax = 480;
		dxpGraphicsData.displaybuffer[i].vmax = 272;
		dxpGraphicsData.displaybuffer[i].colorkey = 0;
		dxpGraphicsData.displaybuffer[i].size2_nflag = 0;
		dxpGraphicsData.displaybuffer[i].swizzledflag = 0;
		dxpGraphicsData.displaybuffer[i].reloadflag = 1;
		dxpGraphicsData.displaybuffer[i].alphabit = 0;
		dxpGraphicsData.displaybuffer[i].refcount = 0;
	}
	if(!dxpGraphicsData.displaybuffer[0].texvram || !dxpGraphicsData.displaybuffer[1].texvram)
	{
		vfree(dxpGraphicsData.displaybuffer[0].texvram);
		vfree(dxpGraphicsData.displaybuffer[1].texvram);
		vfree(dxpGraphicsData.depthbuffer.texvram);
		return -1;
	}
	dxpGraphicsData.displaybuffer_back = &dxpGraphicsData.displaybuffer[0];
	dxpGraphicsData.rendertarget = dxpGraphicsData.displaybuffer_back;
	dxpGraphicsData.texture = NULL;
	dxpGraphicsData.clear_color_value = 0;
	dxpGraphicsData.clear_depth_value = 0;
	dxpGraphicsData.clear_stencil_value = 0;
	dxpGraphicsData.gustarted = 0;
	dxpGraphicsData.clear_depth = 0;
	dxpGraphicsData.clear_stencil = 0;
	dxpGraphicsData.bilinear_enable = 0;
	dxpGraphicsData.create_vram_graph = 1;
	dxpGraphicsData.create_swizzled_graph = 1;
	dxpGraphicsData.colorkey = 0;

	dxpGraphicsData.blendmode = DX_BLENDMODE_NOBLEND;
	dxpGraphicsData.drawstate = DXP_DRAWSTATE_EITHER;
	dxpGraphicsData.flag = 0xffffffff;
	dxpGraphicsData.forceupdate = 1;
	dxpGraphicsData.z_2d = 0;
	dxpGraphicsData.color = 0xffffffff;
	//dxpGraphicsData.usedepth = 0;
	//dxpGraphicsData.usedepth3d = 0;
	dxpGraphicsData.writedepth = 0;
	dxpGraphicsData.writedepth3d = 0;

	dxpGraphicsData.fog_color = 0xffffffff;
	dxpGraphicsData.fog_near = 10.0f;
	dxpGraphicsData.fog_far = 100.0f;

	dxpGraphicsData.intrafont_scissor[0] = 0;
	dxpGraphicsData.intrafont_scissor[1] = 0;
	dxpGraphicsData.intrafont_scissor[2] = 480;
	dxpGraphicsData.intrafont_scissor[3] = 272;

	dxpGraphicsData.depthfunc = GU_GEQUAL;

	for(i = 0;i < DXP_BUILDOPTION_TEXTURE_MAXNUM;++i)dxpGraphicsData.texarray[i] = NULL;
	for(i = 0;i < DXP_BUILDOPTION_GHANDLE_MAXNUM;++i)dxpGraphicsData.grapharray[i] = NULL;
	//GEのセットアップ
	sceGuInit();
	GUSTART
		
	sceGuDrawBuffer(dxpGraphicsData.display_psm,vGuPointer(dxpGraphicsData.displaybuffer[0].texvram),dxpGraphicsData.displaybuffer[0].pitch);
	sceGuDispBuffer(480,272,vGuPointer(dxpGraphicsData.displaybuffer[1].texvram),dxpGraphicsData.displaybuffer[1].pitch);

	sceGuOffset(2048 - (480/2),2048 - (272/2));
	sceGuViewport(2048,2048,480,272);
	sceGuScissor(
		dxpGraphicsData.intrafont_scissor[0],
		dxpGraphicsData.intrafont_scissor[1],
		dxpGraphicsData.intrafont_scissor[2],
		dxpGraphicsData.intrafont_scissor[3]
	);
	sceGuClearDepth(0);
	sceGuDepthRange(65535,0);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_FLAT);
	sceGuTexScale(1.0f,1.0f);
	sceGuTexOffset(0.0f,0.0f);
	sceGuTexFilter(GU_NEAREST,GU_NEAREST);
	sceGuTexWrap(GU_CLAMP,GU_CLAMP);
	/*
		memo
		カメラ位置(画面横幅/2,画面縦幅/2,画面縦幅/(2 * tan(fovy)))
		注視点位置(画面横幅/2,画面縦幅/2,1)
		上    (0,1,0)
	*/
#ifndef DXP_BUILDOPTION_NO3D
	VECTOR v[3] = {{240,136,-235.5589f},{240,136,0},{0,1,0}};
	SetCameraPositionAndTargetAndUpVec(v[0],v[1],v[2]);

	sceGumMatrixMode(GU_MODEL);
	sceGumLoadIdentity();

	dxpGraphicsData.camera.aspect = 480.0f / 272.0f;
	dxpGraphicsData.camera.near = 0.5f;
	dxpGraphicsData.camera.far = 1000.0f;
	dxpGraphicsData.camera.fov = 60;
	dxpGraphics3dUpdateProjectionMatrix();
#endif

	GUFINISH;
	sceDisplayWaitVblankStart();
	GUSTART;
	sceGuDisplay(GU_TRUE);
	dxpGraphicsData.init = 1;


	return 0;
}
Ejemplo n.º 18
0
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;
}