pspsdk-1.0+beta2
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#include <psptypes.h>
Go to the source code of this file.
Functions | |
void | sceGumDrawArray (int prim, int vtype, int count, const void *indices, const void *vertices) |
void | sceGumDrawArrayN (int prim, int vtype, int count, int a3, const void *indices, const void *vertices) |
void | sceGumDrawBezier (int vtype, int ucount, int vcount, const void *indices, const void *vertices) |
void | sceGumDrawSpline (int vtype, int ucount, int vcount, int uedge, int vedge, const void *indices, const void *vertices) |
void | sceGumLoadIdentity (void) |
Load identity matrix. | |
void | sceGumLoadMatrix (const ScePspFMatrix4 *m) |
Load matrix. | |
void | sceGumLookAt (ScePspFVector3 *eye, ScePspFVector3 *center, ScePspFVector3 *up) |
void | sceGumMatrixMode (int mode) |
Select which matrix stack to operate on. | |
void | sceGumMultMatrix (const ScePspFMatrix4 *m) |
Multiply current matrix with input. | |
void | sceGumOrtho (float left, float right, float bottom, float top, float near, float far) |
Apply ortho projection matrix. | |
void | sceGumPerspective (float fovy, float aspect, float near, float far) |
Apply perspective projection matrix. | |
void | sceGumPopMatrix (void) |
Pop matrix from stack. | |
void | sceGumPushMatrix (void) |
Push current matrix onto stack. | |
void | sceGumRotateX (float angle) |
Rotate around the X axis. | |
void | sceGumRotateY (float angle) |
Rotate around the Y axis. | |
void | sceGumRotateZ (float angle) |
Rotate around the Z axis. | |
void | sceGumRotateXYZ (const ScePspFVector3 *v) |
Rotate around all 3 axis in order X, Y, Z. | |
void | sceGumRotateZYX (const ScePspFVector3 *v) |
Rotate around all 3 axis in order Z, Y, X. | |
void | sceGumScale (const ScePspFVector3 *v) |
Scale matrix. | |
void | sceGumStoreMatrix (ScePspFMatrix4 *m) |
Store current matrix in the stack. | |
void | sceGumTranslate (const ScePspFVector3 *v) |
Translate coordinate system. | |
void | sceGumUpdateMatrix (void) |
Explicitly flush dirty matrices to the hardware. | |
void | sceGumFullInverse () |
Invert 4x4 matrix. | |
void | sceGumFastInverse () |
Invert orthonogal 4x4 matrix. | |
void | sceGumBeginObject (int vtype, int count, const void *indices, const void *vertices) |
Stack-aware version of sceGuBeginObject() (look in pspgu.h for description) | |
void | sceGumEndObject () |
Stack-aware version of sceGuEndObject() | |
void | gumInit (void) |
void | gumLoadIdentity (ScePspFMatrix4 *m) |
Load matrix with identity. | |
void | gumLoadMatrix (ScePspFMatrix4 *r, const ScePspFMatrix4 *a) |
void | gumLookAt (ScePspFMatrix4 *m, ScePspFVector3 *eye, ScePspFVector3 *center, ScePspFVector3 *up) |
void | gumMultMatrix (ScePspFMatrix4 *result, const ScePspFMatrix4 *a, const ScePspFMatrix4 *b) |
void | gumOrtho (ScePspFMatrix4 *m, float left, float right, float bottom, float top, float near, float far) |
void | gumPerspective (ScePspFMatrix4 *m, float fovy, float aspect, float near, float far) |
void | gumRotateX (ScePspFMatrix4 *m, float angle) |
void | gumRotateXYZ (ScePspFMatrix4 *m, const ScePspFVector3 *v) |
void | gumRotateY (ScePspFMatrix4 *m, float angle) |
void | gumRotateZ (ScePspFMatrix4 *m, float angle) |
void | gumRotateZYX (ScePspFMatrix4 *m, const ScePspFVector3 *v) |
void | gumScale (ScePspFMatrix4 *m, const ScePspFVector3 *v) |
void | gumTranslate (ScePspFMatrix4 *m, const ScePspFVector3 *v) |
void | gumFullInverse (ScePspFMatrix4 *r, const ScePspFMatrix4 *a) |
void | gumFastInverse (ScePspFMatrix4 *r, const ScePspFMatrix4 *a) |
Invert orthonogal 4x4 matrix. | |
void | gumCrossProduct (ScePspFVector3 *r, const ScePspFVector3 *a, const ScePspFVector3 *b) |
float | gumDotProduct (const ScePspFVector3 *a, const ScePspFVector3 *b) |
void | gumNormalize (ScePspFVector3 *v) |
void gumCrossProduct | ( | ScePspFVector3 * | r, |
const ScePspFVector3 * | a, | ||
const ScePspFVector3 * | b | ||
) |
float gumDotProduct | ( | const ScePspFVector3 * | a, |
const ScePspFVector3 * | b | ||
) |
void gumFastInverse | ( | ScePspFMatrix4 * | r, |
const ScePspFMatrix4 * | a | ||
) |
Invert orthonogal 4x4 matrix.
Note that the matrix in the stack has to be orthonogal (that is, all rotational axises must be unit length & orthonogal against the others), otherwise the result of the function cannot be depended on. If you need to invert a matrix that is not orthonogal, use gumFullInverse().
r | - Matrix receiving result |
a | - Orthonogal matrix that is to be inverted |
void gumFullInverse | ( | ScePspFMatrix4 * | r, |
const ScePspFMatrix4 * | a | ||
) |
void gumInit | ( | void | ) |
void gumLoadIdentity | ( | ScePspFMatrix4 * | m | ) |
Load matrix with identity.
m | - Matrix to load with identity |
void gumLoadMatrix | ( | ScePspFMatrix4 * | r, |
const ScePspFMatrix4 * | a | ||
) |
void gumLookAt | ( | ScePspFMatrix4 * | m, |
ScePspFVector3 * | eye, | ||
ScePspFVector3 * | center, | ||
ScePspFVector3 * | up | ||
) |
void gumMultMatrix | ( | ScePspFMatrix4 * | result, |
const ScePspFMatrix4 * | a, | ||
const ScePspFMatrix4 * | b | ||
) |
void gumNormalize | ( | ScePspFVector3 * | v | ) |
void gumOrtho | ( | ScePspFMatrix4 * | m, |
float | left, | ||
float | right, | ||
float | bottom, | ||
float | top, | ||
float | near, | ||
float | far | ||
) |
void gumPerspective | ( | ScePspFMatrix4 * | m, |
float | fovy, | ||
float | aspect, | ||
float | near, | ||
float | far | ||
) |
void gumRotateX | ( | ScePspFMatrix4 * | m, |
float | angle | ||
) |
void gumRotateXYZ | ( | ScePspFMatrix4 * | m, |
const ScePspFVector3 * | v | ||
) |
void gumRotateY | ( | ScePspFMatrix4 * | m, |
float | angle | ||
) |
void gumRotateZ | ( | ScePspFMatrix4 * | m, |
float | angle | ||
) |
void gumRotateZYX | ( | ScePspFMatrix4 * | m, |
const ScePspFVector3 * | v | ||
) |
void gumScale | ( | ScePspFMatrix4 * | m, |
const ScePspFVector3 * | v | ||
) |
void gumTranslate | ( | ScePspFMatrix4 * | m, |
const ScePspFVector3 * | v | ||
) |
void sceGumBeginObject | ( | int | vtype, |
int | count, | ||
const void * | indices, | ||
const void * | vertices | ||
) |
Stack-aware version of sceGuBeginObject() (look in pspgu.h for description)
vtype | - Vertex type to process |
count | - Number of vertices to test |
indices | - Optional index-list |
vertices | - Vertex-list |
void sceGumDrawArray | ( | int | prim, |
int | vtype, | ||
int | count, | ||
const void * | indices, | ||
const void * | vertices | ||
) |
void sceGumDrawArrayN | ( | int | prim, |
int | vtype, | ||
int | count, | ||
int | a3, | ||
const void * | indices, | ||
const void * | vertices | ||
) |
void sceGumDrawBezier | ( | int | vtype, |
int | ucount, | ||
int | vcount, | ||
const void * | indices, | ||
const void * | vertices | ||
) |
void sceGumDrawSpline | ( | int | vtype, |
int | ucount, | ||
int | vcount, | ||
int | uedge, | ||
int | vedge, | ||
const void * | indices, | ||
const void * | vertices | ||
) |
void sceGumEndObject | ( | ) |
Stack-aware version of sceGuEndObject()
void sceGumFastInverse | ( | ) |
Invert orthonogal 4x4 matrix.
Note that the matrix in the stack has to be orthonogal (that is, all rotational axises must be unit length & orthonogal against the others), otherwise the result of the function cannot be depended on. If you need to invert a matrix that is not orthonogal, use sceGumFullInverse().
void sceGumFullInverse | ( | ) |
Invert 4x4 matrix.
This invert algorithm can operate on matrices that are not orthongal (See sceGumFastInverse())
void sceGumLoadIdentity | ( | void | ) |
Load identity matrix.
[1 0 0 0] [0 1 0 0] [0 0 1 0] [0 0 0 1]
void sceGumLoadMatrix | ( | const ScePspFMatrix4 * | m | ) |
Load matrix.
m | - Matrix to load into stack |
void sceGumLookAt | ( | ScePspFVector3 * | eye, |
ScePspFVector3 * | center, | ||
ScePspFVector3 * | up | ||
) |
void sceGumMatrixMode | ( | int | mode | ) |
Select which matrix stack to operate on.
Available matrix modes are:
mode | - Matrix mode to use |
void sceGumMultMatrix | ( | const ScePspFMatrix4 * | m | ) |
Multiply current matrix with input.
m | - Matrix to multiply stack with |
void sceGumOrtho | ( | float | left, |
float | right, | ||
float | bottom, | ||
float | top, | ||
float | near, | ||
float | far | ||
) |
Apply ortho projection matrix.
void sceGumPerspective | ( | float | fovy, |
float | aspect, | ||
float | near, | ||
float | far | ||
) |
Apply perspective projection matrix.
void sceGumPopMatrix | ( | void | ) |
Pop matrix from stack.
void sceGumPushMatrix | ( | void | ) |
Push current matrix onto stack.
void sceGumRotateX | ( | float | angle | ) |
Rotate around the X axis.
angle | - Angle in radians |
void sceGumRotateXYZ | ( | const ScePspFVector3 * | v | ) |
Rotate around all 3 axis in order X, Y, Z.
v | - Pointer to vector containing angles |
void sceGumRotateY | ( | float | angle | ) |
Rotate around the Y axis.
angle | - Angle in radians |
void sceGumRotateZ | ( | float | angle | ) |
Rotate around the Z axis.
angle | - Angle in radians |
void sceGumRotateZYX | ( | const ScePspFVector3 * | v | ) |
Rotate around all 3 axis in order Z, Y, X.
v | - Pointer to vector containing angles |
void sceGumScale | ( | const ScePspFVector3 * | v | ) |
Scale matrix.
void sceGumStoreMatrix | ( | ScePspFMatrix4 * | m | ) |
Store current matrix in the stack.
m | - Matrix to write result to |
void sceGumTranslate | ( | const ScePspFVector3 * | v | ) |
Translate coordinate system.
v | - Translation coordinates |
void sceGumUpdateMatrix | ( | void | ) |
Explicitly flush dirty matrices to the hardware.