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PSPSDK 2025-10-12
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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 | sceGumRotate (const ScePspFQuaternion *q) |
| Apply rotation represented by quaternion q. | |
| 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 | gumLoadQuaternion (ScePspFMatrix4 *r, const ScePspFQuaternion *q) |
| 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 | gumRotateMatrix (ScePspFMatrix4 *m, const ScePspFQuaternion *q) |
| 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 | gumRotateVector (ScePspFVector3 *r, const ScePspFQuaternion *q, const ScePspFVector3 *v) |
| void | gumNormalizeQuaternion (ScePspFQuaternion *q) |
| void | gumLoadAxisAngle (ScePspFQuaternion *r, ScePspFVector3 *axis, float t) |
| void | gumMultQuaternion (ScePspFQuaternion *result, const ScePspFQuaternion *a, const ScePspFQuaternion *b) |
| 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 gumLoadAxisAngle | ( | ScePspFQuaternion * | r, |
| ScePspFVector3 * | axis, | ||
| float | t ) |
| void gumLoadIdentity | ( | ScePspFMatrix4 * | m | ) |
Load matrix with identity.
| m | - Matrix to load with identity |
| void gumLoadMatrix | ( | ScePspFMatrix4 * | r, |
| const ScePspFMatrix4 * | a ) |
| void gumLoadQuaternion | ( | ScePspFMatrix4 * | r, |
| const ScePspFQuaternion * | q ) |
| void gumLookAt | ( | ScePspFMatrix4 * | m, |
| ScePspFVector3 * | eye, | ||
| ScePspFVector3 * | center, | ||
| ScePspFVector3 * | up ) |
| void gumMultMatrix | ( | ScePspFMatrix4 * | result, |
| const ScePspFMatrix4 * | a, | ||
| const ScePspFMatrix4 * | b ) |
| void gumMultQuaternion | ( | ScePspFQuaternion * | result, |
| const ScePspFQuaternion * | a, | ||
| const ScePspFQuaternion * | b ) |
| void gumNormalize | ( | ScePspFVector3 * | v | ) |
| void gumNormalizeQuaternion | ( | ScePspFQuaternion * | q | ) |
| 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 gumRotateMatrix | ( | ScePspFMatrix4 * | m, |
| const ScePspFQuaternion * | q ) |
| void gumRotateVector | ( | ScePspFVector3 * | r, |
| const ScePspFQuaternion * | q, | ||
| const ScePspFVector3 * | v ) |
| 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 sceGumRotate | ( | const ScePspFQuaternion * | q | ) |
Apply rotation represented by quaternion q.
| q | - Pointer to quaternion |
| 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.