shadowprojection.c
来自「psp游戏机上的SDK的开发例子」· C语言 代码 · 共 513 行
C
513 行
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* shadowmap.c - Sample to demonstrate projective texture mapping
* used for shadowmap implementation
*
* Copyright (c) 2005 Jesper Svennevid
* Copyright (c) 2005 Renaldas Zioma <rej@scene.lt>
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <pspge.h>
#include <pspgu.h>
#include <pspgum.h>
PSP_MODULE_INFO("Shadow Projection Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
#define printf pspDebugScreenPrintf
static unsigned int __attribute__((aligned(16))) list[262144];
typedef struct Vertex_Normal
{
float nx,ny,nz;
float x,y,z;
} Vertex_Normal;
typedef struct Texture
{
int format;
int mipmap;
int width, height, stride;
const void* data;
} Texture;
/* grid */
#define GRID_COLUMNS 32
#define GRID_ROWS 32
#define GRID_SIZE 10.0f
Vertex_Normal __attribute__((aligned(16))) grid_vertices[GRID_COLUMNS*GRID_ROWS];
unsigned short __attribute__((aligned(16))) grid_indices[(GRID_COLUMNS-1)*(GRID_ROWS-1)*6];
/* torus */
#define TORUS_SLICES 48 // numc
#define TORUS_ROWS 48 // numt
#define TORUS_RADIUS 1.0f
#define TORUS_THICKNESS 0.5f
Vertex_Normal __attribute__((aligned(16))) torus_vertices[TORUS_SLICES*TORUS_ROWS];
unsigned short __attribute__((aligned(16))) torus_indices[TORUS_SLICES*TORUS_ROWS*6];
#define LIGHT_DISTANCE 3.0f
int SetupCallbacks();
void genGrid( unsigned rows, unsigned columns, float size,
Vertex_Normal* dstVertices, unsigned short* dstIndices );
void genTorus( unsigned slices, unsigned rows, float radius, float thickness,
Vertex_Normal* dstVertices, unsigned short* dstIndices );
#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
#define ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */
typedef struct Geometry
{
ScePspFMatrix4 world;
unsigned int count;
unsigned short* indices;
Vertex_Normal* vertices;
unsigned int color;
} Geometry;
void drawGeometry( Geometry* geom )
{
sceGuSetMatrix(GU_MODEL,&geom->world);
sceGuColor(geom->color);
sceGuDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,geom->count,geom->indices,geom->vertices);
}
void drawShadowCaster( Geometry* geom )
{
sceGuSetMatrix(GU_MODEL,&geom->world);
sceGuColor(0x00000000);
sceGuDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,geom->count,geom->indices,geom->vertices);
}
void drawShadowReceiver( Geometry* geom, ScePspFMatrix4 shadowProjMatrix )
{
sceGuSetMatrix(GU_MODEL,&geom->world);
// multiply shadowmap projection texture by geometry world matrix
// since geometry coords are in object space
gumMultMatrix(&shadowProjMatrix, &shadowProjMatrix, &geom->world );
sceGuSetMatrix(GU_TEXTURE,&shadowProjMatrix);
sceGuColor(geom->color);
sceGuDrawArray(GU_TRIANGLES,GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,geom->count,geom->indices,geom->vertices);
}
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;
}
/* Exit callback */
int exit_callback(int arg1, int arg2, void *common)
{
sceKernelExitGame();
return 0;
}
/* Callback thread */
int CallbackThread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void)
{
int thid = 0;
thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
if(thid >= 0)
{
sceKernelStartThread(thid, 0, 0);
}
return thid;
}
/* usefull geometry functions */
void genGrid( unsigned rows, unsigned columns, float size, Vertex_Normal* dstVertices, unsigned short* dstIndices )
{
unsigned int i,j;
// generate grid (TODO: tri-strips)
for (j = 0; j < rows; ++j)
{
for (i = 0; i < columns; ++i)
{
Vertex_Normal* curr = &dstVertices[i+j*columns];
curr->nx = 0.0f;
curr->ny = 1.0f;
curr->nz = 0.0f;
curr->x = ((i * (1.0f/((float)columns)))-0.5f) * size;
curr->y = 0;
curr->z = ((j * (1.0f/((float)columns)))-0.5f) * size;
}
}
for (j = 0; j < rows-1; ++j)
{
for (i = 0; i < columns-1; ++i)
{
unsigned short* curr = &dstIndices[(i+(j*(columns-1)))*6];
*curr++ = i + j * columns;
*curr++ = (i+1) + j * columns;
*curr++ = i + (j+1) * columns;
*curr++ = (i+1) + j * columns;
*curr++ = (i+1) + (j+1) * columns;
*curr++ = i + (j + 1) * columns;
}
}
}
void genTorus( unsigned slices, unsigned rows, float radius, float thickness, Vertex_Normal* dstVertices, unsigned short* dstIndices )
{
unsigned int i,j;
// generate torus (TODO: tri-strips)
for (j = 0; j < slices; ++j)
{
for (i = 0; i < rows; ++i)
{
struct Vertex_Normal* curr = &dstVertices[i+j*rows];
float s = i + 0.5f;
float t = j;
float cs,ct,ss,st;
cs = cosf(s * (2*GU_PI)/slices);
ct = cosf(t * (2*GU_PI)/rows);
ss = sinf(s * (2*GU_PI)/slices);
st = sinf(t * (2*GU_PI)/rows);
curr->nx = cs * ct;
curr->ny = cs * st;
curr->nz = ss;
curr->x = (radius + thickness * cs) * ct;
curr->y = (radius + thickness * cs) * st;
curr->z = thickness * ss;
}
}
for (j = 0; j < slices; ++j)
{
for (i = 0; i < rows; ++i)
{
unsigned short* curr = &dstIndices[(i+(j*rows))*6];
unsigned int i1 = (i+1)%rows, j1 = (j+1)%slices;
*curr++ = i + j * rows;
*curr++ = i1 + j * rows;
*curr++ = i + j1 * rows;
*curr++ = i1 + j * rows;
*curr++ = i1 + j1 * rows;
*curr++ = i + j1 * rows;
}
}
}
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