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📄 shadowprojection.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. * * 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	pspDebugScreenPrintfstatic 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 10.0fVertex_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 0.5fVertex_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 3.0fint 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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