📄 morphskin.c
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/* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * skinning.c - Sample to demonstrate simultaneous * keyframed morphing and matrix skinning on GPU * * 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("MorphingSkinning Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];#define WEIGHTS_PER_VERTEX 8typedef struct Vertex{ float skinWeight[WEIGHTS_PER_VERTEX]; float u,v; unsigned int color; float nx,ny,nz; float x,y,z;} Vertex;#define MORPH_TARGETS 2typedef struct MorphVertex{ Vertex v[MORPH_TARGETS];} MorphVertex;/* cylinder */#define CYLINDER_SLICES 48 // numc#define CYLINDER_ROWS 48 // numt#define CYLINDER_RADIUS 0.35f#define CYLINDER_LENGTH 1.25fMorphVertex __attribute__((aligned(16))) cylinder_vertices[CYLINDER_SLICES*CYLINDER_ROWS];unsigned short __attribute__((aligned(16))) cylinder_indices[CYLINDER_SLICES*(CYLINDER_ROWS-1)*6];#define min( a, b ) ( ((a)<(b))?(a):(b) )#define max( a, b ) ( ((a)>(b))?(a):(b) ) int SetupCallbacks();void genSkinnedMonsterCylinder( unsigned slices, unsigned rows, float length, float radius, unsigned bones, MorphVertex* 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? */#define HIERARCHY_SIZE (WEIGHTS_PER_VERTEX)int main(int argc, char* argv[]){ SetupCallbacks(); // generate geometry genSkinnedMonsterCylinder( CYLINDER_ROWS, CYLINDER_SLICES, CYLINDER_LENGTH, CYLINDER_RADIUS, HIERARCHY_SIZE, cylinder_vertices, cylinder_indices ); // flush cache so that no stray data remains sceKernelDcacheWritebackAll(); // setup GU 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_CW); sceGuShadeModel(GU_SMOOTH); sceGuEnable(GU_CULL_FACE); sceGuEnable(GU_DITHER); // setup a light ScePspFVector3 lightDir = { 0, 0, 1 }; sceGuLight(0,GU_DIRECTIONAL,GU_DIFFUSE,&lightDir); sceGuLightColor(0,GU_DIFFUSE,0x00ffffff); sceGuLightAtt(0,1.0f,0.0f,0.0f); sceGuAmbient(0x00202020); sceGuEnable(GU_LIGHTING); sceGuEnable(GU_LIGHT0); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); // 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); } // setup bones hierarchy ScePspFMatrix4 bones[HIERARCHY_SIZE]; float boneLength = CYLINDER_LENGTH; // run sample int val = 0; int q; for(;;) { sceGuStart(GU_DIRECT,list); // clear screen sceGuClearColor(0xff554433); sceGuClearDepth(0); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // update matrices for( q = 0; q < HIERARCHY_SIZE; ++q ) { ScePspFVector3 rot = {0,0,cosf( val * 1.0f * (GU_PI/180.0f))}; gumLoadIdentity(&bones[q]); gumRotateXYZ(&bones[q],&rot); if( q > 0 ) { ScePspFVector3 pos = {boneLength, 0, 0}; gumTranslate(&bones[q],&pos); gumMultMatrix(&bones[q], &bones[q-1], &bones[q]); } // set matrices for skinning sceGuBoneMatrix(q, &bones[q]); sceGuMorphWeight(q, 1.0f); } sceGumMatrixMode(GU_MODEL); { ScePspFVector3 rot = { GU_PI/7.0f, GU_PI/9.0f, 0 }; sceGumLoadIdentity(); sceGumRotateXYZ(&rot); } for( q = 0 ; q < 4; ++q ) { ScePspFVector3 rot = {0,0,GU_PI/2.0f}; sceGumRotateXYZ(&rot); // set weights for morphing sceGuMorphWeight(0, 0.5f * sinf(val * (GU_PI/180.0f)) + 0.5f); sceGuMorphWeight(1, -0.5f * sinf(val * (GU_PI/180.0f)) + 0.5f); // submit geometry to GPU, where each vertex is // a) first morphed (interpolated) between keyframe targets // b) then skinned using position and bone (matrix) weights which were calculated in the 1st step sceGumDrawArray(GU_TRIANGLES, GU_VERTICES( MORPH_TARGETS )| GU_WEIGHTS( WEIGHTS_PER_VERTEX )| GU_NORMAL_32BITF|GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_WEIGHT_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D, sizeof(cylinder_indices)/sizeof(unsigned short),cylinder_indices,cylinder_vertices); } sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); 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;}void genSkinnedMonsterCylinder( unsigned slices, unsigned rows, float length, float radius, unsigned bones, MorphVertex* dstMorphVertices, unsigned short* dstIndices ){ unsigned int i,j; float lengthStep = length / (float)rows; float boneStep = ((float)bones-1)/((float)rows); // generate keyframed geom for (j = 0; j < slices; ++j) { for (i = 0; i < rows; ++i) { struct MorphVertex* curr = &dstMorphVertices[i+j*rows]; float s = i + 0.5f; float t = j; float cs,ct,ss,st; float d0, d1, combinedDeform; 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->v[0].nx = 0; curr->v[0].ny = ct; curr->v[0].nz = st; curr->v[1].nx = 0; curr->v[1].ny = ct; curr->v[1].nz = st; // keyframed pair for vertex positions curr->v[0].x = lengthStep * (float)i; curr->v[0].y = radius * ct; curr->v[0].z = radius * st; d0 = 0.5f * cosf( s ) * cosf( t ); d1 = sinf( 0.5f*GU_PI * ((float)i / (float)rows) ); combinedDeform = d0 + d1 * d1; curr->v[1].x = lengthStep * (float) + combinedDeform * curr->v[1].nx; curr->v[1].y = radius * ct + combinedDeform * curr->v[1].ny; curr->v[1].z = radius * st + combinedDeform * curr->v[1].nz; // keyframed pair for colors curr->v[0].color = 0x0000ff; d0 *= 3.0f; d0 = min( d0, 1.0f ); d0 = max( d0, 0.0f ); curr->v[1].color = (((int)(d0 * 255.0f) & 0xff)<<16) + (((int)(d0 * 255.0f) & 0xff)<<8) + 0xff; int q = 0; for( ; q < bones; q++ ) { float b = min( ((float)bones-1), boneStep * (float)i ); float t = b - (float)q; // calculate cubic blending functions for skinning weights // each vertex is influenced by 4 bones (matrices) at most float t2 = t*t; float t3 = t*t*t; float f = 0; if( t >= 0.0f && t < 1.0f ) f = t3/6.0f; if( t >= 1.0f && t < 2.0f ) f = -0.5f*t3 + 2.0f*t2 - 2.0f*t + 2.0f/3.0f; if( t >= 2.0f && t < 3.0f ) f = 0.5f*t3 - 4.0f*t2 + 10.0f*t - 22.0f/3.0f; if( t >= 3.0f && t < 4.0f ) f = -t3/6.0f + 2.0f*t2 - 8.0f*t + 32.0f/3.0f; curr->v[0].skinWeight[q] = f; curr->v[1].skinWeight[q] = f; } } } for (j = 0; j < slices; ++j) { for (i = 0; i < rows-1; ++i) { unsigned short* curr = &dstIndices[(i+(j*(rows-1)))*6]; *curr++ = i + j * rows; *curr++ = (i+1) + j * rows; *curr++ = i + ((j+1)%slices) * rows; *curr++ = (i+1) + j * rows; *curr++ = (i+1) + ((j+1)%slices) * rows; *curr++ = i + ((j+1)%slices) * rows; } }}
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