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Hexadecimal constants are replaced by the same value, defined by the FRAME_SIZE macro. These changes are based on the same replacement already done in clut.c.
310 lines
7.1 KiB
C
310 lines
7.1 KiB
C
/*
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* PSP Software Development Kit - https://github.com/pspdev
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* -----------------------------------------------------------------------
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* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
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*
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* skinning.c - Sample to demonstrate matrix skinning using 8 weights per vertex
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*
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* Copyright (c) 2005 Jesper Svennevid
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* Copyright (c) 2005 Renaldas Zioma <rej@scene.lt>
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*/
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <psptypes.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <pspge.h>
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#include <pspgu.h>
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#include <pspgum.h>
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PSP_MODULE_INFO("Matrix Skinning Sample", 0, 1, 1);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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static unsigned int __attribute__((aligned(16))) list[262144];
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#define WEIGHTS_PER_VERTEX 8
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typedef struct Vertex
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{
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float skinWeight[WEIGHTS_PER_VERTEX];
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float u,v;
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unsigned int color;
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float nx,ny,nz;
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float x,y,z;
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} Vertex;
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/* cylinder */
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#define CYLINDER_SLICES 48 // numc
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#define CYLINDER_ROWS 48 // numt
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#define CYLINDER_RADIUS 0.35f
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#define CYLINDER_LENGTH 1.25f
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Vertex __attribute__((aligned(16))) cylinder_vertices[CYLINDER_SLICES*CYLINDER_ROWS];
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unsigned short __attribute__((aligned(16))) cylinder_indices[CYLINDER_SLICES*(CYLINDER_ROWS-1)*6];
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#define min( a, b ) ( ((a)<(b))?(a):(b) )
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#define max( a, b ) ( ((a)>(b))?(a):(b) )
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int SetupCallbacks();
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void genSkinnedCylinder( unsigned slices, unsigned rows, float length, float radius, unsigned bones,
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Vertex* dstVertices, unsigned short* dstIndices );
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#define BUF_WIDTH (512)
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#define SCR_WIDTH (480)
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#define SCR_HEIGHT (272)
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#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
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#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
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#define HIERARCHY_SIZE (WEIGHTS_PER_VERTEX)
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int main(int argc, char* argv[])
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{
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SetupCallbacks();
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// generate geometry
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genSkinnedCylinder( CYLINDER_ROWS, CYLINDER_SLICES, CYLINDER_LENGTH, CYLINDER_RADIUS, HIERARCHY_SIZE, cylinder_vertices, cylinder_indices );
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// flush cache so that no stray data remains
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sceKernelDcacheWritebackAll();
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// setup GU
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sceGuInit();
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sceGuStart(GU_DIRECT,list);
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sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
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sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)FRAME_SIZE,BUF_WIDTH);
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sceGuDepthBuffer((void*)(FRAME_SIZE*2),BUF_WIDTH);
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sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
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sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
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sceGuDepthRange(0xc350,0x2710);
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sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuDepthFunc(GU_GEQUAL);
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sceGuEnable(GU_DEPTH_TEST);
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sceGuFrontFace(GU_CW);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(GU_CULL_FACE);
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sceGuEnable(GU_DITHER);
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// setup a light
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ScePspFVector3 lightDir = { 0, 0, 1 };
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sceGuLight(0,GU_DIRECTIONAL,GU_DIFFUSE,&lightDir);
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sceGuLightColor(0,GU_DIFFUSE,0x00ff4040);
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sceGuLightAtt(0,1.0f,0.0f,0.0f);
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sceGuAmbient(0x00202020);
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sceGuEnable(GU_LIGHTING);
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sceGuEnable(GU_LIGHT0);
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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sceDisplayWaitVblankStart();
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sceGuDisplay(GU_TRUE);
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// setup matrices
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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
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sceGumMatrixMode(GU_VIEW);
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{
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ScePspFVector3 pos = {0,0,-5.0f};
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sceGumLoadIdentity();
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sceGumTranslate(&pos);
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}
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// setup bones hierarchy
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ScePspFMatrix4 bones[HIERARCHY_SIZE];
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float boneLength = CYLINDER_LENGTH;
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// run sample
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int val = 0;
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int q;
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for(;;)
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{
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sceGuStart(GU_DIRECT,list);
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// clear screen
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sceGuClearColor(0xff554433);
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sceGuClearDepth(0);
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sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
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// update matrices
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for( q = 0; q < HIERARCHY_SIZE; ++q )
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{
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ScePspFVector3 rot = {0,0,cosf( val * 1.0f * (GU_PI/180.0f))};
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gumLoadIdentity(&bones[q]);
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gumRotateXYZ(&bones[q],&rot);
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if( q > 0 )
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{
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ScePspFVector3 pos = {boneLength, 0, 0};
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gumTranslate(&bones[q], &pos);
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gumMultMatrix(&bones[q], &bones[q-1], &bones[q]);
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}
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// set matrices for skinning
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sceGuBoneMatrix( q, &bones[q] );
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sceGuMorphWeight( q, 1.0f );
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}
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sceGumMatrixMode(GU_MODEL);
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{
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ScePspFVector3 rot = {GU_PI/7.0f, GU_PI/9.0f, 0};
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sceGumLoadIdentity();
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sceGumRotateXYZ(&rot);
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}
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for( q = 0 ; q < 4; ++q )
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{
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ScePspFVector3 rot = {0,0,GU_PI/2.0f};
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sceGumRotateXYZ(&rot);
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sceGumDrawArray(GU_TRIANGLES,
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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,
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sizeof(cylinder_indices)/sizeof(unsigned short),cylinder_indices,cylinder_vertices);
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}
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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sceDisplayWaitVblankStart();
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sceGuSwapBuffers();
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val++;
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}
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sceGuTerm();
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sceKernelExitGame();
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return 0;
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}
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/* Exit callback */
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int exit_callback(int arg1, int arg2, void *common)
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{
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sceKernelExitGame();
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return 0;
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}
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/* Callback thread */
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int CallbackThread(SceSize args, void *argp)
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{
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int cbid;
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cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
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sceKernelRegisterExitCallback(cbid);
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sceKernelSleepThreadCB();
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return 0;
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}
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/* Sets up the callback thread and returns its thread id */
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int SetupCallbacks(void)
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{
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int thid = 0;
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thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
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if(thid >= 0)
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{
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sceKernelStartThread(thid, 0, 0);
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}
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return thid;
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}
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/* usefull geometry functions */
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void genSkinnedCylinder( unsigned slices, unsigned rows, float length, float radius, unsigned bones,
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Vertex* dstVertices, unsigned short* dstIndices )
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{
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unsigned int i,j;
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float lengthStep = length / (float)rows;
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float boneStep = ((float)bones-1)/((float)rows);
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// generate torus (TODO: tri-strips)
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for (j = 0; j < slices; ++j)
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{
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for (i = 0; i < rows; ++i)
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{
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struct Vertex* curr = &dstVertices[i+j*rows];
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float s = i + 0.5f;
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float t = j;
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float cs,ct,ss,st;
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cs = cosf(s * (2*GU_PI)/slices);
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ct = cosf(t * (2*GU_PI)/rows);
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ss = sinf(s * (2*GU_PI)/slices);
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st = sinf(t * (2*GU_PI)/rows);
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curr->nx = 0;
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curr->ny = ct;
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curr->nz = st;
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curr->x = lengthStep * (float)i;
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curr->y = radius * ct;
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curr->z = radius * st;
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curr->color = 0xffffff;
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int q = 0;
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for( ; q < bones; q++ )
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{
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float b = min( ((float)bones-1), boneStep * (float)i );
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float t = b - (float)q;
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// calculate cubic blending functions for skinning weights
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// each vertex is influenced by 4 bones (matrices) at most
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float t2 = t*t;
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float t3 = t*t*t;
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float f = 0;
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if( t >= 0.0f && t < 1.0f ) f = t3/6.0f;
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if( t >= 1.0f && t < 2.0f ) f = -0.5f*t3 + 2.0f*t2 - 2.0f*t + 2.0f/3.0f;
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if( t >= 2.0f && t < 3.0f ) f = 0.5f*t3 - 4.0f*t2 + 10.0f*t - 22.0f/3.0f;
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if( t >= 3.0f && t < 4.0f ) f = -t3/6.0f + 2.0f*t2 - 8.0f*t + 32.0f/3.0f;
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curr->skinWeight[q] = f;
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}
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}
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}
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for (j = 0; j < slices; ++j)
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{
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for (i = 0; i < rows-1; ++i)
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{
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unsigned short* curr = &dstIndices[(i+(j*(rows-1)))*6];
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*curr++ = i + j * rows;
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*curr++ = (i+1) + j * rows;
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*curr++ = i + ((j+1)%slices) * rows;
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*curr++ = (i+1) + j * rows;
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*curr++ = (i+1) + ((j+1)%slices) * rows;
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*curr++ = i + ((j+1)%slices) * rows;
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}
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}
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}
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