add viewing_system
This is inspirted by the book "3D Computer Graphics" by Alan Watt.
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c9b57abf81
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6836790205
@ -17,11 +17,10 @@
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#include "holly/texture_memory_alloc.hpp"
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#include "memorymap.hpp"
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#include "geometry/geometry.hpp"
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#include "geometry/cube.hpp"
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#include "math/vec4.hpp"
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using vec4 = vec<4, float>;
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constexpr float half_degree = 0.01745329f / 2;
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vec3 rotate(const vec3& vertex, float theta)
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@ -163,6 +163,18 @@ HEART_OBJ = \
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example/heart.elf: LDSCRIPT = $(LIB)/alt.lds
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example/heart.elf: $(START_OBJ) $(HEART_OBJ)
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VIEWING_SYSTEM_OBJ = \
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example/viewing_system.o \
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vga.o \
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holly/core.o \
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holly/region_array.o \
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holly/background.o \
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holly/ta_fifo_polygon_converter.o \
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$(LIBGCC)
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example/viewing_system.elf: LDSCRIPT = $(LIB)/alt.lds
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example/viewing_system.elf: $(START_OBJ) $(VIEWING_SYSTEM_OBJ)
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MACAW_CUBE_OBJ = \
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example/macaw_cube.o \
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vga.o \
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202
example/viewing_system.cpp
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202
example/viewing_system.cpp
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@ -0,0 +1,202 @@
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#include <cstdint>
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#include "align.hpp"
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#include "vga.hpp"
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#include "holly/texture_memory_alloc.hpp"
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#include "holly/holly.hpp"
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#include "holly/core.hpp"
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#include "holly/core_bits.hpp"
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#include "holly/ta_fifo_polygon_converter.hpp"
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#include "holly/ta_parameter.hpp"
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#include "holly/ta_global_parameter.hpp"
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#include "holly/ta_vertex_parameter.hpp"
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#include "holly/ta_bits.hpp"
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#include "holly/region_array.hpp"
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#include "holly/background.hpp"
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#include "holly/isp_tsp.hpp"
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#include "memorymap.hpp"
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#include "geometry/geometry.hpp"
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#include "geometry/suzanne2.hpp"
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#include "viewing_system/view_space.hpp"
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#include "viewing_system/screen_space.hpp"
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uint32_t _ta_parameter_buf[((32 * 8192) + 32) / 4];
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struct viewer {
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vec3 position;
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vec3 orientation;
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};
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constexpr mat4x4 world_transform = { 1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 3.f,
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0.f, 0.f, 0.f, 1.f };
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void ta_upload(ta_parameter_writer& parameter,
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const position__color * vertices,
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const face_vtn * faces,
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const uint32_t num_faces,
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const mat4x4 screen_transform
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)
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{
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const uint32_t parameter_control_word = para_control::para_type::polygon_or_modifier_volume
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| para_control::list_type::opaque
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| obj_control::col_type::floating_color
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| obj_control::gouraud;
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const uint32_t isp_tsp_instruction_word = isp_tsp_instruction_word::depth_compare_mode::greater
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| isp_tsp_instruction_word::culling_mode::no_culling;
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const uint32_t tsp_instruction_word = tsp_instruction_word::src_alpha_instr::one
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| tsp_instruction_word::dst_alpha_instr::zero
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| tsp_instruction_word::fog_control::no_fog;
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for (uint32_t face_ix = 0; face_ix < num_faces; face_ix++) {
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parameter.append<ta_global_parameter::polygon_type_0>() =
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ta_global_parameter::polygon_type_0(parameter_control_word,
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isp_tsp_instruction_word,
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tsp_instruction_word,
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0, // texture_control_word
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0, // data_size_for_sort_dma
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0 // next_address_for_sort_dma
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);
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auto& face = faces[face_ix];
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constexpr uint32_t strip_length = 3;
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mat4x4 transform = screen_transform * world_transform;
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for (uint32_t i = 0; i < strip_length; i++) {
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const uint32_t vertex_ix = face[i].vertex;
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auto& position = vertices[vertex_ix].position;
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auto& color = vertices[vertex_ix].color;
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vec4 vertex = { position.x,
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position.y,
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position.z,
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1.0f };
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// in three-dimensional screen space
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vec4 v = transform * vertex;
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float x = v.x / v.w;
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float y = v.y / v.w;
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float z = v.w / v.z;
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x = x * 240.f + 320.f;
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y = y * 240.f + 240.f;
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// perspective divide
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bool end_of_strip = i == strip_length - 1;
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parameter.append<ta_vertex_parameter::polygon_type_1>() =
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ta_vertex_parameter::polygon_type_1(polygon_vertex_parameter_control_word(end_of_strip),
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x,
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y,
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z,
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1.0f, // alpha
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color.r, // red
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color.g, // green
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color.b // blue
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);
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}
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}
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}
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void init_texture_memory(const struct opb_size& opb_size)
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{
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auto mem = reinterpret_cast<volatile texture_memory_alloc *>(texture_memory32);
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background_parameter(mem->background, 0xff220000);
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holly.VO_BORDER_COL = 0x00220000;
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region_array2(mem->region_array,
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(offsetof (struct texture_memory_alloc, object_list)),
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640 / 32, // width
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480 / 32, // height
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opb_size
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);
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}
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void main()
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{
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vga();
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// The address of `ta_parameter_buf` must be a multiple of 32 bytes.
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// This is mandatory for ch2-dma to the ta fifo polygon converter.
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uint32_t * ta_parameter_buf = align_32byte(_ta_parameter_buf);
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constexpr uint32_t ta_alloc = ta_alloc_ctrl::pt_opb::no_list
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| ta_alloc_ctrl::tm_opb::no_list
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| ta_alloc_ctrl::t_opb::no_list
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| ta_alloc_ctrl::om_opb::no_list
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| ta_alloc_ctrl::o_opb::_16x4byte;
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constexpr struct opb_size opb_size = { .opaque = 16 * 4
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, .opaque_modifier = 0
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, .translucent = 0
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, .translucent_modifier = 0
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, .punch_through = 0
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};
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holly.SOFTRESET = softreset::pipeline_soft_reset
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| softreset::ta_soft_reset;
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holly.SOFTRESET = 0;
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core_init();
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init_texture_memory(opb_size);
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viewer viewer {
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.position = {0.f, -3.f, 0.f},
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.orientation = {0.f, -1.f, 0.f}, // approximate "up" orientation
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};
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vec3 plane_normal = view_space::viewing_direction(pi / 2.f, // azimuth
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pi / 4.f // colatitude
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);
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vec3 up_vector = view_space::project_vector_to_plane(plane_normal,
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viewer.orientation
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);
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const mat4x4 view_space_transform = view_space::transformation_matrix(viewer.position,
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plane_normal,
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up_vector);
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const mat4x4 perspective_transform = screen_space::transformation_matrix(1.f, // the z-coordinate of the view window
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100.f, // the z-coordinate of the far clip plane
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1.f // the dimension of the square view window
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);
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const mat4x4 screen_transform = perspective_transform * view_space_transform;
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uint32_t frame_ix = 0;
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constexpr uint32_t num_frames = 1;
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while (true) {
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ta_polygon_converter_init(opb_size.total(),
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ta_alloc,
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640 / 32,
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480 / 32);
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auto parameter = ta_parameter_writer(ta_parameter_buf);
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ta_upload(parameter,
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suzanne::vertices,
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suzanne::faces,
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suzanne::num_faces,
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screen_transform
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);
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// end of opaque list
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parameter.append<ta_global_parameter::end_of_list>() = ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
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ta_polygon_converter_transfer(ta_parameter_buf, parameter.offset);
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ta_wait_opaque_list();
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core_start_render(frame_ix, num_frames);
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v_sync_in();
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core_wait_end_of_render_video(frame_ix, num_frames);
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frame_ix += 1;
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}
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}
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@ -5,11 +5,14 @@
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#include "math/vec2.hpp"
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#include "math/vec3.hpp"
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#include "math/vec4.hpp"
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#include "math/mat4x4.hpp"
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using vec2 = vec<2, float>;
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using vec3 = vec<3, float>;
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using vec4 = vec<4, float>;
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using mat4x4 = mat<4, 4, float>;
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struct vertex__texture__normal {
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uint16_t vertex;
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uint16_t texture;
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2992
geometry/suzanne2.hpp
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2992
geometry/suzanne2.hpp
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File diff suppressed because it is too large
Load Diff
2976
geometry/suzanne2.obj
Normal file
2976
geometry/suzanne2.obj
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File diff suppressed because it is too large
Load Diff
@ -139,6 +139,14 @@ inline constexpr T dot(vec<3, T> const& v1, vec<3, T> const& v2)
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return tmp.x + tmp.y + tmp.z;
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}
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template <typename T>
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inline constexpr vec<3, T> cross(vec<3, T> const& v1, vec<3, T> const& v2)
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{
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return vec<3, T>(v1.y * v2.z - v2.y * v1.z,
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v1.z * v2.x - v2.z * v1.x,
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v1.x * v2.y - v2.x * v1.y);
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}
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template <typename T>
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inline constexpr vec<3, T> functor1(T (&func) (T const& x), vec<3, T> const& v)
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{
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15
viewing_system/screen_space.hpp
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15
viewing_system/screen_space.hpp
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@ -0,0 +1,15 @@
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#include "geometry/geometry.hpp"
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namespace screen_space {
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constexpr mat4x4 transformation_matrix(const float d, // the z-coordinate of the view window and the near clip plane
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const float f, // the z-coordnate of the far clip plane
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const float h // the dimension of the square view window
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)
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{
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return { d/h, 0.f, 0.f , 0.f ,
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0.f, d/h, 0.f , 0.f ,
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0.f, 0.f, f/(f-d), -d*f/(f-d),
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0.f, 0.f, 1.f , 0.f };
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}
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}
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viewing_system/view_space.hpp
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viewing_system/view_space.hpp
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#include "geometry/geometry.hpp"
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namespace view_space {
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constexpr vec3 viewing_direction(const float azimuth,
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const float colatitude
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)
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{
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const float x = sin(colatitude) * cos(azimuth);
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const float y = sin(colatitude) * sin(azimuth);
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const float z = cos(colatitude);
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return {x, y, z};
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}
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constexpr vec3 project_vector_to_plane(const vec3& n, // N: plane normal
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const vec3& v_ // V': approximate "up" orientation
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)
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{
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return v_ - dot(v_, n) * n;
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}
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constexpr mat4x4 transformation_matrix(const vec3& c, // C: in world space, the position of the viewer
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const vec3& n, // N: in world space, the viewing direction
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const vec3& v_ // V': approximate "up" orientation
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)
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{
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const vec3 v = project_vector_to_plane(n, v_);
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const vec3 u = cross(n, v);
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const mat4x4 t = { 1.f, 0.f, 0.f, -c.x,
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0.f, 1.f, 0.f, -c.y,
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0.f, 0.f, 1.f, -c.z,
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0.f, 0.f, 0.f, 1.f };
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const mat4x4 r = { u.x, u.y, u.z, 0.f,
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v.x, v.y, v.z, 0.f,
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n.x, n.y, n.z, 0.f,
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0.f, 0.f, 0.f, 1.f };
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return r * t;
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}
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}
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