dreamcast/example/modifier_volume_cube_hosted.cpp
2025-03-30 18:37:00 -05:00

964 lines
32 KiB
C++

#include <stdint.h>
#include <assert.h>
#include <stdio.h>
#include <math.h>
#include "holly/region_array.hpp"
#include "holly/ta_bits.hpp"
#include "holly/isp_tsp.hpp"
#include "holly/ta_global_parameter.hpp"
#include "holly/ta_vertex_parameter.hpp"
#include "holly/ta_parameter.hpp"
#include "holly/software_ta.hpp"
#include "holly/texture_memory_alloc3.hpp"
#include "model/model.h"
#include "model/cube/model.h"
#include "model/plane/model.h"
#include "math/vec2.hpp"
#include "math/vec3.hpp"
#include "math/vec4.hpp"
#include "math/mat3x3.hpp"
#include "math/mat4x4.hpp"
#include "math/math.hpp"
using vec2 = vec<2, float>;
using vec3 = vec<3, float>;
using vec4 = vec<4, float>;
using mat3x3 = mat<3, 3, float>;
using mat4x4 = mat<4, 4, float>;
const float deg = 0.017453292519943295;
#define _fsrra(n) (1.0f / (sqrtf(n)))
static inline float inverse_length(vec3 v)
{
float f = dot(v, v);
return _fsrra(f);
}
static inline int max(int a, int b)
{
return (a > b) ? a : b;
}
static inline int min(int a, int b)
{
return (a > b) ? b : a;
}
void global_polygon_type_0(ta_parameter_writer& writer, bool shadow)
{
const uint32_t parameter_control_word = para_control::para_type::polygon_or_modifier_volume
| para_control::list_type::opaque
| obj_control::col_type::packed_color
| (shadow ? obj_control::shadow : 0)
;
const uint32_t isp_tsp_instruction_word = isp_tsp_instruction_word::depth_compare_mode::greater
| isp_tsp_instruction_word::culling_mode::no_culling;
const uint32_t tsp_instruction_word = tsp_instruction_word::fog_control::no_fog
| tsp_instruction_word::src_alpha_instr::one
| tsp_instruction_word::dst_alpha_instr::zero
;
const uint32_t texture_control_word = 0;
writer.append<ta_global_parameter::polygon_type_0>() =
ta_global_parameter::polygon_type_0(parameter_control_word,
isp_tsp_instruction_word,
tsp_instruction_word,
texture_control_word,
0, // data_size_for_sort_dma
0 // next_address_for_sort_dma
);
}
void global_polygon_type_1(ta_parameter_writer& writer, bool shadow, float r, float g, float b)
{
const uint32_t parameter_control_word = para_control::para_type::polygon_or_modifier_volume
| para_control::list_type::opaque
| obj_control::col_type::intensity_mode_1
| (shadow ? obj_control::shadow : 0)
;
const uint32_t isp_tsp_instruction_word = isp_tsp_instruction_word::depth_compare_mode::greater
| isp_tsp_instruction_word::culling_mode::no_culling;
const uint32_t tsp_instruction_word = tsp_instruction_word::fog_control::no_fog
| tsp_instruction_word::src_alpha_instr::one
| tsp_instruction_word::dst_alpha_instr::zero
;
const uint32_t texture_control_word = 0;
const float alpha = 1.0f;
writer.append<ta_global_parameter::polygon_type_1>() =
ta_global_parameter::polygon_type_1(parameter_control_word,
isp_tsp_instruction_word,
tsp_instruction_word,
texture_control_word,
alpha,
r,
g,
b
);
}
void global_modifier_volume(ta_parameter_writer& writer)
{
const uint32_t parameter_control_word = para_control::para_type::polygon_or_modifier_volume
| para_control::list_type::opaque_modifier_volume
;
const uint32_t isp_tsp_instruction_word = isp_tsp_instruction_word::volume_instruction::normal_polygon
| isp_tsp_instruction_word::culling_mode::no_culling;
writer.append<ta_global_parameter::modifier_volume>() =
ta_global_parameter::modifier_volume(parameter_control_word,
isp_tsp_instruction_word
);
}
void transfer_line(ta_parameter_writer& writer, vec3 p1, vec3 p2, uint32_t base_color)
{
float dy = p2.y - p1.y;
float dx = p2.x - p1.x;
float d = _fsrra(dx * dx + dy * dy) * 0.7f;
float dy1 = dy * d;
float dx1 = dx * d;
assert(p1.z < 1);
assert(p2.z < 1);
const vec3 v[4] = {
{ p1.x + dy1, p1.y + -dx1, p1.z },
{ p1.x + -dy1, p1.y + dx1, p1.z },
{ p2.x + -dy1, p2.y + dx1, p2.z },
{ p2.x + dy1, p2.y + -dx1, p2.z },
};
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(false),
v[0].x, v[0].y, v[0].z,
base_color);
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(false),
v[1].x, v[1].y, v[1].z,
base_color);
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(false),
v[3].x, v[3].y, v[3].z,
base_color);
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(true),
v[2].x, v[2].y, v[2].z,
base_color);
}
vec3 screen_transform(const mat4x4& screen, vec3 v)
{
v = screen * v;
float dim = 480 / 2.0 * 1.5;
return {
v.x / v.z * dim + 640 / 2.0f,
v.y / v.z * dim + 480 / 2.0f,
1 / v.z,
};
}
void render_basis(ta_parameter_writer& writer, const mat4x4& screen)
{
global_polygon_type_0(writer, false);
vec3 origin = screen_transform(screen, {0, 0, 0});
vec3 z = screen_transform(screen, {0, 0, 1});
vec3 y = screen_transform(screen, {0, 1, 0});
vec3 x = screen_transform(screen, {1, 0, 0});
uint32_t base_color = 0xffffff;
// magenta: Z
transfer_line(writer, origin, z, base_color);
// yellow: Y
transfer_line(writer, origin, y, base_color);
// cyan: X
transfer_line(writer, origin, x, base_color);
}
//#define LINE_DRAWING 1
static inline void render_quad(ta_parameter_writer& writer,
uint32_t base_color,
vec3 ap,
vec3 bp,
vec3 cp,
vec3 dp)
{
#ifdef LINE_DRAWING
transfer_line(writer, ap, bp, base_color);
transfer_line(writer, bp, cp, base_color);
transfer_line(writer, cp, dp, base_color);
transfer_line(writer, dp, ap, base_color);
#else
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(false),
ap.x, ap.y, ap.z,
base_color);
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(false),
bp.x, bp.y, bp.z,
base_color);
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(false),
dp.x, dp.y, dp.z,
base_color);
writer.append<ta_vertex_parameter::polygon_type_0>() =
ta_vertex_parameter::polygon_type_0(polygon_vertex_parameter_control_word(true),
cp.x, cp.y, cp.z,
base_color);
#endif
}
static inline void render_quad_type2(ta_parameter_writer& writer,
vec3 ap,
vec3 bp,
vec3 cp,
vec3 dp,
float ai,
float bi,
float ci,
float di)
{
#ifdef LINE_DRAWING
#else
writer.append<ta_vertex_parameter::polygon_type_2>() =
ta_vertex_parameter::polygon_type_2(polygon_vertex_parameter_control_word(false),
ap.x, ap.y, ap.z,
ai);
writer.append<ta_vertex_parameter::polygon_type_2>() =
ta_vertex_parameter::polygon_type_2(polygon_vertex_parameter_control_word(false),
bp.x, bp.y, bp.z,
bi);
writer.append<ta_vertex_parameter::polygon_type_2>() =
ta_vertex_parameter::polygon_type_2(polygon_vertex_parameter_control_word(false),
dp.x, dp.y, dp.z,
di);
writer.append<ta_vertex_parameter::polygon_type_2>() =
ta_vertex_parameter::polygon_type_2(polygon_vertex_parameter_control_word(true),
cp.x, cp.y, cp.z,
ci);
#endif
}
static inline void render_tri(ta_parameter_writer& writer,
uint32_t base_color,
vec3 ap,
vec3 bp,
vec3 cp)
{
#ifdef LINE_DRAWING
transfer_line(writer, ap, bp, base_color);
transfer_line(writer, bp, cp, base_color);
transfer_line(writer, cp, ap, base_color);
#else
#endif
}
static inline void render_last_tri_mod(ta_parameter_writer& writer)
{
#ifdef LINE_DRAWING
#else
const uint32_t last_parameter_control_word = para_control::para_type::polygon_or_modifier_volume
| para_control::list_type::opaque_modifier_volume
| obj_control::volume::modifier_volume::last_in_volume;
const uint32_t last_isp_tsp_instruction_word = isp_tsp_instruction_word::volume_instruction::inside_last_polygon
| isp_tsp_instruction_word::culling_mode::no_culling;
writer.append<ta_global_parameter::modifier_volume>() =
ta_global_parameter::modifier_volume(last_parameter_control_word,
last_isp_tsp_instruction_word);
#endif
}
static inline void render_tri_mod(ta_parameter_writer& writer,
vec3 ap,
vec3 bp,
vec3 cp)
{
#ifdef LINE_DRAWING
transfer_line(writer, ap, bp, base_color);
transfer_line(writer, bp, cp, base_color);
transfer_line(writer, cp, ap, base_color);
#else
writer.append<ta_vertex_parameter::modifier_volume>() =
ta_vertex_parameter::modifier_volume(modifier_volume_vertex_parameter_control_word(),
ap.x, ap.y, ap.z,
bp.x, bp.y, bp.z,
cp.x, cp.y, cp.z);
#endif
}
void set_edge_coloring(uint8_t * edge_coloring,
const int edge_stride,
bool l_dot_n_b, int a, int b)
{
int ma = min(a, b);
int mb = max(a, b);
int bit = 1 << ((int)l_dot_n_b);
edge_coloring[ma * edge_stride + mb] |= bit;
}
struct edge {
int a;
int b;
};
static uint32_t _random;
uint32_t xorshift()
{
uint32_t x = _random;
x ^= x << 13;
x ^= x >> 17;
x ^= x << 5;
return _random = x;
}
static inline void render_extension_mesh(ta_parameter_writer& writer,
vec3 ap,
vec3 bp,
vec3 cp,
vec3 dp,
vec3 ep,
vec3 fp,
vec3 apo,
vec3 bpo,
vec3 cpo,
vec3 dpo,
vec3 epo,
vec3 fpo)
{
render_tri_mod(writer, ap, bp, apo);
render_tri_mod(writer, bpo, apo, bp);
render_tri_mod(writer, bp, cp, bpo);
render_tri_mod(writer, cpo, bpo, cp);
render_tri_mod(writer, cp, dp, cpo);
render_tri_mod(writer, dpo, cpo, dp);
render_tri_mod(writer, dp, ep, dpo);
render_tri_mod(writer, epo, dpo, ep);
render_tri_mod(writer, ep, fp, epo);
render_tri_mod(writer, fpo, epo, fp);
render_tri_mod(writer, fp, ap, fpo);
render_last_tri_mod(writer);
render_tri_mod(writer, apo, fpo, ap);
/*
random = 0x12345789;
render_quad(writer, xorshift(), ap, bp, bpo, apo);
render_quad(writer, xorshift(), bp, cp, cpo, bpo);
render_quad(writer, xorshift(), cp, dp, dpo, cpo);
render_quad(writer, xorshift(), dp, ep, epo, dpo);
render_quad(writer, xorshift(), ep, fp, fpo, epo);
render_quad(writer, xorshift(), fp, ap, apo, fpo);
*/
}
void render_silhouette(ta_parameter_writer& writer,
const mat4x4& screen,
const mat4x4& model,
const vec3 light_vec,
const uint8_t * edge_coloring,
const int edge_stride)
{
struct edge silhouette[6];
int ix = 0;
for (int a = 0; a < edge_stride; a++) {
for (int b = 0; b < edge_stride; b++) {
uint8_t coloring = edge_coloring[a * edge_stride + b];
if (coloring == 0b11) {
silhouette[ix++] = {a, b};
}
}
}
assert(ix == 6);
int last_ix = 0;
int order_ix = 0;
int order_vtx[6];
order_vtx[order_ix++] = silhouette[0].a;
// calculate vertex ordering
while (order_ix < 6) {
for (int i = 1; i < 6; i++) {
if (i == last_ix)
continue;
int last_vtx = order_vtx[order_ix - 1];
if (last_vtx == silhouette[i].a) {
last_ix = i;
order_vtx[order_ix++] = silhouette[i].b;
break;
}
if (last_vtx == silhouette[i].b) {
last_ix = i;
order_vtx[order_ix++] = silhouette[i].a;
break;
}
}
}
const vec3 * position = cube_position;
vec3 ap = screen_transform(screen, model * position[order_vtx[0]]);
vec3 bp = screen_transform(screen, model * position[order_vtx[1]]);
vec3 cp = screen_transform(screen, model * position[order_vtx[2]]);
vec3 dp = screen_transform(screen, model * position[order_vtx[3]]);
vec3 ep = screen_transform(screen, model * position[order_vtx[4]]);
vec3 fp = screen_transform(screen, model * position[order_vtx[5]]);
float scale = 5;
mat4x4 translate = {
1, 0, 0, -light_vec.x * scale,
0, 1, 0, -light_vec.y * scale,
0, 0, 1, -light_vec.z * scale,
0, 0, 0, 1,
};
mat4x4 model2 = model * translate;
vec3 apo = screen_transform(screen, model2 * position[order_vtx[0]]);
vec3 bpo = screen_transform(screen, model2 * position[order_vtx[1]]);
vec3 cpo = screen_transform(screen, model2 * position[order_vtx[2]]);
vec3 dpo = screen_transform(screen, model2 * position[order_vtx[3]]);
vec3 epo = screen_transform(screen, model2 * position[order_vtx[4]]);
vec3 fpo = screen_transform(screen, model2 * position[order_vtx[5]]);
if (0) { // perimeter
uint32_t base_color = 0xff0080;
transfer_line(writer, ap, bp, base_color);
transfer_line(writer, bp, cp, base_color);
transfer_line(writer, cp, dp, base_color);
transfer_line(writer, dp, ep, base_color);
transfer_line(writer, ep, fp, base_color);
transfer_line(writer, fp, ap, base_color);
}
if (1) { // near end cap
render_tri_mod(writer, ap, bp, cp);
render_tri_mod(writer, cp, dp, ep);
render_tri_mod(writer, ep, fp, ap);
render_tri_mod(writer, ap, cp, ep);
}
if (1) { // far end cap
render_tri_mod(writer, apo, bpo, cpo);
render_tri_mod(writer, cpo, dpo, epo);
render_tri_mod(writer, epo, fpo, apo);
render_tri_mod(writer, apo, cpo, epo);
}
if (1) {
render_extension_mesh(writer,
ap,
bp,
cp,
dp,
ep,
fp,
apo,
bpo,
cpo,
dpo,
epo,
fpo);
}
}
void render_cube(ta_parameter_writer& writer,
const mat4x4& screen,
const vec3 light_vec,
float theta)
{
//float ct = cos(theta);
//float st = sin(theta);
float scale = 0.3f;
const mat4x4 s = {
scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1,
};
/*
const mat4x4 rz = {
ct, -st, 0, 0,
st, ct, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
*/
mat4x4 model = s;
const vec3 * normal = cube_normal;
const vec3 * position = cube_position;
const union quadrilateral * quadrilateral = cube_Cube_quadrilateral;
const int edge_stride = 8;
const int edge_coloring_length = edge_stride * edge_stride;
uint8_t __attribute__((aligned(4))) edge_coloring[edge_coloring_length];
for (int i = 0; i < edge_coloring_length / 4; i++)
reinterpret_cast<uint32_t *>(edge_coloring)[i] = 0;
//uint32_t base_color = l_dot_n_b ? 0xff8000 : 0x0080ff;
const float red = 0.0f;
const float green = 0.5f;
const float blue = 1.0f;
global_polygon_type_1(writer, false, red, green, blue); // no self-shadow
for (int i = 0; i < 6; i++) {
const union quadrilateral& q = quadrilateral[i];
vec3 n3 = normal[q.a.normal];
vec4 n4 = model * (vec4){n3.x, n3.y, n3.z, 0.f}; // no translation component
vec3 n = {n4.x, n4.y, n4.z};
float n_dot_l = dot(n, light_vec);
bool n_dot_l_b = n_dot_l > 0;
set_edge_coloring(edge_coloring, edge_stride, n_dot_l_b, q.a.position, q.b.position);
set_edge_coloring(edge_coloring, edge_stride, n_dot_l_b, q.b.position, q.c.position);
set_edge_coloring(edge_coloring, edge_stride, n_dot_l_b, q.c.position, q.d.position);
set_edge_coloring(edge_coloring, edge_stride, n_dot_l_b, q.d.position, q.a.position);
vec3 ap = model * position[q.a.position];
vec3 bp = model * position[q.b.position];
vec3 cp = model * position[q.c.position];
vec3 dp = model * position[q.d.position];
vec3 sap = screen_transform(screen, ap);
vec3 sbp = screen_transform(screen, bp);
vec3 scp = screen_transform(screen, cp);
vec3 sdp = screen_transform(screen, dp);
float intensity = 0.2f;
if (n_dot_l > 0) {
intensity += 0.5f * n_dot_l * (inverse_length(n) * inverse_length(light_vec));
if (intensity > 1.0f)
intensity = 1.0f;
}
render_quad_type2(writer,
intensity,
sap,
sbp,
scp,
sdp);
}
if (0) {
// end of opaque list
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
global_modifier_volume(writer);
render_silhouette(writer,
screen,
model,
light_vec,
edge_coloring,
edge_stride);
}
}
void render_plane(ta_parameter_writer& writer,
const mat4x4& screen,
const vec3 light_vec)
{
const vec3 * normal = plane_normal;
const vec3 * position = plane_position;
const union quadrilateral * quadrilateral = plane_Plane.quadrilateral;
int count = plane_Plane.quadrilateral_count;
float scale = 3;
float translate = 1;
const mat4x4 model = {
scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, translate,
0, 0, 0, 1,
};
//uint32_t base_color = 0xffff80;
const float red = 1.0f;
const float green = 1.0f;
const float blue = 0.5f;
global_polygon_type_1(writer, true, red, green, blue); // with shadow
for (int i = 0; i < count; i++) {
const union quadrilateral& q = quadrilateral[i];
vec3 ap = model * position[q.a.position];
vec3 bp = model * position[q.b.position];
vec3 cp = model * position[q.c.position];
vec3 dp = model * position[q.d.position];
float intensity = 0.2f;
vec4 _n = normal[q.a.normal];
vec4 n4 = model * (vec4){_n.x, _n.y, _n.z, 0}; // no translation component
vec3 n = {n4.x, n4.y, n4.z};
float n_dot_l = -dot(n, light_vec);
if (n_dot_l > 0) {
intensity += 0.5f * n_dot_l * (inverse_length(n) * inverse_length(light_vec));
if (intensity > 1.0f)
intensity = 1.0f;
}
vec3 sap = screen_transform(screen, ap);
vec3 sbp = screen_transform(screen, bp);
vec3 scp = screen_transform(screen, cp);
vec3 sdp = screen_transform(screen, dp);
render_quad_type2(writer,
intensity,
sap,
sbp,
scp,
sdp);
}
}
constexpr inline mat4x4 screen_rotation(float theta)
{
float zt = -0.7853981633974483 / 1 + theta / 5;
float xt = -0.7853981633974483 * 0.7 + 0.3 * sin(theta / 3);
mat4x4 rx = {
1, 0, 0, 0,
0, cos(xt), -sin(xt), 0,
0, sin(xt), cos(xt), 0,
0, 0, 0, 1,
};
mat4x4 rz = {
cos(zt), -sin(zt), 0, 0,
sin(zt), cos(zt), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
mat4x4 t = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 2.5,
0, 0, 0, 1,
};
return t * rx * rz;
}
void render_light_vec(ta_parameter_writer& writer, const mat4x4& screen, vec3 l)
{
vec3 a = screen_transform(screen, {0, 0, 0});
vec3 b = screen_transform(screen, l * 0.5f);
transfer_line(writer, a, b, 0x00ff00);
}
void transfer_scene(ta_parameter_writer& writer, const mat4x4& screen, vec3 light_vec)
{
// opaque
render_basis(writer, screen);
render_light_vec(writer, screen, light_vec);
if (1) {
render_plane(writer,
screen,
light_vec);
}
static float cube_theta = 0;
render_cube(writer,
screen,
light_vec,
cube_theta);
cube_theta += deg;
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
// punch_through
/*
render_basis_text(writer, screen);
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
*/
}
vec3 update_light()
{
static float ltheta = 2;
vec3 light_origin = {0, 0, 0};
vec3 light_pos = {1, 1, 2};
mat3x3 rot = {
cos(ltheta), -sin(ltheta), 0,
sin(ltheta), cos(ltheta), 0,
0, 0, 1,
};
light_pos = rot * light_pos;
ltheta += deg / 8;
vec3 light_vec = light_origin - light_pos;
return light_vec;
}
static inline uint16_t argb1555(int a, int r, int g, int b)
{
return ((a & 1) << 15) | ((r & 31) << 10) | ((g & 31) << 5) | ((b & 31) << 0);
}
uint8_t __attribute__((aligned(32))) ta_parameter_buf[1024 * 1024];
void region_array_multipass2(const uint32_t width, // in tile units (1 tile unit = 32 pixels)
const uint32_t height, // in tile units (1 tile unit = 32 pixels)
const struct opb_size * opb_size,
const uint32_t num_render_passes,
const uint32_t region_array_start,
const uint32_t object_list_start,
uint32_t * dest)
{
auto region_array = reinterpret_cast<region_array_entry *>
(&dest[region_array_start / 4]);
const uint32_t num_tiles = width * height;
uint32_t ol_base[num_render_passes];
ol_base[0] = object_list_start;
for (uint32_t pass = 1; pass < num_render_passes; pass++) {
ol_base[pass] = ol_base[pass - 1] + num_tiles * opb_size[pass - 1].total();
}
uint32_t ix = 0;
for (uint32_t y = 0; y < height; y++) {
for (uint32_t x = 0; x < width; x++) {
for (uint32_t pass = 0; pass < num_render_passes; pass++) {
region_array[ix].tile = REGION_ARRAY__TILE_Y_POSITION(y)
| REGION_ARRAY__TILE_X_POSITION(x);
if (pass == (num_render_passes - 1) && y == (height - 1) && x == (width - 1))
region_array[ix].tile |= REGION_ARRAY__LAST_REGION;
if (pass != (num_render_passes - 1))
region_array[ix].tile |= REGION_ARRAY__FLUSH_ACCUMULATE;
if (pass > 0)
region_array[ix].tile |= REGION_ARRAY__Z_CLEAR;
uint32_t tile_index = y * width + x;
region_array[ix].opaque_list_pointer = (opb_size[pass].opaque == 0) ? REGION_ARRAY__LIST_POINTER__EMPTY :
(ol_base[pass] + (opb_size[pass].opaque * tile_index)
);
region_array[ix].opaque_modifier_volume_list_pointer = (opb_size[pass].opaque_modifier == 0) ? REGION_ARRAY__LIST_POINTER__EMPTY :
(ol_base[pass] + num_tiles * ( opb_size[pass].opaque
)
+ (opb_size[pass].opaque_modifier * tile_index)
);
region_array[ix].translucent_list_pointer = (opb_size[pass].translucent == 0) ? REGION_ARRAY__LIST_POINTER__EMPTY :
(ol_base[pass] + num_tiles * ( opb_size[pass].opaque
+ opb_size[pass].opaque_modifier
)
+ (opb_size[pass].translucent * tile_index)
);
region_array[ix].translucent_modifier_volume_list_pointer = (opb_size[pass].translucent_modifier == 0) ? REGION_ARRAY__LIST_POINTER__EMPTY :
(ol_base[pass] + num_tiles * ( opb_size[pass].opaque
+ opb_size[pass].opaque_modifier
+ opb_size[pass].translucent
)
+ (opb_size[pass].translucent_modifier * tile_index)
);
region_array[ix].punch_through_list_pointer = (opb_size[pass].punch_through == 0) ? REGION_ARRAY__LIST_POINTER__EMPTY :
(ol_base[pass] + num_tiles * ( opb_size[pass].opaque
+ opb_size[pass].opaque_modifier
+ opb_size[pass].translucent
+ opb_size[pass].translucent_modifier
)
+ (opb_size[pass].punch_through * tile_index)
);
fprintf(stderr, "ra_ol %d %d %08x\n", x, y, region_array[ix].opaque_list_pointer);
ix += 1;
}
}
}
}
struct vertex_parameter {
float x;
float y;
float z;
uint32_t base_color;
}; // ISP_BACKGND_T skip(1)
struct isp_tsp_parameter {
uint32_t isp_tsp_instruction_word;
uint32_t tsp_instruction_word;
uint32_t texture_control_word;
vertex_parameter vertex[3];
};
void background_parameter3(const uint32_t background_start,
const uint32_t color,
uint32_t * dst)
{
auto parameter = reinterpret_cast<isp_tsp_parameter *>
(&dst[background_start / 4]);
parameter->isp_tsp_instruction_word
= isp_tsp_instruction_word::depth_compare_mode::always
| isp_tsp_instruction_word::culling_mode::no_culling;
parameter->tsp_instruction_word
= tsp_instruction_word::src_alpha_instr::one
| tsp_instruction_word::dst_alpha_instr::zero
| tsp_instruction_word::fog_control::no_fog;
parameter->texture_control_word
= 0;
parameter->vertex[0].x = 0.f;
parameter->vertex[0].y = 0.f;
parameter->vertex[0].z = 1.f/100000;
parameter->vertex[0].base_color = color;
parameter->vertex[1].x = 639.f;
parameter->vertex[1].y = 0.f;
parameter->vertex[1].z = 1.f/100000;
parameter->vertex[1].base_color = color;
parameter->vertex[2].x = 639.f;
parameter->vertex[2].y = 479.f;
parameter->vertex[2].z = 1.f/100000;
parameter->vertex[2].base_color = color;
}
static uint8_t __attribute__((aligned(32))) texture_memory[8 * 1024 * 1024];
int main()
{
constexpr uint32_t ta_alloc = 0
//ta_alloc_ctrl::pt_opb::_16x4byte
| ta_alloc_ctrl::tm_opb::no_list
| ta_alloc_ctrl::t_opb::no_list
//| ta_alloc_ctrl::om_opb::_16x4byte
| ta_alloc_ctrl::o_opb::_16x4byte;
constexpr int render_passes = 1;
constexpr struct opb_size opb_size[render_passes] = {
{
.opaque = 16 * 4,
//.opaque_modifier = 16 * 4,
.translucent = 0,
.translucent_modifier = 0,
.punch_through = 0
}
};
const int framebuffer_width = 640;
const int framebuffer_height = 480;
const int tile_width = framebuffer_width / 32;
const int tile_height = framebuffer_height / 32;
for (int i = 0; i < 2; i++) {
region_array_multipass2(tile_width,
tile_height,
opb_size,
render_passes,
texture_memory_alloc.region_array[i].start,
texture_memory_alloc.object_list[i].start,
(uint32_t*)texture_memory);
background_parameter3(texture_memory_alloc.background[i].start,
0xff202040,
(uint32_t*)texture_memory);
}
ta_parameter_writer writer = ta_parameter_writer(ta_parameter_buf);
int ta = 0;
int core = 0;
const float degree = 0.017453292519943295 / 5;
float theta = 0;
const mat4x4 screen = screen_rotation(theta);
vec3 light_vec = update_light();
writer.offset = 0;
transfer_scene(writer, screen, light_vec);
//size_t len = fwrite(writer.buf, 1, writer.offset, stdout);
struct ta_configuration config;
config.isp_base = texture_memory_alloc.isp_tsp_parameters[ta].start;
config.isp_limit = texture_memory_alloc.isp_tsp_parameters[ta].end;
config.ol_base = texture_memory_alloc.object_list[ta].start;
config.ol_limit = texture_memory_alloc.object_list[ta].end;
config.alloc_ctrl = ta_alloc;
config.next_opb_init = 0;
config.tile_x_num = tile_width;
config.tile_y_num = tile_height;
software_ta_init(&config);
software_ta_transfer(writer.buf, writer.offset, texture_memory);
size_t len = fwrite(texture_memory, 1, (sizeof (texture_memory)), stdout);
assert(len == (sizeof (texture_memory)));
}