examples: add icosphere

This commit is contained in:
Zack Buhman 2024-09-04 01:51:23 -05:00
parent ba8201acee
commit 909e041082
15 changed files with 3628 additions and 20 deletions

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@ -19,6 +19,7 @@ triangle.elf: $(DEFAULT) arm9/triangle.bin.o
triangle_rotating.elf: $(DEFAULT) arm9/triangle_rotating.bin.o
texture.elf: $(DEFAULT) arm9/texture.bin.o
cube.elf: $(DEFAULT) arm9/cube.bin.o
icosphere.elf: $(DEFAULT) arm9/icosphere.bin.o
TARGET = arm-none-eabi-
AARCH = -march=armv4t -mlittle-endian

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@ -6,7 +6,7 @@ MEMORY
}
SECTIONS
{
. = ORIGIN(ram) + 0x8000;
. = ORIGIN(ram) + 0x390000;
.text ALIGN(4) :
{

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@ -24,6 +24,8 @@ texture.elf: start.o examples/texture.o ../res/hotaru_futaba.data.o ../res/hotar
cube.elf: start.o examples/cube.o ../math/cos_table_fp12.o ../math/cos.o
icosphere.elf: start.o examples/icosphere.o ../math/cos_table_fp12.o ../math/cos.o
CFLAGS += -I../include -I../
include arm9.mk

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@ -163,25 +163,25 @@ void main()
for (int i = 0; i < 6; i++) {
io_registers.a.COLOR = face_colors[i];
struct vertex_position * a = &cube_positions[cube_faces[i].a.position];
struct vertex_position * a = &cube_positions[cube_quadrilaterals[i].a.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(a->z)
| VTX_10__y_coordinate(a->y)
| VTX_10__x_coordinate(a->x);
struct vertex_position * b = &cube_positions[cube_faces[i].b.position];
struct vertex_position * b = &cube_positions[cube_quadrilaterals[i].b.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(b->z)
| VTX_10__y_coordinate(b->y)
| VTX_10__x_coordinate(b->x);
struct vertex_position * c = &cube_positions[cube_faces[i].c.position];
struct vertex_position * c = &cube_positions[cube_quadrilaterals[i].c.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(c->z)
| VTX_10__y_coordinate(c->y)
| VTX_10__x_coordinate(c->x);
struct vertex_position * d = &cube_positions[cube_faces[i].d.position];
struct vertex_position * d = &cube_positions[cube_quadrilaterals[i].d.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(d->z)
| VTX_10__y_coordinate(d->y)

265
arm9/examples/icosphere.c Normal file
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@ -0,0 +1,265 @@
#include "io_registers.h"
#include "bits.h"
#include "models/icosphere.h"
#include "math/math.h"
void main()
{
// power control
io_registers.a.POWCNT = 0
| POWCNT__lcd_output_destination__a_to_upper__b_to_lower
| POWCNT__geometry_engine__enable
| POWCNT__rendering_engine__enable
| POWCNT__lcd__enable;
// enable bg0 and 3d graphics
io_registers.a.DISPCNT = 0
| DISPCNT__display_mode__graphics_display
| DISPCNT__bg0__enable
| DISPCNT__display_selection_for_bg0__3d_graphics
;
// disable all 3d effects
io_registers.a.DISP3DCNT = 0
| DISP3DCNT__clear_image__disable
| DISP3DCNT__fog_master__disable
| DISP3DCNT__edge_marking__disable
| DISP3DCNT__anti_aliasing__disable
| DISP3DCNT__alpha_blending__disable
| DISP3DCNT__alpha_test__disable
| DISP3DCNT__texture_mapping__disable;
// clear matrix stack status
io_registers.a.GXSTAT |= GXSTAT__matrix_stack_status__overflow_or_underflow;
// load identity matrices
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__projection;
io_registers.a.MTX_IDENTITY = 0;
/*
io_registers.a.MTX_SCALE = ((192 << 12) / (256)) / 2;
io_registers.a.MTX_SCALE = 0.5 * 4096;
io_registers.a.MTX_SCALE = 0.5 * 4096;
*/
// load a symmetric perspective matrix, with aspect ratio correction
io_registers.a.MTX_LOAD_4X4 = (192 << 12) / 256;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 1 << 12;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = -(1 << 12);
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = -(1 << 12);
io_registers.a.MTX_LOAD_4X4 = 0;
// translate the viewpoint
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = (int)(-2.1 * (float)(1 << 12));
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position;
io_registers.a.MTX_IDENTITY = 0;
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
io_registers.a.MTX_IDENTITY = 0;
// set the 3d clear color to a dark red
io_registers.a.CLEAR_COLOR = 0
| CLEAR_COLOR__clear_polygon_id(31)
| CLEAR_COLOR__alpha_value(31)
| CLEAR_COLOR__blue(1)
| CLEAR_COLOR__green(1)
| CLEAR_COLOR__red(10);
// set the depth buffer clear value to the maximum value
io_registers.a.CLEAR_DEPTH = CLEAR_DEPTH__value(0x7fff);
// the following polygons are fully opaque; backface culling is
// enabled
io_registers.a.POLYGON_ATTR = 0
| POLYGON_ATTR__alpha_value(31)
| POLYGON_ATTR__render_front_surface__enable
| POLYGON_ATTR__render_back_surface__enable
| POLYGON_ATTR__light_2__enable
| POLYGON_ATTR__light_1__enable
| POLYGON_ATTR__light_0__enable;
// the 3d viewport is the entire display area
io_registers.a.VIEWPORT = 0
| VIEWPORT__y2(191)
| VIEWPORT__x2(255)
| VIEWPORT__y1(0)
| VIEWPORT__x1(0);
// normalized 45° vector
int c = 0.57735 * 512;
// lighting
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(0)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(-c)
| LIGHT_VECTOR__decimal_x(-c);
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(1)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(-c)
| LIGHT_VECTOR__decimal_x(c);
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(2)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(c)
| LIGHT_VECTOR__decimal_x(-c);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(0)
| LIGHT_COLOR__blue(1)
| LIGHT_COLOR__green(1)
| LIGHT_COLOR__red(31);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(1)
| LIGHT_COLOR__blue(1)
| LIGHT_COLOR__green(31)
| LIGHT_COLOR__red(1);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(2)
| LIGHT_COLOR__blue(31)
| LIGHT_COLOR__green(1)
| LIGHT_COLOR__red(1);
// degrees
int theta = 0;
while (1) {
// calculate sin/cos for 2d rotation; signed fp20.12 result
int cos = cos_fp12(theta);
int sin = sin_fp12(theta);
int cos2 = cos_fp12(theta >> 1);
int sin2 = sin_fp12(theta >> 1);
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
// reset position matrix
io_registers.a.MTX_IDENTITY = 0;
// multiply by a z-axis rotation
io_registers.a.MTX_MULT_3X3 = cos;
io_registers.a.MTX_MULT_3X3 = -sin;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin;
io_registers.a.MTX_MULT_3X3 = cos;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
// multiply by a y-axis rotation
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = -sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = cos2;
// multiply by a x-axis rotation
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = -sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin2;
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
// cube faces
io_registers.a.DIF_AMB = 0
| DIF_AMB__ambient_blue(1)
| DIF_AMB__ambient_green(1)
| DIF_AMB__ambient_red(1)
| DIF_AMB__diffuse_blue(10)
| DIF_AMB__diffuse_green(10)
| DIF_AMB__diffuse_red(10);
io_registers.a.SPE_EMI = 0
| SPE_EMI__specular_blue(30)
| SPE_EMI__specular_green(30)
| SPE_EMI__specular_red(30);
// the following vertices are a triangles
io_registers.a.BEGIN_VTXS = BEGIN_VTXS__type__triangle;
const int num_faces = (sizeof (icosphere_triangles)) / (sizeof (struct triangle));
for (int i = 0; i < num_faces; i++) {
struct vertex_normal * an = &icosphere_normals[icosphere_triangles[i].a.normal];
io_registers.a.NORMAL = 0
| NORMAL__z_component(an->z)
| NORMAL__y_component(an->y)
| NORMAL__x_component(an->x);
struct vertex_position * a = &icosphere_positions[icosphere_triangles[i].a.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(a->z)
| VTX_10__y_coordinate(a->y)
| VTX_10__x_coordinate(a->x);
struct vertex_position * b = &icosphere_positions[icosphere_triangles[i].b.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(b->z)
| VTX_10__y_coordinate(b->y)
| VTX_10__x_coordinate(b->x);
struct vertex_position * c = &icosphere_positions[icosphere_triangles[i].c.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(c->z)
| VTX_10__y_coordinate(c->y)
| VTX_10__x_coordinate(c->x);
}
// end of the quadrilateral
io_registers.a.END_VTXS = 0;
// wait for the end of the current frame
while (io_registers.a.VCOUNT != 262);
while (io_registers.a.VCOUNT == 262);
// wait for the geometry engine
while (io_registers.a.GXSTAT & GXSTAT__geometry_engine_busy);
// swap buffers
io_registers.a.SWAP_BUFFERS = 0;
// increment theta once per frame
theta += 1;
if (theta >= 360 * 2) {
theta = 0;
}
}
}

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@ -24,7 +24,7 @@ SECTIONS
KEEP(*(.data.arm9*.bin))
} AT>rom
. = 0x02000000 + 0x8000;
. = 0x02000000 + 0x390000;
_arm7 = .;

0
icosphere.h Normal file
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4
models/Makefile Normal file
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@ -0,0 +1,4 @@
all: $(patsubst %.obj,%.h,$(wildcard *.obj))
%.h: %.obj
python render_obj_fixed_point_c_source.py $< $(basename $<) > $@

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@ -30,7 +30,7 @@ struct vertex_normal cube_normals[] = {
{0, 0, -512},
};
struct face cube_faces[] = {
struct quadrilateral cube_quadrilaterals[] = {
{
{0, 0, 0},
{4, 1, 0},

2304
models/icosphere.h Normal file

File diff suppressed because it is too large Load Diff

1011
models/icosphere.obj Normal file

File diff suppressed because it is too large Load Diff

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@ -8,7 +8,13 @@ struct index_ptn {
uint16_t normal;
};
struct face {
struct triangle {
struct index_ptn a;
struct index_ptn b;
struct index_ptn c;
};
struct quadrilateral {
struct index_ptn a;
struct index_ptn b;
struct index_ptn c;

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@ -33,7 +33,13 @@ class IndexVTN:
vertex_normal: int
@dataclass
class Face:
class Triangle:
a: IndexVTN
b: IndexVTN
c: IndexVTN
@dataclass
class Quadrilateral:
a: IndexVTN
b: IndexVTN
c: IndexVTN
@ -82,8 +88,12 @@ def parse_vertex_indices(args):
def parse_face(args):
vertices = args.split()
assert len(vertices) == 4, vertices
yield Face(*map(parse_vertex_indices, vertices))
if len(vertices) == 3:
yield Triangle(*map(parse_vertex_indices, vertices))
elif len(vertices) == 4:
yield Quadrilateral(*map(parse_vertex_indices, vertices))
else:
assert False, (len(vertices), args)
def parse_obj_line(line):
prefixes = [

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@ -6,7 +6,8 @@ from parse_obj_fixed_point import parse_obj_file
from parse_obj_fixed_point import VertexPosition
from parse_obj_fixed_point import VertexNormal
from parse_obj_fixed_point import VertexTexture
from parse_obj_fixed_point import Face
from parse_obj_fixed_point import Triangle
from parse_obj_fixed_point import Quadrilateral
vertex_position_fraction_bits = 6 # 4.6
vertex_normal_fraction_bits = 9 # s.9
@ -29,12 +30,18 @@ def render_face(face):
yield from render_index_vtn(index_vtn)
yield "},"
def render_faces(prefix, faces):
yield f"struct face {prefix}_faces[] = {{"
def render_faces(prefix, name, faces):
yield f"struct {name} {prefix}_{name}s[] = {{"
for face in faces:
yield from render_face(face)
yield "};"
def render_triangles(prefix, faces):
yield from render_faces(prefix, "triangle", faces)
def render_quadrilateral(prefix, faces):
yield from render_faces(prefix, "quadrilateral", faces)
def xyz(vec):
return (vec.x, vec.y, vec.z)
@ -87,5 +94,8 @@ render(render_header())
render(render_vertex_positions(prefix, d[VertexPosition]))
render(render_vertex_texture(prefix, d[VertexTexture]))
render(render_vertex_normals(prefix, d[VertexNormal]))
render(render_faces(prefix, d[Face]))
if Triangle in d:
render(render_triangles(prefix, d[Triangle]))
if Quadrilateral in d:
render(render_quadrilateral(prefix, d[Quadrilateral]))
sys.stdout.write(out.getvalue())

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@ -66,8 +66,3 @@ buf[0x15f] = header_crc_b[1]
with open(sys.argv[2], 'wb') as f:
f.write(buf)
assert len(buf) <= 131072, len(buf)
i = 131072 - len(buf)
while i > 0:
f.write(bytes([0]))
i -= 1