609 lines
16 KiB
C++
609 lines
16 KiB
C++
#include <assert.h>
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#include <errno.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <unistd.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include <fcntl.h>
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#include <sys/mman.h>
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#include "r500/3d_registers.h"
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#include "r500/3d_registers_undocumented.h"
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#include "r500/3d_registers_bits.h"
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#include "r500/indirect_buffer.h"
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#include "r500/shader.h"
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#include "r500/display_controller.h"
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#include "drm/buffer.h"
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#include "drm/drm.h"
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#include "math/float_types.hpp"
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#include "math/transform.hpp"
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#include "math/constants.hpp"
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#include "../model/model2.h"
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#include "../model/cubesphere.h"
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#define CLEAR_SHADER 0
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#define CUBESPHERE_SHADER 1
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#define LIGHT_SHADER 2
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const char * vertex_shader_paths[] = {
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"clear.vs.bin",
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"matrix_cubesphere.vs.bin",
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"light.vs.bin",
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};
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const int vertex_shader_paths_length = (sizeof (vertex_shader_paths)) / (sizeof (vertex_shader_paths[0]));
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const char * fragment_shader_paths[] = {
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"clear.fs.bin",
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"matrix_cubesphere.fs.bin",
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"light.fs.bin"
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};
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const int fragment_shader_paths_length = (sizeof (fragment_shader_paths)) / (sizeof (fragment_shader_paths[0]));
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struct shaders {
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struct shader_offset * vertex;
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struct shader_offset * fragment;
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int vertex_length;
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int fragment_length;
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};
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void _3d_clear(struct shaders& shaders)
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{
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ib_rs_instructions(0);
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//////////////////////////////////////////////////////////////////////////////
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// VAP OUT
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_OUT_VTX_FMT_0
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, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
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T0V(VAP_OUT_VTX_FMT_1
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, 0);
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//
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ib_zbuffer(ZBUFFER_RELOC_INDEX, 1600, 7); // always
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ib_texture__0();
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ib_vap_stream_cntl__2();
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// shaders
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T0V(US_PIXSIZE
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, US_PIXSIZE__PIX_SIZE(1)
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);
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ib_ga_us(&shaders.fragment[CLEAR_SHADER]);
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ib_vap_pvs(&shaders.vertex[CLEAR_SHADER]);
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//////////////////////////////////////////////////////////////////////////////
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// VAP INDEX
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_INDEX_OFFSET, 0);
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T0V(VAP_VF_MAX_VTX_INDX
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, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
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);
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T0V(VAP_VF_MIN_VTX_INDX
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, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
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);
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//////////////////////////////////////////////////////////////////////////////
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// VAP
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_CLIP_CNTL
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, VAP_CLIP_CNTL__CLIP_DISABLE(1)
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);
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T0V(VAP_VTE_CNTL
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, VAP_VTE_CNTL__VTX_XY_FMT(1) // disable W division
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| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
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);
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T0V(VAP_CNTL_STATUS
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, VAP_CNTL_STATUS__PVS_BYPASS(0)
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);
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//////////////////////////////////////////////////////////////////////////////
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// GA POINT SIZE
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//////////////////////////////////////////////////////////////////////////////
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T0V(GA_POINT_SIZE
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, GA_POINT_SIZE__HEIGHT(600 * 12)
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| GA_POINT_SIZE__WIDTH(800 * 12)
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);
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//////////////////////////////////////////////////////////////////////////////
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// 3D_DRAW
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//////////////////////////////////////////////////////////////////////////////
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const int dwords_per_vtx = 2;
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T0V(VAP_VTX_SIZE
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, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
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);
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const float center[] = {
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800.0f, 600.0f,
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};
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const int vertex_count = 1;
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T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
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TU( VAP_VF_CNTL__PRIM_TYPE(1) // point list
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| VAP_VF_CNTL__PRIM_WALK(3)
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| VAP_VF_CNTL__INDEX_SIZE(0)
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| VAP_VF_CNTL__VTX_REUSE_DIS(0)
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| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
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| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
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| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
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);
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for (int i = 0; i < 2; i++) {
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TF(center[i]);
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}
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}
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mat4x4 perspective(float low1, float high1,
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float low2, float high2,
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float low3, float high3)
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{
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float scale2 = (high2 - low2) / (high1 - low1);
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float scale3 = (high3 - low3) / (high1 - low1);
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mat4x4 m1 = mat4x4(1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, -low1,
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0, 0, 0, 1
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);
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mat4x4 m2 = mat4x4(1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, scale2, low2,
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0, 0, scale3, low3
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);
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return m2 * m1;
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}
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void _3d_cube_inner(mat4x4 trans,
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mat4x4 world_trans,
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vec4 light_pos)
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{
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T0V(VAP_PVS_STATE_FLUSH_REG, 0x00000000);
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//////////////////////////////////////////////////////////////////////////////
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// VAP_PVS
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//////////////////////////////////////////////////////////////////////////////
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const float consts[] = {
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// 0
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trans[0][0], trans[0][1], trans[0][2], trans[0][3],
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trans[1][0], trans[1][1], trans[1][2], trans[1][3],
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trans[2][0], trans[2][1], trans[2][2], trans[2][3],
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trans[3][0], trans[3][1], trans[3][2], trans[3][3],
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// 4
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world_trans[0][0], world_trans[0][1], world_trans[0][2], world_trans[0][3],
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world_trans[1][0], world_trans[1][1], world_trans[1][2], world_trans[1][3],
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world_trans[2][0], world_trans[2][1], world_trans[2][2], world_trans[2][3],
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world_trans[3][0], world_trans[3][1], world_trans[3][2], world_trans[3][3],
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// 8
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light_pos.x, light_pos.y, light_pos.z, light_pos.w,
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};
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ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
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//////////////////////////////////////////////////////////////////////////////
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// 3D_DRAW
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//////////////////////////////////////////////////////////////////////////////
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const model * model = &cubesphere_model;
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const object * obj = model->object[0];
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const int triangle_count = obj->triangle_count;
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const int vertex_count = triangle_count * 3;
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const int dwords_per_vtx = 8;
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T0V(VAP_VTX_SIZE
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, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
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);
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T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
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TU( VAP_VF_CNTL__PRIM_TYPE(4)
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| VAP_VF_CNTL__PRIM_WALK(3)
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| VAP_VF_CNTL__INDEX_SIZE(0)
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| VAP_VF_CNTL__VTX_REUSE_DIS(0)
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| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
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| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
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| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
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);
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for (int i = 0; i < triangle_count; i++) {
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for (int j = 0; j < 3; j++) {
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vec3 p = model->position[obj->triangle[i][j].position];
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vec2 t = model->texture[obj->triangle[i][j].texture];
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vec3 n = model->normal[obj->triangle[i][j].normal];
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TF(p.x);
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TF(p.y);
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TF(p.z);
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TF(t.x);
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TF(t.y);
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TF(n.x);
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TF(n.y);
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TF(n.z);
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}
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}
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}
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void _3d_light_inner(mat4x4 trans)
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{
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T0V(VAP_PVS_STATE_FLUSH_REG, 0x00000000);
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//////////////////////////////////////////////////////////////////////////////
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// VAP_PVS
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//////////////////////////////////////////////////////////////////////////////
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const vec4 color = {1, 1, 0, 1};
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const float consts[] = {
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// 0
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trans[0][0], trans[0][1], trans[0][2], trans[0][3],
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trans[1][0], trans[1][1], trans[1][2], trans[1][3],
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trans[2][0], trans[2][1], trans[2][2], trans[2][3],
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trans[3][0], trans[3][1], trans[3][2], trans[3][3],
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// 4
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color[0], color[1], color[2], color[2],
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};
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ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
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//////////////////////////////////////////////////////////////////////////////
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// 3D_DRAW
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//////////////////////////////////////////////////////////////////////////////
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const model * model = &cubesphere_model;
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const object * obj = model->object[0];
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const int triangle_count = obj->triangle_count;
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const int vertex_count = triangle_count * 3;
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int dwords_per_vtx = 3;
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T0V(VAP_VTX_SIZE
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, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
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);
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T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
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TU( VAP_VF_CNTL__PRIM_TYPE(4)
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| VAP_VF_CNTL__PRIM_WALK(3)
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| VAP_VF_CNTL__INDEX_SIZE(0)
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| VAP_VF_CNTL__VTX_REUSE_DIS(0)
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| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
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| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
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| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
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);
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for (int i = 0; i < triangle_count; i++) {
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for (int j = 0; j < 3; j++) {
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vec3 p = model->position[obj->triangle[i][j].position];
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TF(p.x);
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TF(p.y);
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TF(p.z);
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}
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}
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}
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vec3 _3d_light(struct shaders& shaders,
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const mat4x4& view_to_clip,
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float theta)
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{
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ib_rs_instructions(1);
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//////////////////////////////////////////////////////////////////////////////
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// VAP OUT
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_OUT_VTX_FMT_0
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, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
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T0V(VAP_OUT_VTX_FMT_1
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, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4));
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//
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ib_zbuffer(ZBUFFER_RELOC_INDEX, 1600, 1); // less
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ib_texture__0();
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ib_vap_stream_cntl__3();
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// shaders
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T0V(US_PIXSIZE
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, US_PIXSIZE__PIX_SIZE(1)
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);
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ib_ga_us(&shaders.fragment[LIGHT_SHADER]);
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ib_vap_pvs(&shaders.vertex[LIGHT_SHADER]);
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//////////////////////////////////////////////////////////////////////////////
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// VAP
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_CLIP_CNTL
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, VAP_CLIP_CNTL__PS_UCP_MODE(3)
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);
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T0V(VAP_VTE_CNTL
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, VAP_VTE_CNTL__VPORT_X_SCALE_ENA(1)
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| VAP_VTE_CNTL__VPORT_X_OFFSET_ENA(1)
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| VAP_VTE_CNTL__VPORT_Y_SCALE_ENA(1)
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| VAP_VTE_CNTL__VPORT_Y_OFFSET_ENA(1)
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| VAP_VTE_CNTL__VPORT_Z_SCALE_ENA(0)
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| VAP_VTE_CNTL__VPORT_Z_OFFSET_ENA(0)
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| VAP_VTE_CNTL__VTX_XY_FMT(0) // enable W division
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| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
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| VAP_VTE_CNTL__VTX_W0_FMT(1)
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| VAP_VTE_CNTL__SERIAL_PROC_ENA(0)
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);
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T0V(VAP_CNTL_STATUS
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, VAP_CNTL_STATUS__PVS_BYPASS(0)
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);
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//////////////////////////////////////////////////////////////////////////////
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// VAP INDEX
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_INDEX_OFFSET, 0);
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T0V(VAP_VF_MAX_VTX_INDX
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, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
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);
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T0V(VAP_VF_MIN_VTX_INDX
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, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
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);
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// light
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mat4x4 t1 = translate(vec3(1, 0, 0));
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mat4x4 s = scale(0.1f);
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mat4x4 rz = rotate_y(theta * 2.f);
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mat4x4 world_trans = rz * t1 * s;
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mat4x4 trans = view_to_clip * world_trans;
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_3d_light_inner(trans);
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vec3 light_pos = world_trans * light_pos;
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return light_pos;
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}
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void _3d_cube(struct shaders& shaders,
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const mat4x4& view_to_clip,
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float theta,
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const vec3& light_pos)
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{
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ib_rs_instructions(4);
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//////////////////////////////////////////////////////////////////////////////
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// VAP OUT
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_OUT_VTX_FMT_0
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, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
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T0V(VAP_OUT_VTX_FMT_1
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, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4)
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| VAP_OUT_VTX_FMT_1__TEX_1_COMP_CNT(4)
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| VAP_OUT_VTX_FMT_1__TEX_2_COMP_CNT(4)
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| VAP_OUT_VTX_FMT_1__TEX_3_COMP_CNT(4));
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//
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ib_zbuffer(ZBUFFER_RELOC_INDEX, 1600, 1); // less
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int width = 1024;
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int height = 1024;
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int macrotile = 0;
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int microtile = 0;
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int clamp = 0; // wrap/repeat
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ib_texture__1(TEXTUREBUFFER_RELOC_INDEX,
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width, height,
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macrotile, microtile,
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clamp);
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ib_vap_stream_cntl__323();
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// shaders
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T0V(US_PIXSIZE
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, US_PIXSIZE__PIX_SIZE(4)
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);
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ib_ga_us(&shaders.fragment[CUBESPHERE_SHADER]);
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ib_vap_pvs(&shaders.vertex[CUBESPHERE_SHADER]);
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//////////////////////////////////////////////////////////////////////////////
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// VAP
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_CLIP_CNTL
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, VAP_CLIP_CNTL__PS_UCP_MODE(3)
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);
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T0V(VAP_VTE_CNTL
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, VAP_VTE_CNTL__VPORT_X_SCALE_ENA(1)
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| VAP_VTE_CNTL__VPORT_X_OFFSET_ENA(1)
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| VAP_VTE_CNTL__VPORT_Y_SCALE_ENA(1)
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| VAP_VTE_CNTL__VPORT_Y_OFFSET_ENA(1)
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| VAP_VTE_CNTL__VPORT_Z_SCALE_ENA(0)
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| VAP_VTE_CNTL__VPORT_Z_OFFSET_ENA(0)
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| VAP_VTE_CNTL__VTX_XY_FMT(0) // enable W division
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| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
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| VAP_VTE_CNTL__VTX_W0_FMT(1)
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| VAP_VTE_CNTL__SERIAL_PROC_ENA(0)
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);
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T0V(VAP_CNTL_STATUS
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, VAP_CNTL_STATUS__PVS_BYPASS(0)
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);
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//////////////////////////////////////////////////////////////////////////////
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// VAP INDEX
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_INDEX_OFFSET, 0);
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T0V(VAP_VF_MAX_VTX_INDX
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, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
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);
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T0V(VAP_VF_MIN_VTX_INDX
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, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
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);
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//////////////////////////////////////////////////////////////////////////////
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// matrix
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//////////////////////////////////////////////////////////////////////////////
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// cube
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mat4x4 rx = rotate_x(1 * theta * 0.5f);
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mat4x4 ry = rotate_y(0 * theta * 0.8f + 1.4f);
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mat4x4 s = scale(0.9f);
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mat4x4 world_trans = rx * ry * s;
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mat4x4 trans = view_to_clip * world_trans;
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_3d_cube_inner(trans, world_trans, light_pos);
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}
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int indirect_buffer(shaders& shaders,
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float theta)
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{
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int width = 1600;
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int height = 1200;
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int pitch = width;
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ib_ix = 0;
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ib_generic_initialization();
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T0V(RB3D_BLENDCNTL, 0);
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T0V(RB3D_ABLENDCNTL, 0);
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ib_viewport(width, height);
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ib_colorbuffer(COLORBUFFER_RELOC_INDEX, pitch, 0, 0);
|
|
|
|
T0V(GB_ENABLE, 0);
|
|
|
|
T0V(US_OUT_FMT_0
|
|
, US_OUT_FMT__OUT_FMT(0) // C4_8
|
|
| US_OUT_FMT__C0_SEL(3) // Blue
|
|
| US_OUT_FMT__C1_SEL(2) // Green
|
|
| US_OUT_FMT__C2_SEL(1) // Red
|
|
| US_OUT_FMT__C3_SEL(0) // Alpha
|
|
| US_OUT_FMT__OUT_SIGN(0)
|
|
);
|
|
T0V(US_OUT_FMT_1
|
|
, US_OUT_FMT__OUT_FMT(15) // render target is not used
|
|
);
|
|
T0V(US_OUT_FMT_2
|
|
, US_OUT_FMT__OUT_FMT(15) // render target is not used
|
|
);
|
|
T0V(US_OUT_FMT_2
|
|
, US_OUT_FMT__OUT_FMT(15) // render target is not used
|
|
);
|
|
|
|
load_pvs_shaders(shaders.vertex, shaders.vertex_length);
|
|
load_us_shaders(shaders.fragment, shaders.fragment_length);
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// DRAW
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
mat4x4 aspect = scale(vec3(3.0f/4.0f, 1, 1));
|
|
mat4x4 p = perspective(0.01f, 5.0f,
|
|
0.001f, 0.999f,
|
|
0.5f, 2.0f);
|
|
mat4x4 t = translate(vec3(0, 0, 3));
|
|
mat4x4 view_to_clip = aspect * p * t;
|
|
|
|
_3d_clear(shaders);
|
|
vec3 light_pos = _3d_light(shaders, view_to_clip, theta);
|
|
_3d_cube(shaders, view_to_clip, theta, light_pos);
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// padding
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
while ((ib_ix % 8) != 0) {
|
|
TU(0x80000000);
|
|
}
|
|
|
|
return ib_ix;
|
|
}
|
|
|
|
const char * textures[] = {
|
|
"../texture/butterfly_1024x1024_argb8888.data",
|
|
};
|
|
const int textures_length = (sizeof (textures)) / (sizeof (textures[0]));
|
|
|
|
int main()
|
|
{
|
|
struct shaders shaders = {
|
|
.vertex = load_shaders(vertex_shader_paths, vertex_shader_paths_length),
|
|
.fragment = load_shaders(fragment_shader_paths, fragment_shader_paths_length),
|
|
.vertex_length = vertex_shader_paths_length,
|
|
.fragment_length = fragment_shader_paths_length,
|
|
};
|
|
|
|
void * rmmio = map_pci_resource2();
|
|
|
|
int fd = open("/dev/dri/card0", O_RDWR | O_CLOEXEC);
|
|
assert(fd != -1);
|
|
|
|
const int colorbuffer_size = 1600 * 1200 * 4;
|
|
int colorbuffer_handle[2];
|
|
int zbuffer_handle;
|
|
int * texturebuffer_handle;
|
|
int flush_handle;
|
|
|
|
void * colorbuffer_ptr[2];
|
|
void * zbuffer_ptr;
|
|
|
|
// colorbuffer
|
|
colorbuffer_handle[0] = create_buffer(fd, colorbuffer_size, &colorbuffer_ptr[0]);
|
|
colorbuffer_handle[1] = create_buffer(fd, colorbuffer_size, &colorbuffer_ptr[1]);
|
|
zbuffer_handle = create_buffer(fd, colorbuffer_size, &zbuffer_ptr);
|
|
flush_handle = create_flush_buffer(fd);
|
|
texturebuffer_handle = load_textures(fd, textures, textures_length);
|
|
|
|
fprintf(stderr, "colorbuffer handle[0] %d\n", colorbuffer_handle[0]);
|
|
fprintf(stderr, "colorbuffer handle[1] %d\n", colorbuffer_handle[1]);
|
|
fprintf(stderr, "zbuffer handle %d\n", zbuffer_handle);
|
|
|
|
int colorbuffer_ix = 0;
|
|
float theta = 0;
|
|
|
|
while (true) {
|
|
int ib_dwords = indirect_buffer(shaders, theta);
|
|
|
|
drm_radeon_cs(fd,
|
|
colorbuffer_handle[colorbuffer_ix],
|
|
zbuffer_handle,
|
|
flush_handle,
|
|
texturebuffer_handle,
|
|
textures_length,
|
|
ib_dwords);
|
|
|
|
primary_surface_address(rmmio, colorbuffer_ix);
|
|
|
|
// next state
|
|
theta += 0.01f;
|
|
colorbuffer_ix = (colorbuffer_ix + 1) & 1;
|
|
}
|
|
|
|
close(fd);
|
|
}
|