bear wip
This commit is contained in:
parent
3c9abcc88c
commit
35effc6f86
4
Makefile
4
Makefile
@ -1,4 +1,4 @@
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CFLAGS = -Isaturn
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CFLAGS = -Isaturn -I. -D__saturn__
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OPT ?= -O2
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LIB = ./saturn
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@ -59,6 +59,8 @@ vdp2/line_color_screen.elf: vdp2/line_color_screen.o $(LIBGCC)
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vdp1/polygon.elf: vdp1/polygon.o
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vdp1/cube.elf: vdp1/cube.o $(LIBGCC)
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vdp1/cube2.elf: vdp1/cube2.o
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vdp1/bear.elf: CFLAGS += -DUSE_SH2_DVSR
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vdp1/bear.elf: vdp1/bear.o $(LIBGCC)
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vdp1/normal_sprite.elf: vdp1/normal_sprite.o res/mai00.data.o res/mai.data.pal.o
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vdp1/normal_sprite_color_bank.elf: vdp1/normal_sprite_color_bank.o res/mai00.data.o res/mai.data.pal.o
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BIN
model/bear/bear.data
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BIN
model/bear/bear.data
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Binary file not shown.
15
model/bear/bear.data.h
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15
model/bear/bear.data.h
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#pragma once
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern uint32_t _binary_model_bear_bear_data_start __asm("_binary_model_bear_bear_data_start");
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extern uint32_t _binary_model_bear_bear_data_end __asm("_binary_model_bear_bear_data_end");
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extern uint32_t _binary_model_bear_bear_data_size __asm("_binary_model_bear_bear_data_size");
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#ifdef __cplusplus
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}
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#endif
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22
model/bear/bear.mtl
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22
model/bear/bear.mtl
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# Blender 4.3.2 MTL File: 'bear.blend'
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# www.blender.org
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newmtl matBear
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 1
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newmtl matOutline
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.000000 0.000000 0.000000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 1
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3407
model/bear/bear0000.obj
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3407
model/bear/bear0000.obj
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File diff suppressed because it is too large
Load Diff
3407
model/bear/bear0005.obj
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3407
model/bear/bear0005.obj
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Load Diff
3407
model/bear/bear0010.obj
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3407
model/bear/bear0010.obj
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Load Diff
3407
model/bear/bear0015.obj
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3407
model/bear/bear0015.obj
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Load Diff
3407
model/bear/bear0020.obj
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3407
model/bear/bear0020.obj
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Load Diff
13
model/bear/material.h
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13
model/bear/material.h
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#pragma once
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#include <stdint.h>
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#include "model/material.h"
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enum material {
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bear_matBear,
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bear_matOutline,
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};
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const struct material_descriptor bear_material[] = {
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};
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33616
model/bear/model.h
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33616
model/bear/model.h
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File diff suppressed because it is too large
Load Diff
25
model/material.h
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25
model/material.h
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#pragma once
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#include <stdint.h>
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struct pixel_descriptor {
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uint8_t * start;
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int32_t size;
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int32_t vram_offset; // offset into vram texture address space
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int16_t width;
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int16_t height;
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};
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struct palette_descriptor {
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uint8_t * start;
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int32_t size;
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int32_t vram_offset; // offset into vram palette address space
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int32_t palette_size;
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};
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struct material_descriptor {
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struct pixel_descriptor pixel;
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struct palette_descriptor palette;
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};
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59
model/model.h
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59
model/model.h
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#pragma once
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#include <stdint.h>
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#include "math/vec3.hpp"
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#include "math/vec2.hpp"
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#ifdef __dreamcast__
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using vertex_position = vec<3, float>;
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using vertex_normal = vec<3, float>;
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using vertex_texture = vec<2, float>;
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#endif
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#ifdef __saturn__
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#include "math/fp.hpp"
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using vertex_position = vec<3, fp16_16>;
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using vertex_normal = vec<3, fp16_16>;
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using vertex_texture = vec<2, fp16_16>;
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#endif
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struct index_ptn {
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uint16_t position;
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uint16_t texture;
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uint16_t normal;
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};
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union triangle {
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struct {
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struct index_ptn a;
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struct index_ptn b;
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struct index_ptn c;
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};
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struct index_ptn v[3];
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};
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union quadrilateral {
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struct {
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struct index_ptn a;
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struct index_ptn b;
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struct index_ptn c;
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struct index_ptn d;
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};
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struct index_ptn v[4];
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};
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struct object {
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const union triangle * triangle;
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const union quadrilateral * quadrilateral;
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const int triangle_count;
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const int quadrilateral_count;
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const int material;
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};
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struct model {
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const vertex_position * position;
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const vertex_texture * texture;
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const vertex_normal * normal;
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const struct object ** object;
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const int object_count;
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};
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243
vdp1/bear.cpp
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243
vdp1/bear.cpp
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#include <stdint.h>
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#include "vdp2.h"
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#include "vdp1.h"
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#include <concepts>
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#include "common/vdp2_func.hpp"
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#include "math/fp.hpp"
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#include "math/vec3.hpp"
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#include "math/mat4x4.hpp"
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#include "cos.hpp"
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#include "model/model.h"
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#include "model/bear/material.h"
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#include "model/bear/model.h"
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// |--
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// |
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// |
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using vec3 = vec<3, fp16_16>;
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using mat4x4 = mat<4, 4, fp16_16>;
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struct canvas {
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fp16_16 width;
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fp16_16 height;
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};
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constexpr struct canvas canvas = { 240, 240 };
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template <typename T>
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vec<3, T> viewport_to_canvas(T x, T y)
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{
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return vec<3, T>(x * canvas.width, y * canvas.height, T(1));
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}
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template <typename T>
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inline constexpr vec<3, T> project_vertex(vec<3, T> const& v)
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{
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// / (v.z - T(5))
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// / (v.z - T(5))
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return viewport_to_canvas<T>((v.x * T(0.5) + T(2.0/3.0)),
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(v.y * T(0.5) + T(0.5)));
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}
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constexpr inline uint16_t rgb15(int32_t r, int32_t g, int32_t b)
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{
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return ((b & 31) << 10) | ((g & 31) << 5) | ((r & 31) << 0);
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}
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constexpr uint16_t colors[] = {
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rgb15(31, 0, 0), // red
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rgb15( 0, 31, 0), // green
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rgb15( 0, 0, 31), // blue
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rgb15(31, 0, 31), // magenta
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rgb15( 0, 31, 31), // cyan
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rgb15(31, 31, 0), // yellow
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};
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static int32_t tick = 0;
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static inline void render_quad(int ix, const vec3 a, const vec3 b, const vec3 c, const vec3 d)
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{
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vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__POLYGON;
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vdp1.vram.cmd[ix].LINK = 0;
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vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__SPD;
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vdp1.vram.cmd[ix].COLR = COLR__RGB | colors[ix & 3];
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vdp1.vram.cmd[ix].A.X = static_cast<int>(a.x);
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vdp1.vram.cmd[ix].A.Y = static_cast<int>(a.y);
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vdp1.vram.cmd[ix].B.X = static_cast<int>(b.x);
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vdp1.vram.cmd[ix].B.Y = static_cast<int>(b.y);
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vdp1.vram.cmd[ix].C.X = static_cast<int>(c.x);
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vdp1.vram.cmd[ix].C.Y = static_cast<int>(c.y);
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vdp1.vram.cmd[ix].D.X = static_cast<int>(d.x);
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vdp1.vram.cmd[ix].D.Y = static_cast<int>(d.y);
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}
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int render_object(int ix,
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const mat4x4& screen,
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const struct model * model,
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const struct object * object0)
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{
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mat4x4 trans = screen;
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for (int i = 0; i < object0->quadrilateral_count; i++) {
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const union quadrilateral * quad0 = &object0->quadrilateral[i];
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vec3 a0 = model->position[quad0->v[0].position];
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vec3 b0 = model->position[quad0->v[1].position];
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vec3 c0 = model->position[quad0->v[2].position];
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vec3 d0 = model->position[quad0->v[3].position];
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vec3 a = trans * a0;
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vec3 b = trans * b0;
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vec3 c = trans * c0;
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vec3 d = trans * d0;
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vec3 an0 = trans * model->normal[quad0->v[0].normal];
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//vec3 l = {0, 0, 1};
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fp16_16 cull = dot(a, an0);
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if (cull.value > 0) {
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// `origin` above is p==0 below; the `origin` calculation could
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// be reused, though it would hurt readability slightly
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/*
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for (int p = 0; p < 4; p++) {
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const vec3& v0 = vertices[face[p]];
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// rotation
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const vec3 v1 = transform * v0;
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// translation
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const vec3 v2{v1.x, v1.y + fp16_16(1), v1.z + fp16_16(2)};
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const vec3 v3 = project_vertex(v2 / v2.z);
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}
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*/
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render_quad(ix,
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project_vertex(a / a.z),
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project_vertex(b / b.z),
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project_vertex(c / c.z),
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project_vertex(d / d.z));
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ix++;
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}
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}
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return ix;
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}
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void render()
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{
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tick++;
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int ix = 2;
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const mat4x4 scale {
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1, 0, 0, 0,
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0, -1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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const int rx = tick >> 2;
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const mat4x4 rotationX {
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1, 0, 0, 0,
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0, cos(rx), sin(rx), 0,
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0, -sin(rx), cos(rx), 0,
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0, 0, 0, 1,
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};
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const int ry = tick >> 1;
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const mat4x4 rotationY {
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cos(ry), 0, -sin(ry), 0,
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0, 1, 0, 0,
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sin(ry), 0, cos(ry), 0,
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0, 0, 0, 1,
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};
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const mat4x4 translation = {
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1, 0, 0, 0,
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0, 1, 0, 4.5,
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0, 0, 1, 6.5,
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0, 0, 0, 1,
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};
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const mat4x4 screen = translation * rotationY * scale;
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//const vec3 camera = {0, 0, 0};
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const int frame_ix0 = 0;
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const struct model * model = &bear_model;
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const struct object * object0 = bear_object[frame_ix0 * 2];
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//const struct object * object1 = bear_object[frame_ix1 * 2];
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ix = render_object(ix, screen, model, object0);
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vdp1.vram.cmd[ix].CTRL = CTRL__END;
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}
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void main()
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{
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v_blank_in();
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// DISP: Please make sure to change this bit from 0 to 1 during V blank.
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vdp2.reg.TVMD = ( TVMD__DISP | TVMD__LSMD__NON_INTERLACE
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| TVMD__VRESO__240 | TVMD__HRESO__NORMAL_320);
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// disable all VDP2 backgrounds (e.g: the Sega bios logo)
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vdp2.reg.BGON = 0;
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// VDP2 User's Manual:
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// "When sprite data is in an RGB format, sprite register 0 is selected"
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// "When the value of a priority number is 0h, it is read as transparent"
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//
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// The power-on value of PRISA is zero. Set the priority for sprite register 0
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// to some number greater than zero, so that the color data is not interpreted
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// as "transparent".
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vdp2.reg.PRISA = PRISA__S0PRIN(1); // Sprite register 0 Priority Number
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/* TVM settings must be performed from the second H-blank IN interrupt after the
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V-blank IN interrupt to the H-blank IN interrupt immediately after the V-blank
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OUT interrupt. */
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// "normal" display resolution, 16 bits per pixel, 512x256 framebuffer
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vdp1.reg.TVMR = TVMR__TVM__NORMAL;
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// swap framebuffers every 1 cycle; non-interlace
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vdp1.reg.FBCR = 0;
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// during a framebuffer erase cycle, write the color "black" to each pixel
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constexpr uint16_t black = 0x0000;
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vdp1.reg.EWDR = black;
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// the EWLR/EWRR macros use somewhat nontrivial math for the X coordinates
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// erase upper-left coordinate
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vdp1.reg.EWLR = EWLR__16BPP_X1(0) | EWLR__Y1(0);
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// erase lower-right coordinate
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vdp1.reg.EWRR = EWRR__16BPP_X3(319) | EWRR__Y3(239);
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vdp1.vram.cmd[0].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__SYSTEM_CLIP_COORDINATES;
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vdp1.vram.cmd[0].LINK = 0;
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vdp1.vram.cmd[0].XC = 319;
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vdp1.vram.cmd[0].YC = 239;
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vdp1.vram.cmd[1].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__LOCAL_COORDINATE;
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vdp1.vram.cmd[1].LINK = 0;
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vdp1.vram.cmd[1].XA = 0;
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vdp1.vram.cmd[1].YA = 0;
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vdp1.vram.cmd[2].CTRL = CTRL__END;
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// start drawing (execute the command list) on every frame
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vdp1.reg.PTMR = PTMR__PTM__FRAME_CHANGE;
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while (true) {
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v_blank_in();
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render();
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}
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}
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