223 lines
5.6 KiB
C++

#include <stdint.h>
#include "vdp2.h"
#include "vdp1.h"
#include <concepts>
#include "../common/vdp2_func.hpp"
#include "../math/fp.hpp"
#include "../math/vec3.hpp"
#include "../math/mat3x3.hpp"
#include "cos.hpp"
// |--
// |
// |
using vec3 = vec<3, fp16_16>;
using mat3x3 = mat<3, 3, fp16_16>;
static constexpr vec3 vertices[8] = {
{-0.5, -0.5, 0.5}, // top left front
{ 0.5, -0.5, 0.5}, // top right front
{ 0.5, 0.5, 0.5}, // bottom right front
{-0.5, 0.5, 0.5}, // bottom left front
{-0.5, -0.5, -0.5}, // top left back
{ 0.5, -0.5, -0.5}, // top right back
{ 0.5, 0.5, -0.5}, // bottom right back
{-0.5, 0.5, -0.5}, // bottom left back
};
static constexpr uint32_t faces[6][4] = {
{0, 1, 2, 3}, // front clockwise
{5, 4, 7, 6}, // back clockwise
{0, 4, 5, 1}, // top clockwise
{3, 2, 6, 7}, // bottom clockwise
{4, 0, 3, 7}, // left clockwise
{1, 5, 6, 2}, // right clockwise
};
consteval vec3 normal(int32_t ix)
{
const uint32_t * face = faces[ix];
vec3 a = vertices[face[1]] - vertices[face[0]];
vec3 b = vertices[face[3]] - vertices[face[0]];
//return vertices[face[0]] + cross(a, b);
return cross(a, b);
}
static constexpr vec3 normals[6] = {
normal(0),
normal(1),
normal(2),
normal(3),
normal(4),
normal(5),
};
struct canvas {
fp16_16 width;
fp16_16 height;
};
constexpr struct canvas canvas = { 240, 240 };
template <typename T>
vec<3, T> viewport_to_canvas(T x, T y)
{
return vec<3, T>(x * canvas.width, y * canvas.height, T(1));
}
template <typename T>
inline constexpr vec<3, T> project_vertex(vec<3, T> const& v)
{
// / (v.z - T(5))
// / (v.z - T(5))
return viewport_to_canvas<T>((v.x * T(0.5) + T(2.0/3.0)),
(v.y * T(0.5) + T(0.5)));
}
constexpr inline uint16_t rgb15(int32_t r, int32_t g, int32_t b)
{
return ((b & 31) << 10) | ((g & 31) << 5) | ((r & 31) << 0);
}
constexpr uint16_t colors[] = {
rgb15(31, 0, 0), // red
rgb15( 0, 31, 0), // green
rgb15( 0, 0, 31), // blue
rgb15(31, 0, 31), // magenta
rgb15( 0, 31, 31), // cyan
rgb15(31, 31, 0), // yellow
};
static int32_t tick = 0;
void
render()
{
tick++;
int ix = 2;
const int rx = tick >> 2;
const mat3x3 rotationX {
1, 0, 0,
0, cos(rx), sin(rx),
0, -sin(rx), cos(rx)
};
const int ry = tick >> 1;
const mat3x3 rotationY {
cos(ry), 0, -sin(ry),
0, 1, 0,
sin(ry), 0, cos(ry)
};
const mat3x3 transform = rotationX * rotationY;
for (int i = 0; i < 6; i++) {
const uint32_t * face = faces[i];
// rotation
const vec3& origin0 = transform * vertices[face[0]];
// translation
const vec3& origin{origin0.x, origin0.y + fp16_16(1), origin0.z + fp16_16(2)};
const vec3& normal = transform * normals[i];
const vec3 camera = {0, 0, 0};
fp16_16 cull = dot((camera - origin), normal);
if (cull.value > 0) {
vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__POLYGON;
vdp1.vram.cmd[ix].LINK = 0;
vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__SPD;
vdp1.vram.cmd[ix].COLR = COLR__RGB | colors[i];
// `origin` above is p==0 below; the `origin` calculation could
// be reused, though it would hurt readability slightly
for (int p = 0; p < 4; p++) {
const vec3& v0 = vertices[face[p]];
// rotation
const vec3 v1 = transform * v0;
// translation
const vec3 v2{v1.x, v1.y + fp16_16(1), v1.z + fp16_16(2)};
const vec3 v3 = project_vertex(v2 / v2.z);
vdp1.vram.cmd[ix].point[p].X = static_cast<int>(v3.x);
vdp1.vram.cmd[ix].point[p].Y = static_cast<int>(v3.y);
}
ix++;
}
}
vdp1.vram.cmd[ix].CTRL = CTRL__END;
}
void main()
{
v_blank_in();
// DISP: Please make sure to change this bit from 0 to 1 during V blank.
vdp2.reg.TVMD = ( TVMD__DISP | TVMD__LSMD__NON_INTERLACE
| TVMD__VRESO__240 | TVMD__HRESO__NORMAL_320);
// disable all VDP2 backgrounds (e.g: the Sega bios logo)
vdp2.reg.BGON = 0;
// VDP2 User's Manual:
// "When sprite data is in an RGB format, sprite register 0 is selected"
// "When the value of a priority number is 0h, it is read as transparent"
//
// The power-on value of PRISA is zero. Set the priority for sprite register 0
// to some number greater than zero, so that the color data is not interpreted
// as "transparent".
vdp2.reg.PRISA = PRISA__S0PRIN(1); // Sprite register 0 Priority Number
/* TVM settings must be performed from the second H-blank IN interrupt after the
V-blank IN interrupt to the H-blank IN interrupt immediately after the V-blank
OUT interrupt. */
// "normal" display resolution, 16 bits per pixel, 512x256 framebuffer
vdp1.reg.TVMR = TVMR__TVM__NORMAL;
// swap framebuffers every 1 cycle; non-interlace
vdp1.reg.FBCR = 0;
// during a framebuffer erase cycle, write the color "black" to each pixel
constexpr uint16_t black = 0x0000;
vdp1.reg.EWDR = black;
// the EWLR/EWRR macros use somewhat nontrivial math for the X coordinates
// erase upper-left coordinate
vdp1.reg.EWLR = EWLR__16BPP_X1(0) | EWLR__Y1(0);
// erase lower-right coordinate
vdp1.reg.EWRR = EWRR__16BPP_X3(319) | EWRR__Y3(239);
vdp1.vram.cmd[0].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__SYSTEM_CLIP_COORDINATES;
vdp1.vram.cmd[0].LINK = 0;
vdp1.vram.cmd[0].XC = 319;
vdp1.vram.cmd[0].YC = 239;
vdp1.vram.cmd[1].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__LOCAL_COORDINATE;
vdp1.vram.cmd[1].LINK = 0;
vdp1.vram.cmd[1].XA = 0;
vdp1.vram.cmd[1].YA = 0;
vdp1.vram.cmd[2].CTRL = CTRL__END;
// start drawing (execute the command list) on every frame
vdp1.reg.PTMR = PTMR__PTM__FRAME_CHANGE;
while (true) {
v_blank_in();
render();
}
}