2025-04-07 17:37:59 -05:00

244 lines
6.2 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/mat4x4.hpp"
#include "cos.hpp"
#include "model/model.h"
#include "model/bear/material.h"
#include "model/bear/model.h"
// |--
// |
// |
using vec3 = vec<3, fp16_16>;
using mat4x4 = mat<4, 4, fp16_16>;
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;
static inline void render_quad(int ix, const vec3 a, const vec3 b, const vec3 c, const vec3 d)
{
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[ix & 3];
vdp1.vram.cmd[ix].A.X = static_cast<int>(a.x);
vdp1.vram.cmd[ix].A.Y = static_cast<int>(a.y);
vdp1.vram.cmd[ix].B.X = static_cast<int>(b.x);
vdp1.vram.cmd[ix].B.Y = static_cast<int>(b.y);
vdp1.vram.cmd[ix].C.X = static_cast<int>(c.x);
vdp1.vram.cmd[ix].C.Y = static_cast<int>(c.y);
vdp1.vram.cmd[ix].D.X = static_cast<int>(d.x);
vdp1.vram.cmd[ix].D.Y = static_cast<int>(d.y);
}
int render_object(int ix,
const mat4x4& screen,
const struct model * model,
const struct object * object0)
{
mat4x4 trans = screen;
for (int i = 0; i < object0->quadrilateral_count; i++) {
const union quadrilateral * quad0 = &object0->quadrilateral[i];
vec3 a0 = model->position[quad0->v[0].position];
vec3 b0 = model->position[quad0->v[1].position];
vec3 c0 = model->position[quad0->v[2].position];
vec3 d0 = model->position[quad0->v[3].position];
vec3 a = trans * a0;
vec3 b = trans * b0;
vec3 c = trans * c0;
vec3 d = trans * d0;
vec3 an0 = trans * model->normal[quad0->v[0].normal];
//vec3 l = {0, 0, 1};
fp16_16 cull = dot(a, an0);
if (cull.value > 0) {
// `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);
}
*/
render_quad(ix,
project_vertex(a / a.z),
project_vertex(b / b.z),
project_vertex(c / c.z),
project_vertex(d / d.z));
ix++;
}
}
return ix;
}
void render()
{
tick++;
int ix = 2;
const mat4x4 scale {
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
const int rx = tick >> 2;
const mat4x4 rotationX {
1, 0, 0, 0,
0, cos(rx), sin(rx), 0,
0, -sin(rx), cos(rx), 0,
0, 0, 0, 1,
};
const int ry = tick >> 1;
const mat4x4 rotationY {
cos(ry), 0, -sin(ry), 0,
0, 1, 0, 0,
sin(ry), 0, cos(ry), 0,
0, 0, 0, 1,
};
const mat4x4 translation = {
1, 0, 0, 0,
0, 1, 0, 4.5,
0, 0, 1, 6.5,
0, 0, 0, 1,
};
const mat4x4 screen = translation * rotationY * scale;
//const vec3 camera = {0, 0, 0};
const int frame_ix0 = 0;
const struct model * model = &bear_model;
const struct object * object0 = bear_object[frame_ix0 * 2];
//const struct object * object1 = bear_object[frame_ix1 * 2];
ix = render_object(ix, screen, model, object0);
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();
}
}