checkpoint

This commit is contained in:
Elizabeth Hunt 2023-11-26 16:09:41 -07:00
parent f4a7739a40
commit dbccd86622
Signed by: simponic
GPG Key ID: 52B3774857EB24B1
8 changed files with 84 additions and 151 deletions

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@ -5,17 +5,18 @@
#include "renderable.hpp"
#include <tonc.h>
class ModelInstance : Renderable {
class ModelInstance : public Renderable {
private:
std::shared_ptr<Mesh> m_mesh;
FIXED m_scale;
VECTOR m_rotation; // though technically "FIXED"'s, these are simply s32's
// where [0, 2pi] -> [0, 0xFFFF] in the x,y,z axes
VECTOR m_rot; // though technically "FIXED"'s, these are simply s32's
// where [0, 2pi] -> [0, 0xFFFF] in the x,y,z axes
VECTOR m_pos;
std::shared_ptr<Mesh> m_mesh;
public:
void render(std::shared_ptr<Scene> scene_context);
ModelInstance(std::shared_ptr<Mesh> mesh, FIXED scale, VECTOR m_rotation,
VECTOR m_pos);
virtual void render(std::shared_ptr<Scene> scene_context);
};
#endif // MODEL_INSTANCE_HPP

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@ -10,11 +10,12 @@ constexpr std::uint8_t pal_len = 255;
constexpr std::uint16_t cube_colors[6] = {CLR_WHITE, CLR_YELLOW, CLR_RED,
CLR_ORANGE, CLR_BLUE, CLR_GREEN};
constexpr void put_palette(std::uint16_t *palette_address) {
void put_palette(std::uint16_t *palette_address) {
toncset16(palette_address, CLR_BLACK, 1);
toncset16(palette_address + 1, CLR_WHITE, 1);
for (std::uint32_t i = 0; i < 6; ++i)
toncset16(palette_address + i + 1, cube_colors[i], 1);
// TODO: PALETTE GRADIENT IN ALPHA DIMENSION (BRIGHTNESS)
}
}; // namespace palette
#endif // PALETTE_HPP

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@ -7,7 +7,7 @@ class Scene;
class Renderable {
public:
virtual void render(std::shared_ptr<Scene> scene_context);
virtual void render(std::shared_ptr<Scene> scene_context) = 0;
};
#endif

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@ -2,13 +2,14 @@
#define SCENE_HPP
#include "model_instance.hpp"
#include "renderable.hpp"
#include "vector.hpp"
#include <cstdint>
#include <tonc.h>
class Scene {
public:
usu::vector<Renderable> renderables;
usu::vector<std::shared_ptr<Renderable>> renderables;
std::tuple<std::uint16_t, std::uint16_t>
viewport_dimension; // <width, height>
std::tuple<std::uint16_t, std::uint16_t> scene_dimension;
@ -16,8 +17,13 @@ public:
FIXED z_plane;
Scene();
void render();
POINT project_2d(VECTOR vertex);
POINT viewport_to_scene(POINT p);
void draw_line(POINT p0, POINT p1, std::uint8_t pal_idx);
static inline void render(std::shared_ptr<Scene> scene_ctx) {
for (std::shared_ptr<Renderable> renderable : scene_ctx->renderables)
renderable->render(scene_ctx);
}
};
#endif // SCENE_HPP

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@ -3,4 +3,17 @@
Cube::Cube() {
for (std::uint8_t i = 0; i < 8; ++i)
vertices.add({(i >> 2) & 1, (i >> 1) & 1, i & 1});
triangles.add({{0, 4, 5}, 1});
triangles.add({{0, 1, 5}, 1});
triangles.add({{4, 6, 7}, 1});
triangles.add({{4, 5, 7}, 1});
triangles.add({{1, 5, 7}, 1});
triangles.add({{1, 3, 7}, 1});
triangles.add({{0, 4, 6}, 1});
triangles.add({{0, 2, 6}, 1});
triangles.add({{0, 2, 1}, 1});
triangles.add({{1, 2, 3}, 1});
triangles.add({{2, 7, 3}, 1});
triangles.add({{2, 5, 7}, 1});
}

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@ -1,29 +1,33 @@
#include "cube.hpp"
#include "palette.hpp"
#include "renderable.hpp"
#include "scene.hpp"
#include "vector.hpp"
#include <tonc.h>
class Box : public Renderable {
public:
virtual void render(std::shared_ptr<Scene> scene) {
scene->draw_line({0, 0}, {2 << FIX_SHIFT, 3 << FIX_SHIFT}, 1);
}
};
int main() {
// interrupt & mode 4 foo
irq_init(NULL);
irq_enable(II_VBLANK);
REG_DISPCNT = DCNT_MODE4 | DCNT_BG2;
// initialize our palette
palette::put_palette((std::uint16_t *)MEM_PAL);
// begin
bmp16_line(1, 3, 1 + SCREEN_WIDTH / 2 - 2, SCREEN_HEIGHT, 0x0101, vid_page,
SCREEN_WIDTH);
vid_flip();
bmp16_line(2, 3, 2 + SCREEN_WIDTH / 2 - 2, SCREEN_HEIGHT, 0x0101, vid_page,
SCREEN_WIDTH);
auto scene = std::make_shared<Scene>();
// auto cube = std::shared_ptr<Renderable>((Renderable *)new Cube());
// scene->renderables.add(cube);
auto box = std::shared_ptr<Renderable>((Renderable *)new Box());
scene->renderables.add(box);
std::uint32_t frame = 0;
while (1) {
frame = (frame + 1) % 60;
if (frame == 0) {
vid_flip();
}
Scene::render(scene);
VBlankIntrWait();
}

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@ -2,118 +2,9 @@
#include "scene.hpp"
#include <tuple>
/**
static inline POINT viewportToScreen (POINT *point) {
// Convert a viewport coordinate to screen x, y
return createPoint(fixed_multiply(point->x, fixed_divide(WINDOW_WIDTH <<
FIX_SHIFT, viewport_width << FIX_SHIFT)), fixed_multiply(point->y,
fixed_divide(WINDOW_HEIGHT << FIX_SHIFT, viewport_height << FIX_SHIFT))
);
}
static inline POINT projectVertex(VERTEX *vertex) {
// Project a vertex to a point
POINT temp;
if (vertex->z != 0) {
// Make sure we don't divide by zero
temp = createPoint(fixed_multiply(vertex->x, fixed_divide(ZPlane <<
FIX_SHIFT, vertex->z)), fixed_multiply(vertex->y, fixed_divide(ZPlane <<
FIX_SHIFT, vertex->z))
);
}
else {
temp = createPoint(0, 0);
}
temp = viewportToScreen(&temp);
return temp;
}
void renderInstance(INSTANCE *instance, SDL_Renderer *renderer) {
// Render an instance
// Array for projected points
POINT projected[instance->model->vertices_length];
// Pointers for transformed vertices
VERTEX *transformed = malloc(sizeof(VERTEX) *
instance->model->vertices_length);
for (int i = 0; i < instance->model->vertices_length; i++) {
// Apply translation and rotation
*(transformed + i) = *(instance->model->vertices + i);
applyXRotation((transformed + i), *instance->xRotation);
applyYRotation((transformed + i), *instance->yRotation);
applyZRotation((transformed + i), *instance->zRotation);
*(transformed + i) = addVertices((transformed + i),
instance->position);
// Project vertices
projected[i] = projectVertex(transformed + i);
}
VERTEX n, copyV;
// A directional light source
VERTEX playerLight = createVertex(0, 0, -1 << FIX_SHIFT);
normalizeVertex(&playerLight);
TRIANGLE *addr;
FIXED intensity;
COLOR clr;
for (int i = 0; i < instance->model->triangles_length; i++) {
// Render the triangle
addr = (instance->model->triangles + i);
n = computeNormal(transformed, addr);
normalizeVertex(&n);
// Intensity of light on the triangle
intensity = fixed_multiply(dotProduct(&n, &playerLight) + (1 <<
FIX_SHIFT), 127 << FIX_SHIFT); copyV = *(transformed + addr->v2);
normalizeVertex(&copyV);
// Grayscale color of the triangle from light intensity
clr = createColor(intensity >> FIX_SHIFT, intensity >> FIX_SHIFT,
intensity >> FIX_SHIFT);
if (dotProduct(&n, &copyV) < 0) {
// The triangle is viewable by the camera
drawFilledTriangle(
&(projected[addr->v0]),
&(projected[addr->v1]),
&(projected[addr->v2]),
&clr,
renderer
);
}
}
transformed = NULL;
free(transformed);
static inline void applyXRotation(VERTEX *vertex, FIXED xRotation) {
// Apply rotation to vertex on x-axis
FIXED sinTheta = float_to_fixed(sin(fixed_to_float(xRotation) * (3.14159 /
180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(xRotation) * (3.14159
/ 180))); FIXED y = vertex->y; FIXED z = vertex->z; vertex->y =
fixed_multiply(y, cosTheta) - fixed_multiply(z, sinTheta); vertex->z =
fixed_multiply(z, cosTheta) + fixed_multiply(y, sinTheta);
}
static inline void applyYRotation(VERTEX *vertex, FIXED yRotation) {
// Apply rotation to vertex on y-axis
FIXED sinTheta = float_to_fixed(sin(fixed_to_float(yRotation) * (3.14159 /
180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(yRotation) * (3.14159
/ 180))); FIXED x = vertex->x; FIXED z = vertex->z; vertex->x =
fixed_multiply(x, cosTheta) + fixed_multiply(z, sinTheta); vertex->z =
fixed_multiply(z, cosTheta) - fixed_multiply(x, sinTheta);
}
static inline void applyZRotation(VERTEX *vertex, FIXED zRotation) {
// Apply rotation to vertex on z-axis
FIXED sinTheta = float_to_fixed(sin(fixed_to_float(zRotation) * (3.14159 /
180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(zRotation) * (3.14159
/ 180))); FIXED x = vertex->x; FIXED y = vertex->y; vertex->x =
fixed_multiply(x, cosTheta) - fixed_multiply(y, sinTheta); vertex->y =
fixed_multiply(y, cosTheta) + fixed_multiply(x, sinTheta);
}
}
*/
ModelInstance::ModelInstance(std::shared_ptr<Mesh> mesh, FIXED scale,
VECTOR rotation, VECTOR position)
: m_mesh(mesh), m_scale(scale), m_rot(rotation), m_pos(position) {}
VECTOR rotate(VECTOR v, VECTOR rot) {
FIXED sin_theta_x, sin_theta_y, sin_theta_z;
@ -142,20 +33,26 @@ VECTOR rotate(VECTOR v, VECTOR rot) {
}
return res;
};
}
void ModelInstance::render(std::shared_ptr<Scene> scene_context) {
usu::vector<VECTOR> transformed(m_mesh->vertices.size());
usu::vector<POINT> projected(transformed.size());
for (std::uint32_t i = 0; i < transformed.size(); i++) {
transformed[i] = rotate(m_mesh->vertices[i], m_rotation);
VECTOR rotated = rotate(m_mesh->vertices[i], m_rot);
vec_add(&transformed[i], &rotated, &m_pos);
projected[i] = scene_context->project_2d(m_mesh->vertices[i]);
}
for (const TRIANGLE triangle : m_mesh->triangles) {
VECTOR v0 = transformed[std::get<0>(triangle.vertex_indices)];
VECTOR v1 = transformed[std::get<1>(triangle.vertex_indices)];
VECTOR v2 = transformed[std::get<2>(triangle.vertex_indices)];
POINT v0 = projected[std::get<0>(triangle.vertex_indices)];
POINT v1 = projected[std::get<1>(triangle.vertex_indices)];
POINT v2 = projected[std::get<2>(triangle.vertex_indices)];
scene_context->draw_line(v0, v1, triangle.color_idx);
scene_context->draw_line(v1, v2, triangle.color_idx);
scene_context->draw_line(v2, v0, triangle.color_idx);
}
}

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@ -1,21 +1,13 @@
#include "scene.hpp"
#include <memory>
Scene::Scene() {
directional_light = {0, 0, -1};
viewport_dimension = {2, 3};
scene_dimension = {SCREEN_WIDTH, SCREEN_HEIGHT};
scene_dimension = {SCREEN_WIDTH / 2, SCREEN_HEIGHT};
z_plane = int2fx(1);
}
void Scene::render() {
auto this_ptr = std::make_shared<Scene>(this);
for (auto renderable : renderables) {
renderable.render(this_ptr);
}
}
POINT Scene::project_2d(VECTOR vertex) {
POINT pt = {0, 0};
@ -27,3 +19,22 @@ POINT Scene::project_2d(VECTOR vertex) {
return pt;
}
POINT Scene::viewport_to_scene(POINT p) {
FIXED x = fxmul(
p.x, (std::get<0>(scene_dimension) / std::get<0>(viewport_dimension))
<< FIX_SHIFT);
FIXED y = fxmul(
p.y, (std::get<1>(scene_dimension) / std::get<1>(viewport_dimension))
<< FIX_SHIFT);
return {x, y};
}
void Scene::draw_line(POINT p0, POINT p1, std::uint8_t pal_idx) {
POINT scene_p0 = viewport_to_scene(p0);
POINT scene_p1 = viewport_to_scene(p1);
std::uint16_t pixels = (pal_idx << 8) | pal_idx;
bmp16_line(scene_p0.x, scene_p0.y, scene_p1.x, scene_p1.y, pixels, vid_page,
M4_WIDTH);
}