wiring stuff up using bres.! yay!

This commit is contained in:
wgroeneveld 2020-07-10 14:41:32 +02:00
parent 7b1bf06223
commit 667e2e640f
6 changed files with 123 additions and 27 deletions

View File

@ -32,23 +32,32 @@ void WireScene::load() {
cube->add(VectorFx::fromInt(1, 1, -1));
cube->add(VectorFx::fromInt(1, -1, 1));
cube->add(VectorFx::fromInt(1, -1, -1));
/*
* should be translated, with camera 0,0,10, and with GBA dimensions, to:
SoftEngine.js:50 drawing 163,123
SoftEngine.js:50 drawing 155,115
SoftEngine.js:50 drawing 155,44
SoftEngine.js:50 drawing 84,44
SoftEngine.js:50 drawing 76,123
SoftEngine.js:50 drawing 84,115
SoftEngine.js:50 drawing 163,36
SoftEngine.js:50 drawing 76,36
*/
//cube->rotateTo(int2fx(13), int2fx(13));
cube->addFace({ 0, 1, 2});
cube->addFace({ 1, 2, 3});
cube->addFace({ 1, 3, 6});
cube->addFace({ 1, 5, 6});
cube->addFace({ 0, 1, 4});
cube->addFace({ 1, 4, 5});
cube->addFace({ 2, 3, 7});
cube->addFace({ 3, 6, 7});
cube->addFace({ 0, 2, 7});
cube->addFace({ 0, 4, 7});
cube->addFace({ 4, 5, 6});
cube->addFace({ 4, 6, 7});
}
void WireScene::tick(u16 keys) {
cube->rotate(2, 2);
if(keys & KEY_START || keys & KEY_A) {
if(keys & KEY_A) {
cube->resetRotation();
} else if(keys & KEY_B) {
if(cube->isWired()) {
cube->unwire();
} else {
cube->wire();
}
}
}

View File

@ -9,6 +9,7 @@
#include <libgba-sprite-engine/gba/tonc_memmap.h>
#include <libgba-sprite-engine/gba/tonc_memmap.h>
#include <libgba-sprite-engine/vectorfx.h>
#include <libgba-sprite-engine/vectorpx.h>
#include <libgba-sprite-engine/matrixfx.h>
#include "scene.h"
#include "sound_control.h"
@ -50,8 +51,7 @@ private:
void render();
void renderClear();
inline void plotPixel(int x, int y, u8 clrId);
inline VectorFx project(const VectorFx &coord, const MatrixFx &transMat);
inline VectorPx project(const VectorFx &coord, const MatrixFx &transMat);
void flipPage();
public:
@ -70,9 +70,12 @@ public:
u16 readKeys();
void update();
void delay(int times) {
inline void delay(int times) {
for(int i = 0; i < times; i++){}
}
inline void plotPixel(const VectorPx &pixel, u8 clrId);
inline void plotLine(const VectorPx &point0, const VectorPx &point1, u8 clrId);
};

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@ -9,23 +9,41 @@
#include <vector>
#include <memory>
typedef struct {
int a;
int b;
int c;
} Face;
class Mesh {
private:
VectorFx pos;
VectorFx rot;
u8 cIndex;
bool wired;
std::vector<std::unique_ptr<VectorFx>> verticesArr;
std::vector<Face> facesArr;
public:
void add(VectorFx v);
void addFace(Face f);
inline std::vector<std::unique_ptr<VectorFx>> const& vertices() const {
return verticesArr;
}
inline std::vector<Face> const& faces() const {
return facesArr;
}
inline VectorFx &position() { return pos; }
inline VectorFx &rotation() { return rot; }
inline void wire() { wired = true; }
inline void unwire() { wired = false; }
inline bool isWired() const { return wired; }
inline u8 colorIndex() const { return cIndex; }
inline FIXED rotx() const { return rot.x(); }
inline FIXED roty() const { return rot.y(); }
inline FIXED rotz() const { return rot.z(); }
@ -43,7 +61,7 @@ public:
rot.setY(rot.y() + y);
}
explicit Mesh() : pos(VectorFx()), rot(VectorFx()) {}
explicit Mesh() : pos(VectorFx()), rot(VectorFx()), cIndex(1), wired(true) {}
Mesh(const Mesh&) = delete;
Mesh& operator=(const Mesh&) = delete;
};

View File

@ -0,0 +1,23 @@
//
// Created by Wouter Groeneveld on 10/07/20.
//
#ifndef GBA_BITMAP_ENGINE_PROJECT_VECTOR2_H
#define GBA_BITMAP_ENGINE_PROJECT_VECTOR2_H
// a 2D vector with pixel-based ints
class VectorPx {
private:
int v_x, v_y;
public:
VectorPx(int theX, int theY) : v_x(theX), v_y(theY) {}
static inline VectorPx fromFx(FIXED x, FIXED y) { return VectorPx(fx2int(x), fx2int(y)); }
inline int x() const { return v_x; }
inline int y() const { return v_y; }
};
#endif //GBA_BITMAP_ENGINE_PROJECT_VECTOR2_H

View File

@ -8,6 +8,7 @@
#include <libgba-sprite-engine/gba/tonc_core.h>
#include <libgba-sprite-engine/matrixfx.h>
#include <libgba-sprite-engine/background/text_stream.h>
#include <libgba-sprite-engine/mesh.h>
std::unique_ptr<SoundControl> GBAEngine::activeChannelA;
std::unique_ptr<SoundControl> GBAEngine::activeChannelB;
@ -147,23 +148,46 @@ void GBAEngine::flipPage() {
// http://www.coranac.com/tonc/text/bitmaps.htm
// this thing is supposed to be very slow. see link above.
inline void GBAEngine::plotPixel(int x, int y, u8 clrId) {
u16 *dst = &vid_page[(y * M4_WIDTH + x) / 2];
if(x & 1) {
inline void GBAEngine::plotPixel(const VectorPx &pixel, u8 clrId) {
u16 *dst = &vid_page[(pixel.y() * M4_WIDTH + pixel.x()) / 2];
if(pixel.x() & 1) {
*dst = (*dst & 0xFF) | (clrId << 8);
} else {
*dst = (*dst & ~0xFF) | clrId;
}
}
int i = 0;
// more or less 1-to-1:
// https://www.davrous.com/2013/06/14/tutorial-part-2-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-ts-or-js-drawing-lines-triangles/
inline void GBAEngine::plotLine(const VectorPx &point0, const VectorPx &point1, u8 clrId) {
int x0 = point0.x();
int y0 = point0.y();
int x1 = point1.x();
int y1 = point1.y();
inline VectorFx GBAEngine::project(const VectorFx &coord, const MatrixFx &transMat) {
int dx = ABS(x1 - x0);
int dy = ABS(y1 - y0);
int sx = (x0 < x1) ? 1 : -1;
int sy = (y0 < y1) ? 1 : -1;
int err = dx - dy;
while (true) {
plotPixel(VectorPx(x0, y0), clrId);
if ((x0 == x1) && (y0 == y1)) break;
auto e2 = 2 * err;
if (e2 > -dy) { err -= dy; x0 += sx; }
if (e2 < dx) { err += dx; y0 += sy; }
}
}
inline VectorPx GBAEngine::project(const VectorFx &coord, const MatrixFx &transMat) {
auto point = MatrixFx::transformCoordinates(coord, transMat);
auto x = fxmul(point.x(), GBA_SCREEN_WIDTH_FX) + fxdiv(GBA_SCREEN_WIDTH_FX, TWO);
auto y = fxmul(-point.y(), GBA_SCREEN_HEIGHT_FX) + fxdiv(GBA_SCREEN_HEIGHT_FX, TWO);
return VectorFx(x, y, 0);
return VectorPx::fromFx(x, y);
}
// does the mesh rendering - to write mem before flipping
@ -174,11 +198,27 @@ void GBAEngine::render() {
auto worldMatrix = MatrixFx::rotationYawPitchRoll(mesh->roty(), mesh->rotx(), mesh->rotz()) * MatrixFx::translation(mesh->position());
auto transformMatrix = worldMatrix * viewMatrix * projectionMatrix;
TextStream::instance().setText("rot: " + mesh->rotation().to_stringfl(), 1, 1);
if(mesh->isWired()) {
// triangular faces wireframes
for(auto& face : mesh->faces()) {
auto& vertexA = mesh->vertices()[face.a];
auto& vertexB = mesh->vertices()[face.b];
auto& vertexC = mesh->vertices()[face.c];
auto pixelA = project(*vertexA.get(), transformMatrix);
auto pixelB = project(*vertexB.get(), transformMatrix);
auto pixelC = project(*vertexC.get(), transformMatrix);
plotLine(pixelA, pixelB, mesh->colorIndex());
plotLine(pixelB, pixelC, mesh->colorIndex());
plotLine(pixelC, pixelA, mesh->colorIndex());
}
} else {
// pixel-only
for (auto &vertex : mesh->vertices()) {
auto projectedPoint = project(*vertex.get(), transformMatrix).toInt();
plotPixel(projectedPoint.x(), projectedPoint.y(), 1);
auto projectedPoint = project(*vertex.get(), transformMatrix);
plotPixel(projectedPoint, mesh->colorIndex());
}
}
}
}

View File

@ -10,3 +10,6 @@ void Mesh::add(VectorFx v) {
verticesArr.push_back(std::unique_ptr<VectorFx>(new VectorFx(v)));
}
void Mesh::addFace(Face f) {
facesArr.push_back(f);
}