updated readme, shots

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wgroeneveld 2020-07-11 09:50:48 +02:00
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## A high-level object-oriented Game Boy Advance bitmap 3D software engine ## A high-level object-oriented Game Boy Advance bitmap 3D software engine
Engine layout: stripped-down version of [https://github.com/wgroeneveld/gba-sprite-engine/](https://github.com/wgroeneveld/gba-sprite-engine/) **What's this?** A GBA MODE4 3D Software Engine - built from scratch.
This is (very) loosely based on David's 3D soft engine in C#/JS: https://www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript/
Engine blueprint: a stripped-down version of [https://github.com/wgroeneveld/gba-sprite-engine/](https://github.com/wgroeneveld/gba-sprite-engine/) combined with more _tonc_ library functions.
#### Show me the money
Sure thing. **Demo 1**: without wires
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/wireless.gif?raw=true)
Camera rotates `2/256` units on x and y each render cycle.
You 'should' see a cube forming based on 8 vertices. It's a simple example to showcase what the `Mesh` class is about, and how `GBAEngine` handles projections.
60 FPS. Yay.
**Demo 1b**: with wires
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/wired.gif?raw=true)
A lot less smooth. 20 FPS. I implemented Bresenham somewhat similar to David's approach, without any good results.
MODE4's weird byte write problems are causing trouble. Time to consult _tonc_ and fix this:
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/wired2.gif?raw=true)
30 FPS, winning 10 frames using `bmp8_line()`.
**Demo 2**: load actual vertex content from Blender/Babylon based on [this](https://david.blob.core.windows.net/softengine3d/part3/index.html):
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/monkey.gif?raw=true)
2 FPS. Ouch!! This thing has 507 meshes and 968 faces. GLHF! The GBA CPU does not seem to be very happy with that. Like everyone indeed says:
> GBA Bitmap mode is not for gaming!
Use the `gba-sprite-engine` instead.
I am aware of countless optimization opportunities but even thinking about that makes me sleepy.
This is a high-level C++ engine, meaning redundant stack objects could also cause problems. And I'm okay with that - it's a proof-of-concept!
#### GBA-Specific problems
**Fixed-point math** sums up things nicely.
Numbers should be `.8f`, so lots of shifting is needed. Problem with `Sqrt()` BIOS functions is that they output `.8f` but require `.16f`?
So, calculating the length of a vector:
```C
inline FIXED length() const {
FIXED toRoot = fxmul(v.x, v.x) + fxmul(v.y, v.y) + fxmul(v.z, v.z);
return Sqrt(toRoot << 8);
}
```
Second problem, sin/cos are expensive so we use _tonc_'s lookup tables - but they also come with weird requirements.
For instance, input is normally in radians. But we have fixed-point radians. And the lookup table is filled in `[1-512]` slices but actually requires input in `[1-FFFFh]`:
```C
INLINE FIXED fxrad2lut(FIXED rad) {
int scale = fx2float(rad) / (2*M_PI / 512);
return (scale << 6) * 2;
}
INLINE FIXED fxsin(FIXED fxrad) {
if(fxrad == 0) return 0;
FIXED theta = fxrad2lut(fxrad);
FIXED sin = lu_sin(theta);
return fx12Tofx8(sin);
}
```
Divisions are a bit of a mess, but converting them to fixed-point and going back is not going to help much.
More details in `math.h`.
In any case, lots of rounding errors occur. It is luckily not a problem due to GBA's limited screen dimensions.
**Work in progress**, using mode4 to create a software 3D engine from scratch.

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"}\n" "}\n"
} }
// partially reverse-engineered https://david.blob.core.windows.net/softengine3d/part3/index.html
for(var meshIndex = 0; meshIndex < jsonObject.meshes.length; meshIndex++) { for(var meshIndex = 0; meshIndex < jsonObject.meshes.length; meshIndex++) {
var verticesArray = jsonObject.meshes[meshIndex].vertices; var verticesArray = jsonObject.meshes[meshIndex].vertices;
var indicesArray = jsonObject.meshes[meshIndex].indices; var indicesArray = jsonObject.meshes[meshIndex].indices;

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TextStream::instance().setText(std::to_string(fps < 0 ? 0 : fps) + std::string(" FPS"), 1, 1); TextStream::instance().setText(std::to_string(fps < 0 ? 0 : fps) + std::string(" FPS"), 1, 1);
monkey->rotate(2, 2); monkey->rotate(10, 10);
} }

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