// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2022 #include #include #define GBA_SCREEN_W 240 #define GBA_SCREEN_H 160 #define REG_DISPCNT *((volatile uint16_t *)0x04000000) #define REG_KEYINPUT *((volatile uint16_t *)0x04000130) #define DEFAULT_REG_KEYINPUT *((volatile uint16_t *)0x04000130) #define KEY_DOWN_NOW(key) (~(REG_KEYINPUT) & key) #define KEY_A 1 #define KEY_B 2 #define KEY_SELECT 3 #define KEY_START 4 #define KEY_DPAD_RIGHT 5 #define KEY_DPAD_LEFT 6 #define KEY_DPAD_UP 7 #define KEY_DPAD_DOWN 8 #define KEY_TRIGGER_LEFT 9 #define KEY_TRIGGER_RIGHT 10 #define DISPCNT_BG_MODE_MASK (0x7) #define DISPCNT_BG_MODE(n) ((n) & DISPCNT_BG_MODE_MASK) // 0 to 5 #define DISPCNT_BG2_ENABLE (1 << 10) #define MEM_VRAM_MODE4 ((uint8_t *)buffer) #define SHOW_BACK 0x10; #define FRONT_BUFFER (0x6000000) #define BACK_BUFFER (0x600A000) #define PALETTE ((uint16_t *)0x5000000) static volatile uint8_t lastPaletteIndex = 0; #define FIXED_POINT int32_t #define FP 12 #define SHIFT_THRESHOLD 0.05 #define SHIFT_THRESHOLD_FP ((1 << FP) * SHIFT_THRESHOLD) #define FLOAT2FIXED(value) (int)((value) * (1 << FP)) #define FIXED2FLOAT(value) ((value) / (float)(1 << FP)) static uint8_t *buffer = (uint8_t *)FRONT_BUFFER; static inline uint16_t RGB15(uint16_t r, uint16_t g, uint16_t b) { return (r & 0x1F) | ((g & 0x1F) << 5) | ((b & 0x1F) << 10); } void flipBuffers() { if(buffer == (uint8_t *)FRONT_BUFFER) { REG_DISPCNT &= ~SHOW_BACK; buffer = (uint8_t *)BACK_BUFFER; } else { REG_DISPCNT |= SHOW_BACK; buffer = (uint8_t *)FRONT_BUFFER; } } void putPx(uint16_t x, uint16_t y, uint8_t c) { uint16_t pos = (GBA_SCREEN_W * y + x); buffer[pos] = c; } /////////////////////////////////////////////////////////// #include #include #include #include #include #define VWIDTH 25 #define VHEIGHT 25 #define CUBE_WIDTH 10 #define CUBE_WIDTH_FP ((1 << FP) * CUBE_WIDTH) enum faces { FACE_FRONT = 0, FACE_LEFT, FACE_RIGHT, FACE_BOTTOM, FACE_TOP, FACE_BACK, NUM_FACES, }; #define STEP 20 #define STEP_FP ((1 << FP) * STEP) #define ACTION_STEP 0.1 #define ACTION_STEP_FP ((1 << FP) * ACTION_STEP) #define SCALE 3 // how much is our initial render scaled volatile FIXED_POINT K1 = 20; volatile FIXED_POINT K2 = (2 * CUBE_WIDTH) + 10; #define MULT_FP(a,b) ((a * b) >> FP) #define SQ(n) (n * n) #define SQ_FP(n) (MULT_FP(n, n)) #define PLOT_COORD(x, y, c) \ for (uint8_t i = 0 ; i < SCALE ; ++i) \ for (uint8_t j = 0 ; j < SCALE ; ++j) \ putPx(x * SCALE + i, j + (SCALE * y), chooseColor(c)); #define GET_ROTATE_X_Q(a) ({ float _a = (a) ; \ struct Quaternions q = {}; q.w = FLOAT2FIXED(cos(_a * .5)); \ q.x = FLOAT2FIXED(sin(_a * .5)); q; }) #define GET_ROTATE_Y_Q(a) ({ float _a = (a) ; \ struct Quaternions q = {}; q.w = FLOAT2FIXED(cos(_a * .5)); \ q.y = FLOAT2FIXED(sin(_a * .5)); q; }) #define GET_ROTATE_Z_Q(a) ({ float _a = (a) ; \ struct Quaternions q = {}; q.w = FLOAT2FIXED(cos(_a * .5)); \ q.z = FLOAT2FIXED(sin(_a * .5)); q; }) //TODO Idle animations #define IS_IDLE (Idle.x || Idle.y || Idle.z) #define RESET_IDLE {Idle.x = 0; Idle.y = 0; Idle.z = 0;} void init_colors() { const uint16_t color_order[NUM_FACES + 1] = { RGB15(0, 0, 0), RGB15(31, 0, 0), RGB15(0, 31, 0), RGB15(0, 0, 31), RGB15(0, 31, 31), RGB15(31, 31, 0), RGB15(31, 0, 31), }; for ( ; lastPaletteIndex <= NUM_FACES ; ++lastPaletteIndex) PALETTE[lastPaletteIndex] = color_order[lastPaletteIndex]; } struct { uint8_t x; uint8_t y; uint8_t z; } Idle; struct Quaternions { FIXED_POINT w; FIXED_POINT x; FIXED_POINT y; FIXED_POINT z; } Target, Current; static FIXED_POINT interpolationStep = 0; static volatile uint16_t vertices[NUM_FACES * 2 * 4]; static volatile FIXED_POINT zBuffer[NUM_FACES * 2]; static volatile uint8_t shouldBreak = 1; static volatile uint8_t currentlyMoving = 0; static volatile uint8_t currentCountR = 0; static volatile uint8_t frontFacingFace = FACE_FRONT; void normalize(struct Quaternions *q) { float n = sqrt(FIXED2FLOAT(SQ_FP(q->w) + SQ_FP(q->x) + SQ_FP(q->y) + SQ_FP(q->z))); if (n == 0 || n == 1) return; q->w = FLOAT2FIXED(FIXED2FLOAT(q->w) / n); q->x = FLOAT2FIXED(FIXED2FLOAT(q->x) / n); q->y = FLOAT2FIXED(FIXED2FLOAT(q->y) / n); q->z = FLOAT2FIXED(FIXED2FLOAT(q->z) / n); } struct Quaternions mult(struct Quaternions *q, FIXED_POINT x, FIXED_POINT y, FIXED_POINT z) { //p = q * p * qbar struct Quaternions res; res.w = 0; res.x = MULT_FP(x, (SQ_FP(q->w) + SQ_FP(q->x) - SQ_FP(q->y) - SQ_FP(q->z))) + (MULT_FP(y, (MULT_FP(q->x, q->y) - MULT_FP(q->w, q->z))) * 2) + (MULT_FP(z, (MULT_FP(q->x, q->z) + MULT_FP(q->w, q->y))) * 2); res.y = (MULT_FP(x, (MULT_FP(q->x, q->y) + MULT_FP(q->w,q->z))) * 2) + (MULT_FP(y, (SQ_FP(q->w) - SQ_FP(q->x) + SQ_FP(q->y) - SQ_FP(q->z)))) + (MULT_FP(z, (MULT_FP(q->y, q->z) - MULT_FP(q->w, q->x))) << 2); res.z = (MULT_FP(x, (MULT_FP(q->x, q->z) - MULT_FP(q->w, q->y)))* 2) + (MULT_FP(y, (MULT_FP(q->y, q->z) + MULT_FP(q->w, q->x))) * 2) + MULT_FP(z, (SQ_FP(q->w) - SQ_FP(q->x) - SQ_FP(q->y) + SQ_FP(q->z))); return res; } // res in quat p void multQ(struct Quaternions *p, struct Quaternions *q) { if (p->x <= SHIFT_THRESHOLD_FP && p->x >= -SHIFT_THRESHOLD_FP && p->y <= SHIFT_THRESHOLD_FP && p->y >= -SHIFT_THRESHOLD_FP && p->z <= SHIFT_THRESHOLD_FP && p->z >= -SHIFT_THRESHOLD_FP) { p = q; return; } if (q->x <= SHIFT_THRESHOLD_FP && q->x >= -SHIFT_THRESHOLD_FP && q->y <= SHIFT_THRESHOLD_FP && q->y >= -SHIFT_THRESHOLD_FP && q->z <= SHIFT_THRESHOLD_FP && q->z >= -SHIFT_THRESHOLD_FP) return; FIXED_POINT w = MULT_FP(p->w, q->w) - MULT_FP(p->x, q->x) - MULT_FP(p->y, q->y) - MULT_FP(p->z, q->z); FIXED_POINT x = MULT_FP(p->w, q->x) + MULT_FP(p->x, q->w) + MULT_FP(p->y, q->z) - MULT_FP(p->z, q->y); FIXED_POINT y = MULT_FP(p->w, q->y) - MULT_FP(p->x, q->z) + MULT_FP(p->y, q->w) + MULT_FP(p->z, q->x); FIXED_POINT z = MULT_FP(p->w, q->z) + MULT_FP(p->x, q->y) - MULT_FP(p->y, q->x) + MULT_FP(p->z, q->w); p->w = w; p->x = x; p->y = y; p->z = z; } uint16_t chooseColor(uint8_t c) { if (c >= 0 && c < NUM_FACES) return c + 1; // palette 0 is bg else return 0; } uint8_t chooseMainFace() { int total = 0; int faces[NUM_FACES] = {0}; for (int k = 0; k < VWIDTH * VHEIGHT; ++k) if (vertices[k] >= 0 && vertices[k] < NUM_FACES) { faces[vertices[k]]++; ++total; } int max = 0, idx = 0; for (int k = 0; k < NUM_FACES; ++k) if (faces[k] > max) { max = faces[k]; idx = k; } frontFacingFace = max > total * 0.9 ? idx : -1; return frontFacingFace; } // ISSUE the 4 vertices rendered do not make a convex quad // we have to switch 2 vertices for that #pragma GCC uint8_t isInQuad(const uint16_t x, const uint16_t y, uint8_t current_face) { uint16_t *points = (uint16_t *)&vertices[current_face * 8]; // little hack uint16_t tmpX = points[6], tmpY = points[7]; points[6] = points[4]; points[7] = points[5]; points[4] = tmpX; points[5] = tmpY; uint8_t pos = 0, neg = 0; int32_t d; for (uint8_t i = 0; i < 4; ++i) { if (points[2 * i] == x && points[2 * i + 1] == y) return 1; //Form a segment between the i'th point int32_t x1 = points[2 * i]; int32_t y1 = points[2 * i + 1]; //And the i+1'th, or if i is the last, with the first point uint8_t i2 = (i + 1) % 4; int32_t x2 = points[2 * i2]; int32_t y2 = points[2 * i2 + 1]; //Compute the cross product d = (x - x1) * (y2 - y1) - (y - y1) * (x2 - x1); if (d > 0) ++pos; if (d < 0) ++neg; //If the sign changes, then point is outside if (pos > 0 && neg > 0) return 0; } return 1; } void fillQuads(uint8_t current_face) { uint16_t top = UINT16_MAX, bot = 0, left = UINT16_MAX, right = 0; for (uint8_t k = 0 ; k < 8 ; ++k) { const uint16_t item = vertices[current_face * 8 + k]; if (k & 1) { if (item > bot) bot = item; if (item < top) top = item; } else { if (item > right) right = item; if (item < left) left = item; } } for (uint16_t y = top ; y <= bot ; ++y) { for (uint16_t x = left ; x <= right ; ++x) { if (isInQuad(x, y, current_face)) PLOT_COORD(x, y, current_face); } } } uint8_t detect(uint8_t current_face) { for (uint8_t k = current_face * 8; k < current_face * 8 + 8; ++k) if (vertices[k] == UINT16_MAX) return 0; return 1; } int comp(const void *p1, const void *p2) { FIXED_POINT left = *(const FIXED_POINT *)p1; FIXED_POINT right = *(const FIXED_POINT *)p2; return ((left > right) - (left < right)); } void detectAndFillQuads() { qsort((FIXED_POINT *)zBuffer, NUM_FACES, 2 * sizeof(FIXED_POINT), comp); for (uint8_t idx = 0 ; idx < NUM_FACES ; ++idx) { char ch = zBuffer[2 * idx + 1]; if (detect(ch)) fillQuads(ch); } } void printAscii() { detectAndFillQuads(); flipBuffers(); } void rotateCube(FIXED_POINT cubeX, FIXED_POINT cubeY, FIXED_POINT cubeZ, uint8_t ch) { struct Quaternions q = mult(&Current, cubeX, cubeY, cubeZ); uint32_t x = q.x >> FP; uint32_t y = q.y >> FP; // not fixed point yet!! float invZ = (1 << FP) / (float)(q.z + K2 * (1 << FP)); int32_t screenX = CUBE_WIDTH * 2 + (int32_t)((x) * K1) * invZ; int32_t screenY = CUBE_WIDTH * 2 + (int32_t)((y) * K1) * invZ; //TODO luminescence if (screenX > GBA_SCREEN_W || screenX < 0 || screenY > GBA_SCREEN_H || screenY < 0) return; FIXED_POINT invZFixed = FLOAT2FIXED(invZ); uint8_t firstEmptyVertex = ch * 8; for ( ; vertices[firstEmptyVertex] != UINT16_MAX && firstEmptyVertex - ch * 8 < 8 ; firstEmptyVertex+=2); vertices[firstEmptyVertex] = screenX; vertices[firstEmptyVertex + 1] = screenY; if (zBuffer[2 * ch] < invZFixed) { zBuffer[2 * ch] = invZFixed; zBuffer[2 * ch + 1] = ch; } } void interpolate(struct Quaternions *qa, struct Quaternions *qb) { frontFacingFace = -1; float cosHalfTheta = FIXED2FLOAT(MULT_FP(qa->w, qb->w) + MULT_FP(qa->x, qb->x) + MULT_FP(qa->y, qb->y) + MULT_FP(qa->z, qb->z)); //if qa = qb or qa = -qb then theta = 0 and we can return qa if (cosHalfTheta >= 1.0 || cosHalfTheta <= -1.0) { goto exit; } if (cosHalfTheta < 0) { qb->w = -qb->w; qb->x = -qb->x; qb->y = -qb->y; qb->z = qb->z; cosHalfTheta = -cosHalfTheta; } float halfTheta = acos(cosHalfTheta); float sinHalfTheta = sqrt(1.0 - cosHalfTheta * cosHalfTheta); //if theta = 180 degrees then result is not fully defined // we could rotate around any axis normal to qa or qb if (sinHalfTheta < 0.01 && sinHalfTheta > -0.01) { qa->w = ((qa->w >> 1) + (qb->w >> 1)); qa->x = ((qa->x >> 1) + (qb->x >> 1)); qa->y = ((qa->y >> 1) + (qb->y >> 1)); qa->z = ((qa->z >> 1) + (qb->z >> 1)); goto exit; } FIXED_POINT ratioA = FLOAT2FIXED(sin((1 - FIXED2FLOAT(interpolationStep)) * halfTheta) / sinHalfTheta); FIXED_POINT ratioB = FLOAT2FIXED(sin(FIXED2FLOAT(interpolationStep) * halfTheta) / sinHalfTheta); qa->w = (MULT_FP(qa->w, ratioA) + MULT_FP(qb->w, ratioB)); qa->x = (MULT_FP(qa->x, ratioA) + MULT_FP(qb->x, ratioB)); qa->y = (MULT_FP(qa->y, ratioA) + MULT_FP(qb->y, ratioB)); qa->z = (MULT_FP(qa->z, ratioA) + MULT_FP(qb->z, ratioB)); exit: interpolationStep += ACTION_STEP_FP; } void handleAngle(uint8_t input) { // TODO if (currentlyMoving == 0) { currentlyMoving = input; struct Quaternions tmp; switch (input) { case 'w': case 'W': tmp = GET_ROTATE_X_Q(M_PI_2); break; case 'a': case 'A': tmp = GET_ROTATE_Y_Q(-M_PI_2); break; case 's': case 'S': tmp = GET_ROTATE_X_Q(-M_PI_2); break; case 'd': case 'D': tmp = GET_ROTATE_Y_Q(M_PI_2); break; case 'q': case 'Q': tmp = GET_ROTATE_Z_Q(-M_PI_2); break; case 'e': case 'E': tmp = GET_ROTATE_Z_Q(M_PI_2); break; default: currentlyMoving = 0; return; //TODO idle movement } multQ(&tmp, &Target); Target = tmp; normalize(&Target); } else { if (interpolationStep < (1 << FP) ) { interpolate(&Current, &Target); normalize(&Current); } else { Current = Target; interpolationStep = 0; currentlyMoving = 0; } } } uint8_t getInput() { // TODO uint8_t c = 'd'; handleAngle(c); return c; } int main() { REG_DISPCNT = DISPCNT_BG_MODE(4) | DISPCNT_BG2_ENABLE; Current = GET_ROTATE_Z_Q(0); init_colors(); while (1) { memset(MEM_VRAM_MODE4, 0, GBA_SCREEN_H * GBA_SCREEN_W); memset((uint16_t *)vertices, UINT16_MAX, sizeof(uint16_t) * NUM_FACES * 4 * 2); //zBuff is not correct data struct, need a map or smth memset((uint16_t *)zBuffer, 0, NUM_FACES * 2 * sizeof(FIXED_POINT)); for (FIXED_POINT cubeX = -CUBE_WIDTH_FP + 1 * (1 << FP); cubeX <= CUBE_WIDTH_FP - 1 * (1 << FP); cubeX += STEP_FP - 2 * (1 << FP)) { for (FIXED_POINT cubeY = -CUBE_WIDTH_FP + 1 * (1 << FP); cubeY <= CUBE_WIDTH_FP - 1 * (1 << FP); cubeY += STEP_FP - 2 * (1 << FP)) { switch (frontFacingFace) { case FACE_FRONT: rotateCube(cubeX, cubeY, -CUBE_WIDTH_FP, FACE_FRONT); break; case FACE_LEFT: rotateCube(-CUBE_WIDTH_FP, cubeX, cubeY, FACE_LEFT); break; case FACE_RIGHT: rotateCube(CUBE_WIDTH_FP, cubeX, cubeY, FACE_RIGHT); break; case FACE_BOTTOM: rotateCube(cubeX, -CUBE_WIDTH_FP, cubeY, FACE_BOTTOM); break; case FACE_TOP: rotateCube(cubeX, CUBE_WIDTH_FP, cubeY, FACE_TOP); break; case FACE_BACK: rotateCube(cubeX, cubeY, CUBE_WIDTH_FP, FACE_BACK); break; default: // idk render all rotateCube(cubeX, cubeY, -CUBE_WIDTH_FP, FACE_FRONT); rotateCube(-CUBE_WIDTH_FP, cubeX, cubeY, FACE_LEFT); rotateCube(CUBE_WIDTH_FP, cubeX, cubeY, FACE_RIGHT); rotateCube(cubeX, -CUBE_WIDTH_FP, cubeY, FACE_TOP); rotateCube(cubeX, CUBE_WIDTH_FP, cubeY, FACE_BOTTOM); rotateCube(cubeX, cubeY, CUBE_WIDTH_FP, FACE_BACK); } } } printAscii(); getInput(); } }