nds/arm9/examples/majora.c
2024-09-05 10:45:41 -05:00

489 lines
14 KiB
C

#include "io_registers.h"
#include "bits.h"
#include "math/math.h"
#include "texture/060067E0.data.h"
#include "texture/060067E0.data.pal.h"
#include "texture/060077E0.data.h"
#include "texture/060077E0.data.pal.h"
#include "texture/060079E0.data.h"
#include "texture/060079E0.data.pal.h"
#include "texture/06007BE0.data.h"
#include "texture/06007BE0.data.pal.h"
#include "texture/06007DE0.data.h"
#include "texture/06007DE0.data.pal.h"
#include "texture/06007FE0.data.h"
#include "texture/06007FE0.data.pal.h"
#include "res/majora.h"
#include "model/majora.h"
struct object * object[6] = {
&majora_1,
&majora_3,
&majora_4,
&majora_5,
&majora_6,
&majora_7,
};
void copy_palettes()
{
volatile uint16_t * vram_f = (volatile uint16_t *)(0x06890000);
int palettes = (sizeof (material)) / (sizeof (material[0]));
for (int i = 0; i < palettes; i++) {
int colors = material[i].palette.size / 2;
uint16_t * pal = (uint16_t *)material[i].palette.start;
int offset = material[i].palette.vram_offset;
for (int c = 0; c < colors; c++) {
vram_f[c + offset / 2] = pal[c];
}
}
}
int pixel_dimension_from_pixels(int pixels)
{
switch (pixels) {
default:
case 64: return 8;
case 256: return 16;
case 1024: return 32;
case 4096: return 64;
case 16384: return 128;
case 65536: return 256;
case 262144: return 512;
case 1048576: return 1024;
}
}
uint32_t teximage_param__t_size(int height)
{
switch (height) {
default:
case 8: return TEXIMAGE_PARAM__t_size__8_texels;
case 16: return TEXIMAGE_PARAM__t_size__16_texels;
case 32: return TEXIMAGE_PARAM__t_size__32_texels;
case 64: return TEXIMAGE_PARAM__t_size__64_texels;
case 128: return TEXIMAGE_PARAM__t_size__128_texels;
case 256: return TEXIMAGE_PARAM__t_size__256_texels;
case 512: return TEXIMAGE_PARAM__t_size__512_texels;
case 1024: return TEXIMAGE_PARAM__t_size__1024_texels;
}
}
uint32_t teximage_param__s_size(int width)
{
switch (width) {
default:
case 8: return TEXIMAGE_PARAM__s_size__8_texels;
case 16: return TEXIMAGE_PARAM__s_size__16_texels;
case 32: return TEXIMAGE_PARAM__s_size__32_texels;
case 64: return TEXIMAGE_PARAM__s_size__64_texels;
case 128: return TEXIMAGE_PARAM__s_size__128_texels;
case 256: return TEXIMAGE_PARAM__s_size__256_texels;
case 512: return TEXIMAGE_PARAM__s_size__512_texels;
case 1024: return TEXIMAGE_PARAM__s_size__1024_texels;
}
}
uint32_t teximage_param__color_palette(int palette_size)
{
switch (palette_size) {
default:
case 4: return TEXIMAGE_PARAM__texture_format__4_color_palette;
case 16: return TEXIMAGE_PARAM__texture_format__16_color_palette;
case 256: return TEXIMAGE_PARAM__texture_format__256_color_palette;
}
}
void copy_pixels()
{
volatile uint16_t * vram_a = (volatile uint16_t *)(0x06800000);
int pixels = (sizeof (material)) / (sizeof (material[0]));
*((volatile uint32_t *)0x4440000) = pixels;
for (int i = 0; i < pixels; i++) {
int size = material[i].pixel.size;
uint16_t * pixel = (uint16_t *)material[i].pixel.start;
int offset = material[i].pixel.vram_offset;
*((volatile uint32_t *)0x4440000) = size;
for (int t = 0; t < size / 2; t++) {
vram_a[t + offset / 2] = pixel[t];
}
break;
}
}
int u_to_s(int n, int dimension)
{
return (n * dimension) >> 10;
}
int v_to_t(int n, int dimension)
{
return ((((1 << 15) - n) * dimension) >> 10);
}
void copy_texture_data()
{
// memory bank allocation
// use VRAM-A for texture pixel data
// use VRAM-E for texture palette data
// temporarily map VRAM-A (128KB) to the arm9 address space:
// 0x06800000 - 0x0681FFFF
io_registers.a.VRAMCNT = 0
| VRAMCNT__vram_a__enable
| VRAMCNT__vram_a__mst(0b00); // arm9
// temporarily map VRAM-F (16KB) to the arm9 address space:
// 0x06890000 - 0x06893FFF
io_registers.a.WVRAMCNT = 0
| WVRAMCNT__vram_f__enable
| WVRAMCNT__vram_f__mst(0b000); // arm9
// at this point, VRAM-A/VRAM-E are not accessible by the 3d engine.
copy_palettes();
copy_pixels();
// map VRAM-A (128KB) to the 3d-engine "texture image slot 0":
// 0x00000 - 0x1ffff (3d engine texture image address space)
io_registers.a.VRAMCNT = 0
| VRAMCNT__vram_a__enable
| VRAMCNT__vram_a__ofs(0) // slot 0
| VRAMCNT__vram_a__mst(0b11); // texture image
// map VRAM-F (16KB) to the 3d-engine "texture palette slot 0":
// 0x0000 - 0x3fff (3d engine texture palette address space)
io_registers.a.WVRAMCNT = 0
| WVRAMCNT__vram_f__enable
| WVRAMCNT__vram_f__ofs(0) // slot 0
| WVRAMCNT__vram_f__mst(0b011); // texture palette
}
void main()
{
// power control
io_registers.a.POWCNT = 0
| POWCNT__lcd_output_destination__a_to_upper__b_to_lower
| POWCNT__geometry_engine__enable
| POWCNT__rendering_engine__enable
| POWCNT__lcd__enable;
// enable bg0 and 3d graphics
io_registers.a.DISPCNT = 0
| DISPCNT__display_mode__graphics_display
| DISPCNT__bg0__enable
| DISPCNT__display_selection_for_bg0__3d_graphics
;
// disable all 3d effects
io_registers.a.DISP3DCNT = 0
| DISP3DCNT__clear_image__disable
| DISP3DCNT__fog_master__disable
| DISP3DCNT__edge_marking__disable
| DISP3DCNT__anti_aliasing__disable
| DISP3DCNT__alpha_blending__disable
| DISP3DCNT__alpha_test__disable
| DISP3DCNT__texture_mapping__enable;
copy_texture_data();
// clear matrix stack status
io_registers.a.GXSTAT |= GXSTAT__matrix_stack_status__overflow_or_underflow;
// load identity matrices
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__projection;
io_registers.a.MTX_IDENTITY = 0;
// load a symmetric perspective matrix, with aspect ratio correction
io_registers.a.MTX_LOAD_4X4 = (192 << 12) / 256;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 1 << 12;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = -(1 << 12);
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = 0;
io_registers.a.MTX_LOAD_4X4 = -(1 << 12);
io_registers.a.MTX_LOAD_4X4 = 0;
// translate the viewpoint
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = (int)(-2.0 * (float)(1 << 12));
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position;
io_registers.a.MTX_IDENTITY = 0;
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
io_registers.a.MTX_IDENTITY = 0;
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__texture;
io_registers.a.MTX_IDENTITY = 0;
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
// set the 3d clear color to a dark red
io_registers.a.CLEAR_COLOR = 0
| CLEAR_COLOR__clear_polygon_id(31)
| CLEAR_COLOR__alpha_value(31)
| CLEAR_COLOR__blue(1)
| CLEAR_COLOR__green(1)
| CLEAR_COLOR__red(10);
// set the depth buffer clear value to the maximum value
io_registers.a.CLEAR_DEPTH = CLEAR_DEPTH__value(0x7fff);
// the 3d viewport is the entire display area
io_registers.a.VIEWPORT = 0
| VIEWPORT__y2(191)
| VIEWPORT__x2(255)
| VIEWPORT__y1(0)
| VIEWPORT__x1(0);
// normalized 45° vector
int c = 0.57735 * 512;
// lighting vectors and colors for 3 directional lights
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(0)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(-c)
| LIGHT_VECTOR__decimal_x(-c);
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(1)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(-c)
| LIGHT_VECTOR__decimal_x(c);
io_registers.a.LIGHT_VECTOR = 0
| LIGHT_VECTOR__light_number(2)
| LIGHT_VECTOR__decimal_z(-c)
| LIGHT_VECTOR__decimal_y(c)
| LIGHT_VECTOR__decimal_x(-c);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(0)
| LIGHT_COLOR__blue(31)
| LIGHT_COLOR__green(31)
| LIGHT_COLOR__red(31);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(1)
| LIGHT_COLOR__blue(31)
| LIGHT_COLOR__green(31)
| LIGHT_COLOR__red(31);
io_registers.a.LIGHT_COLOR = 0
| LIGHT_COLOR__light_number(2)
| LIGHT_COLOR__blue(31)
| LIGHT_COLOR__green(31)
| LIGHT_COLOR__red(31);
// integer degrees
int theta = 0;
while (1) {
// calculate sin/cos for 2d rotation; signed fp20.12 result
int cos = cos_fp12(theta);
int sin = sin_fp12(theta);
int cos2 = cos_fp12(-theta >> 1);
int sin2 = sin_fp12(-theta >> 1);
io_registers.a.MTX_MODE = MTX_MODE__matrix_mode__position_and_vector;
// reset position matrix
io_registers.a.MTX_IDENTITY = 0;
io_registers.a.MTX_TRANS = 0;
io_registers.a.MTX_TRANS = (int)(-0.5 * (float)(1 << 12));
io_registers.a.MTX_TRANS = 0;
// multiply by a y-axis rotation
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = -sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = cos2;
/*
// multiply by a z-axis rotation
io_registers.a.MTX_MULT_3X3 = cos;
io_registers.a.MTX_MULT_3X3 = -sin;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin;
io_registers.a.MTX_MULT_3X3 = cos;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 1 << 12;
*/
// multiply by a x-axis rotation
io_registers.a.MTX_MULT_3X3 = 1 << 12;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = cos2;
io_registers.a.MTX_MULT_3X3 = -sin2;
io_registers.a.MTX_MULT_3X3 = 0;
io_registers.a.MTX_MULT_3X3 = sin2;
io_registers.a.MTX_MULT_3X3 = cos2;
// lighting parameters
io_registers.a.DIF_AMB = 0
| DIF_AMB__ambient_blue(3)
| DIF_AMB__ambient_green(3)
| DIF_AMB__ambient_red(3)
| DIF_AMB__diffuse_blue(10)
| DIF_AMB__diffuse_green(10)
| DIF_AMB__diffuse_red(10);
io_registers.a.SPE_EMI = 0
| SPE_EMI__specular_blue(25)
| SPE_EMI__specular_green(25)
| SPE_EMI__specular_red(25);
// the following polygons are fully opaque; backface culling is
// enabled
io_registers.a.POLYGON_ATTR = 0
| POLYGON_ATTR__polygon_id(0)
| POLYGON_ATTR__alpha_value(31)
| POLYGON_ATTR__render_front_surface__enable
| POLYGON_ATTR__render_back_surface__enable
| POLYGON_ATTR__polygon_mode__modulation
| POLYGON_ATTR__light_2__enable
| POLYGON_ATTR__light_1__enable
| POLYGON_ATTR__light_0__enable;
// the following vertices are triangles
io_registers.a.BEGIN_VTXS = BEGIN_VTXS__type__triangle;
for (int oix = 0; oix < (sizeof (object)) / (sizeof (struct object *)); oix++) {
struct object * obj = object[oix];
const int num_triangles = obj->triangle_count;
int material_ix = obj->material;
int pixel_offset = material[material_ix].pixel.vram_offset;
int palette_offset = material[material_ix].palette.vram_offset;
int width = material[material_ix].pixel.width;
int height = material[material_ix].pixel.height;
int palette_size = material[material_ix].palette.palette_size;
int shift = palette_size == 4 ? 3 : 4;
io_registers.a.TEXPLTT_BASE = TEXPLTT_BASE__base_address(palette_offset >> shift);
io_registers.a.TEXIMAGE_PARAM = 0
| TEXIMAGE_PARAM__texture_coordinate_transformation_mode__texcoord_source
| teximage_param__color_palette(palette_size)
| TEXIMAGE_PARAM__repeat_t__repeat
| TEXIMAGE_PARAM__repeat_s__repeat
| teximage_param__t_size(height)
| teximage_param__s_size(width)
| TEXIMAGE_PARAM__texture_starting_address(pixel_offset >> 3);
for (int i = 0; i < num_triangles; i++) {
// "When texture mapping, the Geometry Engine works faster if you
// issue commands in the following order: TexCoord→Normal→Vertex."
struct vertex_texture * at = &majora_texture[obj->triangle[i].a.texture];
io_registers.a.TEXCOORD = 0
| TEXCOORD__t_coordinate(v_to_t(at->v, height))
| TEXCOORD__s_coordinate(u_to_s(at->u, width));
struct vertex_normal * an = &majora_normal[obj->triangle[i].a.normal];
io_registers.a.NORMAL = 0
| NORMAL__z_component(an->z)
| NORMAL__y_component(an->y)
| NORMAL__x_component(an->x);
struct vertex_position * a = &majora_position[obj->triangle[i].a.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(a->z)
| VTX_10__y_coordinate(a->y)
| VTX_10__x_coordinate(a->x);
struct vertex_texture * bt = &majora_texture[obj->triangle[i].b.texture];
io_registers.a.TEXCOORD = 0
| TEXCOORD__t_coordinate(v_to_t(bt->v, height))
| TEXCOORD__s_coordinate(u_to_s(bt->u, width));
struct vertex_normal * bn = &majora_normal[obj->triangle[i].b.normal];
io_registers.a.NORMAL = 0
| NORMAL__z_component(bn->z)
| NORMAL__y_component(bn->y)
| NORMAL__x_component(bn->x);
struct vertex_position * b = &majora_position[obj->triangle[i].b.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(b->z)
| VTX_10__y_coordinate(b->y)
| VTX_10__x_coordinate(b->x);
struct vertex_texture * ct = &majora_texture[obj->triangle[i].c.texture];
io_registers.a.TEXCOORD = 0
| TEXCOORD__t_coordinate(v_to_t(ct->v, height))
| TEXCOORD__s_coordinate(u_to_s(ct->u, width));
struct vertex_normal * cn = &majora_normal[obj->triangle[i].c.normal];
io_registers.a.NORMAL = 0
| NORMAL__z_component(cn->z)
| NORMAL__y_component(cn->y)
| NORMAL__x_component(cn->x);
struct vertex_position * c = &majora_position[obj->triangle[i].c.position];
io_registers.a.VTX_10 = 0
| VTX_10__z_coordinate(c->z)
| VTX_10__y_coordinate(c->y)
| VTX_10__x_coordinate(c->x);
}
}
// end of triangles
io_registers.a.END_VTXS = 0;
// wait for the geometry engine
while (io_registers.a.GXSTAT & GXSTAT__geometry_engine_busy);
// wait for the end of the current frame
while (io_registers.a.VCOUNT != 262);
while (io_registers.a.VCOUNT == 262);
// swap buffers
io_registers.a.SWAP_BUFFERS = 0;
// increment theta once per frame
theta += 1;
if (theta >= 360 * 16) {
theta = 0;
}
}
}