Converted all shaders to new Azur methodology
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c4ac50a79a
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1d7c044cd4
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@ -44,6 +44,11 @@ set(SOURCES
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src/utilities.cpp
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src/player.cpp
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src/level.cpp
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src/circle.cpp
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src/poly.cpp
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src/filledcircle.cpp
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src/filledpoly.cpp
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src/line.cpp
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# ...
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)
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# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
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@ -0,0 +1,27 @@
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#ifndef AZURSHADERS
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#define AZURSHADERS
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void azrp_shader_line_configure(void);
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void azrp_shader_circle_configure(void);
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void azrp_shader_filledcircle_configure(void);
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void azrp_shader_filledpoly_configure(void);
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void azrp_shader_poly_configure(void);
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/* azrp_line(): Draw a line with clipping to the screen resolution between point (x1,y1) and (x2,y2) */
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void azrp_line( int x1, int y1, int x2, int y2, uint16_t color );
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/* azrp_circle() : Draw a circle with clipping to the screen resolution with a center (xc,yc) and a radius rad */
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void azrp_circle( int xc, int yx, uint16_t rad, uint16_t color );
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/* azrp_filledcircle() : Draw a filled circle with clipping to the screen resolution with a center (xc,yc) and a radius rad */
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void azrp_filledcircle( int xc, int yx, uint16_t rad, uint16_t color );
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/* azrp_poly() : Draw a polygon with clipping*/
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void azrp_poly(int *x, int *y, int nb_vertices, uint16_t color);
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/* azrp_filledpoly() : Draw a filled polygon with clipping*/
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void azrp_filledpoly(int *x, int *y, int nb_vertices, uint16_t color);
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#endif
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@ -0,0 +1,147 @@
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#include <azur/gint/render.h>
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uint8_t AZRP_SHADER_CIRCLE = -1;
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static void azrp_shader_circle_configure(void)
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{
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azrp_set_uniforms(AZRP_SHADER_CIRCLE, (void *)azrp_width);
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}
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__attribute__((constructor))
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static void register_shader(void)
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{
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extern azrp_shader_t azrp_shader_circle;
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AZRP_SHADER_CIRCLE = azrp_register_shader(azrp_shader_circle, azrp_shader_circle_configure);
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}
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static int min(int x, int y)
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{
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return (x < y) ? x : y;
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}
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static int max(int x, int y)
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{
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return (x > y) ? x : y;
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}
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//---
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#define TABLE_WIDTH 256
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struct command {
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uint8_t shader_id;
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uint16_t color;
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uint8_t curr_frag;
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uint16_t NbPixels[14]; // Nunmber of pixels in each fragment
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uint16_t DataPixelsX[14*TABLE_WIDTH]; // 14 fragments each able to store as much pixels as width
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uint16_t DataPixelsY[14*TABLE_WIDTH]; // 14 fragments each able to store as much pixels as width
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};
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void AddPixelCircle( int16_t xp, int16_t yp, struct command *cmd )
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{
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if (xp >= 0 && xp < azrp_width && yp >= 0 && yp < azrp_height)
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{
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uint8_t cfrag = yp / azrp_frag_height;
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uint16_t nbpixinfrag = cmd->NbPixels[ cfrag ];
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uint16_t index = cfrag * TABLE_WIDTH + nbpixinfrag;
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cmd->DataPixelsX[ index ] = xp;
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cmd->DataPixelsY[ index ] = yp & 15;
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cmd->NbPixels[ cfrag ]++;
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}
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}
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void azrp_circle(int xc, int yc, uint16_t rad, uint16_t color)
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{
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prof_enter(azrp_perf_cmdgen);
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int xmin = xc - rad;
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int xmax = xc + rad;
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int ymin = yc - rad;
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int ymax = yc + rad;
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// The circle is fully outside the screen
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if ((xmax < 0) || (xmin >= azrp_width) || (ymax < 0) || (ymin >= azrp_height))
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{
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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int ytop = max( ymin, 0 );
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int ybot = min( ymax, azrp_height-1 );
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int frag_first = ytop / azrp_frag_height;
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int frag_last = ybot / azrp_frag_height;
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int frag_count = frag_last - frag_first + 1;
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struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
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if(!cmd) {
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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cmd->shader_id = AZRP_SHADER_CIRCLE;
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cmd->color = color;
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cmd->curr_frag = frag_first;
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// reset the point counters in each cell of the table
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for( int i = 0; i < 14; i++ )
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cmd->NbPixels[i]=0;
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int x = 0;
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int y = rad;
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int m = 5 - 4*rad;
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while (x <= y)
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{
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AddPixelCircle( xc+x, yc+y, cmd );
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AddPixelCircle( xc+y, yc+x, cmd );
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AddPixelCircle( xc-x, yc+y, cmd );
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AddPixelCircle( xc-y, yc+x, cmd );
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AddPixelCircle( xc+x, yc-y, cmd );
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AddPixelCircle( xc+y, yc-x, cmd );
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AddPixelCircle( xc-x, yc-y, cmd );
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AddPixelCircle( xc-y, yc-x, cmd );
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if (m > 0)
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{
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y--;
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m -= 8*y;
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}
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x++;
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m += 8*x + 4;
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}
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prof_leave(azrp_perf_cmdgen);
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}
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void azrp_shader_circle( void *uniforms, void *comnd, void *fragment )
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{
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struct command *cmd = (struct command *) comnd;
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uint16_t *frag = (uint16_t *) fragment;
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uint16_t *taille = (uint16_t *) cmd->NbPixels;
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uint16_t *DX = (uint16_t *) cmd->DataPixelsX;
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uint16_t *DY = (uint16_t *) cmd->DataPixelsY;
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uint16_t nbpix = taille[ cmd->curr_frag ];
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int BaseAdress = cmd->curr_frag * TABLE_WIDTH;
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for( int i = 0; i < nbpix; i++ )
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{
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uint16_t X = DX[ BaseAdress + i ];
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uint16_t Y = DY[ BaseAdress + i ];
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frag[ azrp_width * Y + X ] = cmd->color;
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}
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cmd->curr_frag++;
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}
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@ -0,0 +1,124 @@
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#include <azur/gint/render.h>
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uint8_t AZRP_SHADER_FILLEDCIRCLE = -1;
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static void azrp_shader_filledcircle_configure(void) {
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azrp_set_uniforms(AZRP_SHADER_FILLEDCIRCLE, (void *)azrp_width);
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}
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__attribute__((constructor)) static void register_shader(void) {
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extern azrp_shader_t azrp_shader_filledcircle;
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AZRP_SHADER_FILLEDCIRCLE = azrp_register_shader(azrp_shader_filledcircle, azrp_shader_filledcircle_configure);
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}
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static int min(int x, int y) { return (x < y) ? x : y; }
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static int max(int x, int y) { return (x > y) ? x : y; }
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//---
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#define TABLE_WIDTH
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struct command {
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uint8_t shader_id;
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uint16_t color;
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uint8_t curr_frag;
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int16_t DataFilling[2 * 224]; // Each line of the screen can have a xmin and
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// a xmax value
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};
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void AddPixelFilledCircle(int16_t xpmin, int16_t xpmax, int16_t yp,
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struct command *cmd) {
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if (yp >= 0 && yp < azrp_height) {
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if (xpmin >= 0)
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cmd->DataFilling[2 * yp] = xpmin;
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else
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cmd->DataFilling[2 * yp] = 0;
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if (xpmax < azrp_width)
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cmd->DataFilling[2 * yp + 1] = xpmax;
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else
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cmd->DataFilling[2 * yp + 1] = azrp_width - 1;
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}
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}
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void azrp_filledcircle(int xc, int yc, uint16_t rad, uint16_t color) {
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prof_enter(azrp_perf_cmdgen);
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int xmin = xc - rad;
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int xmax = xc + rad;
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int ymin = yc - rad;
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int ymax = yc + rad;
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// The circle is fully outside the screen
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if ((xmax < 0) || (xmin >= azrp_width) || (ymax < 0) ||
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(ymin >= azrp_height)) {
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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int ytop = max(ymin, 0);
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int ybot = min(ymax, azrp_height - 1);
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int frag_first = ytop / azrp_frag_height;
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int frag_last = ybot / azrp_frag_height;
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int frag_count = frag_last - frag_first + 1;
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struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
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if(!cmd) {
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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cmd->shader_id = AZRP_SHADER_FILLEDCIRCLE;
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cmd->color = color;
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cmd->curr_frag = frag_first;
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// reset the point counters in each cell of the table
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for (int i = 0; i < 224; i++) {
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cmd->DataFilling[2 * i] = -1; // reset with value equels -1
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cmd->DataFilling[2 * i + 1] = -1; // reset with value equals -1
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}
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int x = 0;
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int y = rad;
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int m = 5 - 4 * rad;
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while (x <= y) {
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AddPixelFilledCircle(xc - x, xc + x, yc - y, cmd);
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AddPixelFilledCircle(xc - y, xc + y, yc - x, cmd);
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AddPixelFilledCircle(xc - x, xc + x, yc + y, cmd);
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AddPixelFilledCircle(xc - y, xc + y, yc + x, cmd);
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if (m > 0) {
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y--;
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m -= 8 * y;
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}
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x++;
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m += 8 * x + 4;
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}
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prof_leave(azrp_perf_cmdgen);
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}
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void azrp_shader_filledcircle(void *uniforms, void *comnd, void *fragment) {
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struct command *cmd = (struct command *)comnd;
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uint16_t *frag = (uint16_t *)fragment;
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int16_t *data = (int16_t *)cmd->DataFilling;
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int BaseAdress = cmd->curr_frag * azrp_frag_height * 2;
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for (int i = 0; i < azrp_frag_height; i++) {
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int16_t Xmin = data[BaseAdress + 2 * i];
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int16_t Xmax = data[BaseAdress + 2 * i + 1];
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if (Xmin != -1 && Xmax != -1)
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for (int j = Xmin; j <= Xmax; j++)
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frag[azrp_width * i + j] = cmd->color;
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}
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cmd->curr_frag++;
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}
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@ -0,0 +1,171 @@
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#include <azur/gint/render.h>
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#include <cstdlib>
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uint8_t AZRP_SHADER_FILLEDPOLY = -1;
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static void azrp_shader_filledpoly_configure(void) {
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azrp_set_uniforms(AZRP_SHADER_FILLEDPOLY, (void *)azrp_width);
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}
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__attribute__((constructor)) static void register_shader(void) {
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extern azrp_shader_t azrp_shader_filledpoly;
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AZRP_SHADER_FILLEDPOLY = azrp_register_shader(azrp_shader_filledpoly, azrp_shader_filledpoly_configure);
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}
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static int min(int x, int y) { return (x < y) ? x : y; }
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static int max(int x, int y) { return (x > y) ? x : y; }
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//---
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#define TABLE_WIDTH
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struct command {
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uint8_t shader_id;
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uint16_t color;
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uint8_t curr_frag;
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int16_t xmin[224];
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int16_t xmax[224];
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uint8_t empty[224];
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};
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void AddPixelFilledPoly(int16_t xpmin, int16_t xpmax, int16_t yp,
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struct command *cmd) {
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if (yp >= 0 && yp < azrp_height) {
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if (xpmin >= 0)
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cmd->xmin[yp] = xpmin;
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else
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cmd->xmin[yp] = 0;
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if (xpmax < azrp_width)
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cmd->xmax[yp] = xpmax;
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else
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cmd->xmax[yp] = azrp_width - 1;
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}
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}
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void azrp_filledpoly(int *x, int *y, int nb_vertices, uint16_t color) {
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prof_enter(azrp_perf_cmdgen);
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int i, ymin, ymax, xmin2, xmax2, *xmin, *xmax;
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char *empty;
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if(nb_vertices < 3) {
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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ymin = ymax = y[0];
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xmin2 = xmax2 = x[0];
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for(i=0 ; i<nb_vertices ; i++) {
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if(y[i] < ymin) ymin = y[i];
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if(y[i] > ymax) ymax = y[i];
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if(x[i] < xmin2) xmin2 = x[i];
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if(x[i] > xmax2) xmax2 = x[i];
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}
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// The polygon is fully outside the screen
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if ((xmax2 < 0) || (xmin2 >= azrp_width) || (ymax < 0) ||
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(ymin >= azrp_height)) {
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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xmin = (int*) malloc((ymax-ymin+1)*sizeof(int));
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xmax = (int*) malloc((ymax-ymin+1)*sizeof(int));
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empty = (char*) malloc(ymax-ymin+1);
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int ytop = max(ymin, 0);
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int ybot = min(ymax, azrp_height - 1);
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int frag_first = ytop / azrp_frag_height;
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int frag_last = ybot / azrp_frag_height;
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int frag_count = frag_last - frag_first + 1;
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struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
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if(!cmd) {
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prof_leave(azrp_perf_cmdgen);
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return;
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}
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cmd->shader_id = AZRP_SHADER_FILLEDPOLY;
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cmd->color = color;
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cmd->curr_frag = frag_first;
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// reset the point counters in each cell of the table
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for (int i = 0; i < 224; i++) {
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cmd->xmin[i] = -1; // reset with value equels -1
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cmd->xmax[i] = -1; // reset with value equals -1
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}
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if(xmin && xmax && empty) {
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for(i=0 ; i<ymax-ymin+1 ; i++) empty[i] = 1;
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for(i=0 ; i<nb_vertices ; i++) {
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int j, px, py, dx, dy, sx, sy, cumul;
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px = x[i];
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py = y[i];
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dx = x[(i+1)%nb_vertices]-px;
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dy = y[(i+1)%nb_vertices]-py;
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sx = (dx > 0) ? 1 : -1;
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sy = (dy > 0) ? 1 : -1;
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dx = (dx > 0) ? dx : -dx;
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dy = (dy > 0) ? dy : -dy;
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if(empty[py-ymin]) xmax[py-ymin]=xmin[py-ymin]=px, empty[py-ymin]=0; else xmax[py-ymin]=px;
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if(dx > dy) {
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cumul = dx >> 1;
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for(j=1 ; j<dx ; j++) {
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px += sx;
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cumul += dy;
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if(cumul > dx) cumul -= dx, py += sy;
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if(empty[py-ymin]) xmax[py-ymin]=xmin[py-ymin]=px, empty[py-ymin]=0; else xmax[py-ymin]=px;
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}
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} else {
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cumul = dy >> 1;
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for(j=1 ; j<dy ; j++) {
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py += sy;
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cumul += dx;
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if(cumul > dy) cumul -= dy, px += sx;
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if(empty[py-ymin]) xmax[py-ymin]=xmin[py-ymin]=px, empty[py-ymin]=0; else xmax[py-ymin]=px;
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}
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}
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}
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for(i=0 ; i<ymax-ymin+1 ; i++)
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AddPixelFilledPoly(xmin[i], xmax[i], ymin+i, cmd);
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}
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free(xmin);
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free(xmax);
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free(empty);
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prof_leave(azrp_perf_cmdgen);
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}
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|
||||
void azrp_shader_filledpoly(void *uniforms, void *comnd, void *fragment) {
|
||||
struct command *cmd = (struct command *)comnd;
|
||||
uint16_t *frag = (uint16_t *)fragment;
|
||||
|
||||
int16_t *Xmindata = (int16_t *)cmd->xmin;
|
||||
int16_t *Xmaxdata = (int16_t *)cmd->xmax;
|
||||
|
||||
int BaseAdress = cmd->curr_frag * azrp_frag_height;
|
||||
|
||||
for (int i = 0; i < azrp_frag_height; i++)
|
||||
{
|
||||
int16_t Xmin = Xmindata[BaseAdress + i];
|
||||
int16_t Xmax = Xmaxdata[BaseAdress + i];
|
||||
|
||||
if (Xmin != -1 && Xmax != -1)
|
||||
{
|
||||
if (Xmin<=Xmax)
|
||||
for (int j = Xmin; j <= Xmax; j++) frag[azrp_width * i + j] = cmd->color;
|
||||
else
|
||||
for (int j = Xmax; j <= Xmin; j++) frag[azrp_width * i + j] = cmd->color;
|
||||
}
|
||||
}
|
||||
|
||||
cmd->curr_frag++;
|
||||
}
|
|
@ -5,6 +5,7 @@
|
|||
#include "player.h"
|
||||
#include <azur/azur.h>
|
||||
#include <azur/gint/render.h>
|
||||
#include "AzurShaders.h"
|
||||
|
||||
#include <num/num.h>
|
||||
|
||||
|
|
|
@ -0,0 +1,211 @@
|
|||
#include <azur/gint/render.h>
|
||||
|
||||
uint8_t AZRP_SHADER_LINE = -1;
|
||||
|
||||
|
||||
static void azrp_shader_line_configure(void)
|
||||
{
|
||||
azrp_set_uniforms(AZRP_SHADER_LINE, (void *)azrp_width);
|
||||
}
|
||||
|
||||
|
||||
__attribute__((constructor))
|
||||
static void register_shader(void)
|
||||
{
|
||||
extern azrp_shader_t azrp_shader_line;
|
||||
AZRP_SHADER_LINE = azrp_register_shader(azrp_shader_line, azrp_shader_line_configure );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---
|
||||
|
||||
struct command {
|
||||
uint8_t shader_id;
|
||||
uint16_t color;
|
||||
uint16_t curr_y;
|
||||
uint16_t curr_x;
|
||||
int16_t dx, dy, sx, sy;
|
||||
int16_t cumul;
|
||||
int16_t i;
|
||||
};
|
||||
|
||||
int ABS( int x1 )
|
||||
{
|
||||
if (x1 >= 0) return x1;
|
||||
else return (-1 * x1);
|
||||
}
|
||||
|
||||
int SGN( int x1 )
|
||||
{
|
||||
if (x1 > 0) return 1;
|
||||
else if (x1 == 0) return 0;
|
||||
else return -1;
|
||||
}
|
||||
|
||||
void azrp_line(int xA, int yA, int xB, int yB, uint16_t color)
|
||||
{
|
||||
prof_enter(azrp_perf_cmdgen);
|
||||
|
||||
//clipping algorithm as per "Another Simple but Faster Method for 2D Line Clipping"
|
||||
//from Dimitrios Matthes and Vasileios Drakopoulos
|
||||
//International Journal of Computer Graphics & Animation (IJCGA) Vol.9, No.1/2/3, July 2019
|
||||
|
||||
int xmin = 0;
|
||||
int xmax = azrp_width-1;
|
||||
int ymin = 0;
|
||||
int ymax = azrp_height-1;
|
||||
|
||||
//step 1 line are fully out of the screen
|
||||
if ((xA<xmin && xB<xmin) || (xA>xmax && xB>xmax) || (yA<ymin && yB<ymin) || (yA>ymax && yB>ymax)) {
|
||||
prof_leave(azrp_perf_cmdgen);
|
||||
return;
|
||||
}
|
||||
|
||||
int x1, x2, y1, y2;
|
||||
|
||||
// step 1.5 - specific to Azur fragment approach
|
||||
// we swap to always start with the point on top as the fragment are updated from top to bottom
|
||||
// (x1,y1) is the most top point and (x2,y2) is the most bottom point (rankig as per y values only
|
||||
if (yA <= yB) {
|
||||
x1 = xA; y1 = yA;
|
||||
x2 = xB; y2 = yB;
|
||||
}
|
||||
else {
|
||||
x1 = xB; y1 = yB;
|
||||
x2 = xA; y2 = yA;
|
||||
}
|
||||
|
||||
//step 2 line clipping within the box (xmin,ymin) --> (xmax,ymax)
|
||||
int x[2];
|
||||
int y[2];
|
||||
|
||||
x[0] = x1; x[1] = x2;
|
||||
y[0] = y1; y[1] = y2;
|
||||
|
||||
|
||||
for(int i=0; i<2; i++) {
|
||||
if (x[i] < xmin) {
|
||||
x[i] = xmin; y[i] = ((y2-y1) * (xmin-x1)) / (x2-x1) + y1;
|
||||
}
|
||||
else if (x[i] > xmax) {
|
||||
x[i] = xmax; y[i] = ((y2-y1) * (xmax-x1)) / (x2-x1) + y1;
|
||||
}
|
||||
|
||||
if (y[i] < ymin) {
|
||||
x[i] = ((x2-x1) * (ymin-y1)) / (y2-y1) + x1; y[i] = ymin;
|
||||
}
|
||||
else if (y[i] > ymax) {
|
||||
x[i] = ((x2-x1) * (ymax-y1)) / (y2-y1) + x1; y[i] = ymax;
|
||||
}
|
||||
}
|
||||
|
||||
if((x[0] < xmin && x[1] < xmin) || (x[0] > xmax && x[1] > xmax)) {
|
||||
prof_leave(azrp_perf_cmdgen);
|
||||
return;
|
||||
}
|
||||
|
||||
x1 = x[0];
|
||||
y1 = y[0];
|
||||
x2 = x[1];
|
||||
y2 = y[1];
|
||||
|
||||
int frag_first = y1 / azrp_frag_height;
|
||||
int frag_last = y2 / azrp_frag_height;
|
||||
int frag_count = frag_last - frag_first + 1;
|
||||
|
||||
|
||||
struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
|
||||
if(!cmd) {
|
||||
prof_leave(azrp_perf_cmdgen);
|
||||
return;
|
||||
}
|
||||
|
||||
cmd->shader_id = AZRP_SHADER_LINE;
|
||||
cmd->color = color;
|
||||
|
||||
cmd->curr_x = x1;
|
||||
cmd->curr_y = y1 & 15;
|
||||
|
||||
cmd->dx = ABS(x2-x1);
|
||||
cmd->sx = SGN(x2-x1);
|
||||
|
||||
cmd->dy = ABS(y2-y1);
|
||||
cmd->sy = SGN(y2-y1);
|
||||
|
||||
cmd->i = 0;
|
||||
cmd->cumul = (cmd->dx >= cmd->dy) ? cmd->dx/2 : cmd->dy/2;
|
||||
|
||||
prof_leave(azrp_perf_cmdgen);
|
||||
}
|
||||
|
||||
void azrp_shader_line( void *uniforms, void *comnd, void *fragment )
|
||||
{
|
||||
struct command *cmd = (struct command *) comnd;
|
||||
uint16_t *frag = (uint16_t *) fragment;
|
||||
|
||||
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
|
||||
|
||||
int i;
|
||||
|
||||
if (cmd->dy == 0)
|
||||
{
|
||||
for( i = cmd->i; i < cmd->dx ; i++ )
|
||||
{
|
||||
cmd->curr_x += cmd->sx;
|
||||
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
|
||||
}
|
||||
}
|
||||
else if (cmd->dx == 0)
|
||||
{
|
||||
for( i = cmd->i; i < cmd->dy ; i++ )
|
||||
{
|
||||
cmd->curr_y += cmd->sy;
|
||||
|
||||
// if curr_y=16, this means we are changing to next fragment
|
||||
if (cmd->curr_y == azrp_frag_height) break;
|
||||
|
||||
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
|
||||
}
|
||||
}
|
||||
else if (cmd->dx >= cmd->dy)
|
||||
{
|
||||
for( i = cmd->i; i < cmd->dx; i++ )
|
||||
{
|
||||
cmd->curr_x += cmd->sx;
|
||||
cmd->cumul += cmd->dy;
|
||||
if (cmd->cumul > cmd->dx)
|
||||
{
|
||||
cmd->cumul -= cmd->dx;
|
||||
cmd->curr_y += cmd->sy;
|
||||
}
|
||||
// if curr_y=16, this means we are changing to next fragment
|
||||
if (cmd->curr_y == azrp_frag_height ) break;
|
||||
|
||||
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for( i = cmd->i; i < cmd->dy; i++ )
|
||||
{
|
||||
cmd->curr_y += cmd->sy;
|
||||
cmd->cumul += cmd->dx;
|
||||
if (cmd->cumul > cmd->dy)
|
||||
{
|
||||
cmd->cumul -= cmd->dy;
|
||||
cmd->curr_x += cmd->sx;
|
||||
}
|
||||
|
||||
// if curr_y=16, this means we are changing to next fragment
|
||||
if (cmd->curr_y == azrp_frag_height) break;
|
||||
|
||||
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
|
||||
}
|
||||
}
|
||||
|
||||
cmd->curr_y = cmd->curr_y & 15;
|
||||
|
||||
cmd->i = i+1;
|
||||
}
|
27
src/main.cpp
27
src/main.cpp
|
@ -2,6 +2,8 @@
|
|||
#include "parameters.h"
|
||||
|
||||
#include <azur/azur.h>
|
||||
#include "AzurShaders.h"
|
||||
|
||||
#include <azur/gint/render.h>
|
||||
#include <gint/drivers/r61524.h>
|
||||
#include <gint/rtc.h>
|
||||
|
@ -9,8 +11,11 @@
|
|||
#include <gint/clock.h>
|
||||
#include <gint/kmalloc.h>
|
||||
|
||||
#if !(CALCEMU)
|
||||
#include <gint/usb-ff-bulk.h>
|
||||
#include <gint/usb.h>
|
||||
#endif
|
||||
|
||||
#include <libprof.h>
|
||||
|
||||
#include <cstdint>
|
||||
|
@ -70,6 +75,7 @@ static void hook_prefrag(int id, void *fragment, int size) {
|
|||
if (!screenshot && !record)
|
||||
return;
|
||||
|
||||
#if !(CALCEMU)
|
||||
/* Screenshot takes precedence */
|
||||
char const *type = screenshot ? "image" : "video";
|
||||
|
||||
|
@ -95,6 +101,7 @@ static void hook_prefrag(int id, void *fragment, int size) {
|
|||
usb_commit_sync(pipe);
|
||||
screenshot = false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
static void update(float dt) {
|
||||
|
@ -147,6 +154,7 @@ static void get_inputs(float dt) {
|
|||
};
|
||||
|
||||
#if (DEBUG_MODE)
|
||||
#if !(CALCEMU)
|
||||
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
|
||||
MyKeyboard.IsKeyPressedEvent(MYKEY_7) && usb_is_open()) {
|
||||
screenshot = true;
|
||||
|
@ -159,6 +167,7 @@ static void get_inputs(float dt) {
|
|||
MyKeyboard.IsKeyPressedEvent(MYKEY_9) && usb_is_open()) {
|
||||
record = false;
|
||||
};
|
||||
#endif
|
||||
|
||||
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
|
||||
MyKeyboard.IsKeyPressedEvent(MYKEY_VARS)) {
|
||||
|
@ -306,17 +315,12 @@ int main(void) {
|
|||
|
||||
azrp_config_scale(SCALE_PIXEL);
|
||||
|
||||
azrp_shader_clear_configure();
|
||||
azrp_shader_image_rgb16_configure();
|
||||
azrp_shader_image_p8_configure();
|
||||
azrp_shader_image_p4_configure();
|
||||
azrp_shader_line_configure();
|
||||
azrp_shader_circle_configure();
|
||||
|
||||
azrp_hook_set_prefrag(hook_prefrag);
|
||||
|
||||
#if !(CALCEMU)
|
||||
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
|
||||
usb_open(interfaces, GINT_CALL_NULL);
|
||||
#endif
|
||||
|
||||
// MyLevel.ChangeMap(2, &MyPlayer);
|
||||
|
||||
|
@ -353,14 +357,8 @@ int main(void) {
|
|||
|
||||
render();
|
||||
|
||||
azrp_filledcircle((int)MyPlayer.nextx, (int)MyPlayer.nexty, 24, C_GREEN);
|
||||
azrp_filledcircle((int)MyPlayer.currx, (int)MyPlayer.curry, 16, C_BLUE);
|
||||
azrp_filledcircle((int)MyPlayer.currx, (int)MyPlayer.curry, 8, C_RED);
|
||||
|
||||
|
||||
azrp_filledpoly( pointX, pointY, 4, C_RED );
|
||||
azrp_poly( pointX, pointY, 4, C_WHITE );
|
||||
|
||||
azrp_line((int)MyPlayer.currx - 3, (int)MyPlayer.curry,
|
||||
(int)MyPlayer.currx + 3, (int)MyPlayer.curry, C_GREEN);
|
||||
azrp_line((int)MyPlayer.currx, (int)MyPlayer.curry - 3,
|
||||
|
@ -382,7 +380,10 @@ int main(void) {
|
|||
} while (exitToOS == false);
|
||||
|
||||
prof_quit();
|
||||
|
||||
#if !(CALCEMU)
|
||||
usb_close();
|
||||
#endif
|
||||
|
||||
FreeMoreRAM();
|
||||
|
||||
|
|
|
@ -5,5 +5,6 @@
|
|||
#define DEBUG_MODE 1
|
||||
#define BIAS 1
|
||||
#define NOBIAS (1-BIAS)
|
||||
#define CALCEMU 1
|
||||
|
||||
#endif
|
|
@ -0,0 +1,16 @@
|
|||
#include <azur/gint/render.h>
|
||||
#include "AzurShaders.h"
|
||||
|
||||
void azrp_poly(int *x, int *y, int nb_vertices, uint16_t color) {
|
||||
prof_enter(azrp_perf_cmdgen);
|
||||
|
||||
for( int i=0 ; i<nb_vertices ; i++) {
|
||||
int px = x[i];
|
||||
int py = y[i];
|
||||
int px2 = x[(i+1)%nb_vertices];
|
||||
int py2 = y[(i+1)%nb_vertices];
|
||||
azrp_line( px, py, px2, py2, color );
|
||||
}
|
||||
|
||||
prof_leave(azrp_perf_cmdgen);
|
||||
}
|
Loading…
Reference in New Issue