BosonX/src/main.cpp

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#include "level.h"
#include "generator.h"
#include "render.h"
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#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/timer.h>
#include <azur/gint/render.h>
#include <gint/drivers/r61524.h>
#include <fxlibc/printf.h>
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int main(void)
{
__printf_enable_fp();
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prof_init();
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azrp_config_scale(1);
azrp_shader_clear_configure();
// azrp_shader_image_rgb16_configure();
// azrp_shader_image_p8_configure();
// azrp_shader_image_p4_configure();
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azrp_shader_triangle_configure();
level_t level = level_create(1);
/* int volatile need_frame = 1;
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int timer = timer_configure(TIMER_ANY, 33000, GINT_CALL_SET(&need_frame));
timer_start(timer);
float t = 0.0; */
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bool game_run = true;
while(game_run) {
/* float dt = 1.0 / 30;
t += dt; */
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level_update(&level);
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// TODO: display
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azrp_perf_clear();
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azrp_clear(C_WHITE);
// dclear(C_WHITE);
struct camera camera;
camera.pos = vec3(0, RENDER_CAMERA_DEPTH, 0);
vec2 screen_size(DWIDTH, DHEIGHT);
for(int i = 0; i < PLATFORM_COUNT; i++) {
int gray = i * 31 / PLATFORM_COUNT;
int color = C_RGB(gray, gray, gray);
struct prect p = render_platform_position(i, num(3.0));
camera_project_prect(&camera, &p, screen_size);
render_triangle(&p.nl, &p.fr, &p.fl, color);
render_triangle(&p.fr, &p.nl, &p.nr, color);
/* dprint(4, i*14+4, C_BLACK,
"%d (%d): nl=%d/%d nr=%d/%d z=%d|%d",
i, gray,
(int)p.nl.x, (int)p.nl.y,
(int)p.nr.x, (int)p.nr.y,
(int)p.nl.z, (int)p.fl.z);
extern float get_near_plane(void);
dprint(4, 180, C_BLACK, "FOV=%g", get_near_plane()); */
}
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azrp_update();
// dupdate();
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drect(0, DHEIGHT-20, DWIDTH-1, DHEIGHT-1, C_WHITE);
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dprint(1, 210, C_BLACK, "cmdgen:%03dus sort:%03dus render:%4d+%4dus",
prof_time(azrp_perf_cmdgen),
prof_time(azrp_perf_sort),
prof_time(azrp_perf_render) - prof_time(azrp_perf_r61524),
prof_time(azrp_perf_r61524));
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r61524_display(gint_vram, DHEIGHT-20, 20, R61524_DMA_WAIT);
// level_display(&level);
key_event_t ev;
while((ev = pollevent()).type != KEYEV_NONE) {
if(ev.type == KEYEV_UP)
continue;
if(ev.key == KEY_EXIT || ev.key == KEY_MENU)
game_run = false;
if(ev.key == KEY_EXE)
level_advance(&level);
if(ev.key == KEY_F1)
level = level_create(1);
if(ev.key == KEY_F2)
level = level_create(2);
if(ev.key == KEY_F3)
level = level_create(3);
}
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}
// timer_stop(timer);
return 0;
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}