Indentation errors
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -10,4 +10,5 @@ PSX.Dev-README.md
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.cache/
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.vscode/
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.editorconfig
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.clang-format
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compile_commands.json
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@@ -7,11 +7,11 @@
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namespace psxsplash {
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class GameObject final {
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class GameObject final {
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public:
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psyqo::Vec3 m_pos;
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psyqo::Angle m_rot[3];
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Mesh m_mesh;
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bool m_is_static;
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};
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}
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};
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} // namespace psxsplash
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10
src/main.cpp
10
src/main.cpp
@@ -24,17 +24,13 @@ class PSXSplash final : public psyqo::Application {
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class MainScene final : public psyqo::Scene {
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void frame() override;
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uint8_t m_anim = 0;
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bool m_direction = true;
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eastl::array<psxsplash::GameObject> objects;
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};
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PSXSplash psxSplash;
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MainScene mainScene;
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}
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} // namespace
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void PSXSplash::prepare() {
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psyqo::GPU::Configuration config;
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@@ -51,8 +47,6 @@ void PSXSplash::createScene() {
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pushScene(&mainScene);
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}
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void MainScene::frame() {
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psxSplash.m_renderer.render(objects);
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}
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void MainScene::frame() { psxSplash.m_renderer.render(objects); }
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int main() { return psxSplash.run(); }
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@@ -9,8 +9,8 @@ namespace psxsplash {
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class Tri final {
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public:
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psyqo::GTE::PackedVec3 v0,v1,v2;
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psyqo::GTE::PackedVec3 n0,n1,n2;
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psyqo::GTE::PackedVec3 v0, v1, v2;
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psyqo::GTE::PackedVec3 n0, n1, n2;
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psyqo::PrimPieces::UVCoords uvA, uvB;
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psyqo::PrimPieces::UVCoordsPadded uvC;
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psyqo::Color colorA, colorB, colorC;
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@@ -21,4 +21,4 @@ class Mesh final {
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Texture m_texture;
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eastl::array<Tri> m_polygons;
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};
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}
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} // namespace psxsplash
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@@ -11,13 +11,17 @@ void psxsplash::Renderer::initialize() {
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psyqo::GTE::clear<psyqo::GTE::Register::TRY, psyqo::GTE::Unsafe>();
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psyqo::GTE::clear<psyqo::GTE::Register::TRZ, psyqo::GTE::Unsafe>();
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psyqo::GTE::write<psyqo::GTE::Register::OFX, psyqo::GTE::Unsafe>(psyqo::FixedPoint<16>(160.0).raw());
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psyqo::GTE::write<psyqo::GTE::Register::OFY, psyqo::GTE::Unsafe>(psyqo::FixedPoint<16>(120.0).raw());
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psyqo::GTE::write<psyqo::GTE::Register::OFX, psyqo::GTE::Unsafe>(
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psyqo::FixedPoint<16>(160.0).raw());
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psyqo::GTE::write<psyqo::GTE::Register::OFY, psyqo::GTE::Unsafe>(
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psyqo::FixedPoint<16>(120.0).raw());
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psyqo::GTE::write<psyqo::GTE::Register::H, psyqo::GTE::Unsafe>(120);
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psyqo::GTE::write<psyqo::GTE::Register::ZSF3, psyqo::GTE::Unsafe>(ORDERING_TABLE_SIZE / 3);
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psyqo::GTE::write<psyqo::GTE::Register::ZSF4, psyqo::GTE::Unsafe>(ORDERING_TABLE_SIZE / 4);
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psyqo::GTE::write<psyqo::GTE::Register::ZSF3, psyqo::GTE::Unsafe>(
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ORDERING_TABLE_SIZE / 3);
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psyqo::GTE::write<psyqo::GTE::Register::ZSF4, psyqo::GTE::Unsafe>(
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ORDERING_TABLE_SIZE / 4);
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}
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void psxsplash::Renderer::render(eastl::array<GameObject> &objects) {
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@@ -58,7 +62,8 @@ void psxsplash::Renderer::render(eastl::array<GameObject> &objects) {
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psyqo::SoftMath::multiplyMatrix33(transform, rotZ, &transform);
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psyqo::GTE::writeUnsafe<psyqo::GTE::PseudoRegister::Rotation>(transform);
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psyqo::GTE::writeUnsafe<psyqo::GTE::PseudoRegister::Rotation>(
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transform);
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for (auto &tri : mesh.m_polygons) {
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@@ -86,8 +91,8 @@ void psxsplash::Renderer::render(eastl::array<GameObject> &objects) {
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psyqo::GTE::read<psyqo::GTE::Register::SXY1>(&projected[2].packed);
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psyqo::GTE::read<psyqo::GTE::Register::SXY2>(&projected[3].packed);
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auto &prim = balloc.allocate<
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psyqo::Fragments::SimpleFragment<psyqo::Prim::TexturedTriangle>>();
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auto &prim = balloc.allocate<psyqo::Fragments::SimpleFragment<
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psyqo::Prim::TexturedTriangle>>();
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prim.primitive.pointA = projected[0];
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prim.primitive.pointB = projected[1];
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@@ -2,12 +2,12 @@
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#include "EASTL/array.h"
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#include "gameobject.hh"
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#include "psyqo/bump-allocator.hh"
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#include "psyqo/fragments.hh"
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#include "psyqo/gpu.hh"
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#include "psyqo/ordering-table.hh"
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#include "psyqo/primitives/common.hh"
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#include "psyqo/primitives/misc.hh"
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#include "psyqo/bump-allocator.hh"
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#include "psyqo/trigonometry.hh"
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namespace psxsplash {
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@@ -16,7 +16,7 @@ class Renderer final {
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static constexpr size_t ORDERING_TABLE_SIZE = 1024;
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static constexpr size_t BUMP_ALLOCATOR_SIZE = 100000;
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psyqo::GPU& m_gpu;
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psyqo::GPU &m_gpu;
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psyqo::Trig<> m_trig;
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public:
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@@ -25,9 +25,9 @@ class Renderer final {
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psyqo::Color m_clearcolor = {.r = 63, .g = 63, .b = 63};
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psyqo::BumpAllocator<BUMP_ALLOCATOR_SIZE> m_ballocs[2];
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Renderer(psyqo::GPU& gpuInstance) : m_gpu(gpuInstance) {}
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Renderer(psyqo::GPU &gpuInstance) : m_gpu(gpuInstance) {}
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void initialize();
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void render(eastl::array<GameObject>& objects);
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void render(eastl::array<GameObject> &objects);
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};
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}
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} // namespace psxsplash
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@@ -11,4 +11,4 @@ class Texture final {
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psyqo::PrimPieces::TPageAttr m_tpage;
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uint8_t m_width, m_height;
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};
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}
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} // namespace psxsplash
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