source: soft/giet_vm/applications/raycast/main.c @ 792

Last change on this file since 792 was 683, checked in by guerin, 9 years ago

raycast: initial distributed implementation

The main task runs on processor (0,0,0). It manages game logic and
initialization, and participates in the rendering process.
The render task runs on all other processors. It tries to render a frame
slice when available, which is raycasting + pixel drawing for a pixel
column of the frame.

File size: 827 bytes
Line 
1#include "game.h"
2#include "disp.h"
3#include <stdio.h>
4#include <malloc.h>
5
6static volatile unsigned int    init_sync = 0;
7
8// Exported functions
9
10__attribute__((constructor)) void render()
11{
12    // Wait for main initialization
13    while (!init_sync);
14
15    Game *game = gameInstance();
16
17    // Render slices as soon as it's available
18    while (1) {
19        dispRenderSlice(game);
20    }
21}
22
23__attribute__((constructor)) void main()
24{
25    unsigned int w, h, p;
26    unsigned int i, j;
27
28    giet_tty_alloc(0);
29    giet_tty_printf("[RAYCAST] entering main()\n");
30
31    // Initialize heap for each cluster
32    giet_procs_number(&w, &h, &p);
33    for (i = 0; i < w; i++)
34        for (j = 0; j < h; j++)
35            heap_init(i, j);
36
37    // Initialize game
38    dispInit();
39
40    init_sync = 1;
41
42    while (1) {
43        gameRun();
44    }
45}
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