1 | #include "game.h" |
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2 | #include "disp.h" |
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3 | #include <stdio.h> |
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4 | #include <malloc.h> |
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5 | #include <user_lock.h> |
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6 | |
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7 | /////////////////////// |
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8 | // Global variables |
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9 | /////////////////////// |
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10 | |
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11 | unsigned char* buf[2]; // one image per buffer |
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12 | void * sts[2]; // for fbf_cma |
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13 | unsigned int cur_buf; // current buffer |
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14 | volatile unsigned int slice_x; // slice index (shared) |
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15 | volatile unsigned int slice_count; // slice count (shared) |
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16 | sqt_lock_t slice_get_lock; // slice index lock |
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17 | sqt_lock_t slice_done_lock; // slice index lock |
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18 | pthread_t trdid[1024]; // thread identifiers array |
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19 | Game game; // Game state |
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20 | unsigned int fbuf_x_size; // FBF width |
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21 | unsigned int fbuf_y_size; // FBF height |
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22 | |
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23 | // Textures |
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24 | unsigned char* g_tex[] = |
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25 | { |
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26 | NULL, // 0 |
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27 | NULL, // rock |
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28 | NULL, // door |
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29 | NULL, // handle |
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30 | NULL, // wood |
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31 | }; |
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32 | |
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33 | ////////////////////////// |
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34 | // Exported functions |
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35 | ////////////////////////// |
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36 | |
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37 | ////////////////////////////////////////// |
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38 | __attribute__((constructor)) void render() |
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39 | { |
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40 | unsigned int slice; |
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41 | |
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42 | while ( game.exit == 0 ) |
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43 | { |
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44 | dispRenderSlice( &slice ); |
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45 | } |
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46 | giet_pthread_exit( NULL ); |
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47 | } |
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48 | |
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49 | //////////////////////////////////////// |
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50 | __attribute__((constructor)) void main() |
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51 | { |
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52 | unsigned int w, h, p; // platform parameters |
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53 | |
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54 | unsigned int i, j, n; // indexes for loops |
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55 | |
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56 | // get private TTY |
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57 | giet_tty_alloc(0); |
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58 | |
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59 | giet_tty_printf("\n[RAYCAST] enters main at cycle %d\n", |
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60 | giet_proctime() ); |
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61 | |
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62 | // get and check platform parameters |
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63 | giet_procs_number(&w, &h, &p); |
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64 | |
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65 | giet_pthread_assert( (w<=16) , "[RAYCAST ERROR] check hardware config" ); |
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66 | giet_pthread_assert( (h<=16) , "[RAYCAST ERROR] check hardware config" ); |
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67 | giet_pthread_assert( (p<= 4) , "[RAYCAST ERROR] check hardware config" ); |
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68 | |
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69 | // check frame buffer availability |
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70 | giet_fbf_size( &fbuf_x_size , &fbuf_y_size ); |
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71 | giet_pthread_assert( ((fbuf_x_size) && (fbuf_y_size)) , |
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72 | "[RAYCAST ERROR] no frame buffer available" ); |
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73 | |
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74 | // compute total number of threads |
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75 | unsigned int nthreads = w * h * p; |
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76 | |
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77 | // Initialize heap for each cluster |
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78 | for (i = 0; i < w; i++) |
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79 | for (j = 0; j < h; j++) |
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80 | heap_init(i, j); |
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81 | |
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82 | // Initialize lock protecting slice allocator |
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83 | sqt_lock_init( &slice_get_lock, w , h , p ); |
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84 | sqt_lock_init( &slice_done_lock, w , h , p ); |
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85 | |
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86 | // Allocate buffers |
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87 | buf[0] = malloc(FBUF_X_SIZE * FBUF_Y_SIZE); |
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88 | buf[1] = malloc(FBUF_X_SIZE * FBUF_Y_SIZE); |
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89 | sts[0] = malloc(64); |
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90 | sts[1] = malloc(64); |
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91 | |
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92 | // Initialize frame buffer and start Chained buffer DMA |
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93 | giet_fbf_alloc(); |
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94 | giet_fbf_cma_alloc(); |
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95 | giet_fbf_cma_init_buf(buf[0], buf[1], sts[0], sts[1]); |
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96 | giet_fbf_cma_start(FBUF_X_SIZE * FBUF_Y_SIZE); |
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97 | cur_buf = 0; |
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98 | |
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99 | // Load textures |
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100 | g_tex[1] = dispLoadTexture("misc/rock_32.raw"); |
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101 | g_tex[2] = dispLoadTexture("misc/door_32.raw"); |
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102 | g_tex[3] = dispLoadTexture("misc/handle_32.raw"); |
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103 | g_tex[4] = dispLoadTexture("misc/wood_32.raw"); |
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104 | |
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105 | // Initialise game |
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106 | gameInit(); |
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107 | |
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108 | giet_tty_printf("\n[RAYCAST] initialisation completed at cycle %d\n", |
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109 | giet_proctime() ); |
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110 | |
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111 | // launch other threads to speed render |
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112 | for ( n = 1 ; n < nthreads ; n++ ) |
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113 | { |
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114 | if ( giet_pthread_create( &trdid[n], |
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115 | NULL, // no attribute |
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116 | &render, |
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117 | NULL ) ) // no argument |
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118 | { |
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119 | giet_tty_printf("\n[RAYCAST ERROR] creating thread %d\n", n ); |
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120 | giet_pthread_exit( NULL ); |
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121 | } |
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122 | } |
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123 | |
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124 | |
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125 | |
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126 | // Game main loop : display one frame |
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127 | // and get one player move per iteration |
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128 | while ( game.exit == 0 ) |
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129 | { |
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130 | // initialise synchronisation variables |
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131 | // this actually allows the render threads to make useful work |
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132 | slice_count = 0; |
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133 | slice_x = 0; |
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134 | |
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135 | // contribute to build current buffer |
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136 | unsigned int slice; |
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137 | while ( dispRenderSlice( &slice ) ); |
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138 | |
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139 | // Wait last slice completion |
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140 | while (slice_count < FBUF_X_SIZE) giet_tty_printf(" "); |
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141 | |
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142 | // Flip buffer |
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143 | giet_fbf_cma_display(cur_buf); |
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144 | cur_buf = 1 - cur_buf; |
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145 | |
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146 | // get new player position [x,y,dir] |
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147 | gameControl(); |
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148 | } |
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149 | |
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150 | giet_pthread_exit( NULL ); |
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151 | |
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152 | } // end main() |
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