rust: Add voxel rendering demo

This commit is contained in:
Wladimir J. van der Laan 2020-01-11 19:56:31 +00:00
parent d128fdd4a8
commit e85a074309
10 changed files with 368 additions and 0 deletions

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@ -235,6 +235,13 @@ Experiments with `embedded-graphics` crate.
[README](rust/embgfx/README.md)
rust/voxel
-------------
Old-school voxel-based landscape renderer.
[README](rust/voxel/README.md)
ROM re'ing
===========

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@ -15,6 +15,7 @@ members = [
"sdlcd",
"interrupt",
"embgfx",
"voxel",
]
[patch.crates-io]

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rust/voxel/.gitignore vendored Normal file
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/target
**/*.rs.bk

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rust/voxel/Cargo.toml Normal file
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[package]
name = "voxel"
version = "0.1.0"
authors = ["W.J. van der Laan <laanwj@protonmail.com>"]
edition = "2018"
[dependencies]
riscv-rt = "0.6"
k210-hal = "0.2.0"
riscv = "0.5"
k210-shared = { path = "../k210-shared" }
libm = "0.1"

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rust/voxel/README.md Normal file
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# `voxel`
Voxel-based landscape rendering.
Inspired by thie tweet: https://twitter.com/pimoroni/status/1215944540147851264
Based on Sebastian Macke's excellent examples in https://github.com/s-macke/VoxelSpace

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rust/voxel/data/map1.dat Normal file

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rust/voxel/data/map15.dat Normal file

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rust/voxel/scripts/convert.py Executable file
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#!/usr/bin/env python3
'''
Convert map from set of PNG files to native format
for inclusion.
Example maps can be found here:
https://github.com/s-macke/VoxelSpace/tree/master/maps
'''
import sys
from PIL import Image
import struct
def rgb565(r, g, b):
'''Truncate RGB888 color to RGB565'''
return (((r) >> 3) << 11) | (((g) >> 2) << 5) | ((b) >> 3)
def convert_palette(pal):
'''Convert 8-bit indexed image palette to RGB565'''
return [rgb565(pal[i*3+0], pal[i*3+1], pal[i*3+2]) for i in range(256)]
color_fname = sys.argv[1]
depth_fname = sys.argv[2]
out_fname = sys.argv[3]
color_img = Image.open(color_fname)
depth_img = Image.open(depth_fname)
assert(color_img.size == (1024,1024))
assert(depth_img.size == (1024,1024))
assert(color_img.getbands() == ('P',))
assert(len(color_img.getpalette()) == 768)
assert(depth_img.getbands() == ('L',))
# downsample
delta = 4
size_out = (color_img.size[0] // delta, color_img.size[1] // delta)
out = []
out += convert_palette(color_img.getpalette())
for y in range(0, size_out[1]):
for x in range(0, size_out[0]):
pos = (x * delta, y * delta)
val = color_img.getpixel(pos) | (depth_img.getpixel(pos) << 8)
out.append(val)
with open(out_fname, 'wb') as f:
for val in out:
f.write(struct.pack('<H', val))

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rust/voxel/src/main.rs Normal file
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/*! Voxel renderer.
* Based on Sebastian Macke's excellent examples in https://github.com/s-macke/VoxelSpace
*/
#![no_std]
#![no_main]
use libm::F32Ext;
use k210_hal::prelude::*;
use k210_hal::stdout::Stdout;
use k210_hal::Peripherals;
use k210_shared::board::def::{io, DISP_HEIGHT, DISP_PIXELS, DISP_WIDTH};
use k210_shared::board::lcd::{self, LCD, LCDHL};
use k210_shared::board::lcd_colors;
use k210_shared::board::lcd_render::ScreenImage;
use k210_shared::soc::dmac::{dma_channel, DMACExt};
use k210_shared::soc::fpioa;
use k210_shared::soc::sleep::usleep;
use k210_shared::soc::spi::SPIExt;
use k210_shared::soc::sysctl;
use riscv_rt::entry;
mod map_data;
/** Euclidian modulus. */
pub fn mod_euc(a: i32, b: i32) -> i32 {
let r = a % b;
if r < 0 {
r + b
} else {
r
}
}
/** Minimum of two f32 values. */
#[allow(dead_code)]
fn fmin(a: f32, b: f32) -> f32 {
if a < b {
a
} else {
b
}
}
/** Maximum of two f32 values. */
fn fmax(a: f32, b: f32) -> f32 {
if a > b {
a
} else {
b
}
}
/** Connect pins to internal functions */
fn io_mux_init() {
/* Init SPI IO map and function settings */
fpioa::set_function(io::LCD_RST, fpioa::function::gpiohs(lcd::RST_GPIONUM));
fpioa::set_io_pull(io::LCD_RST, fpioa::pull::DOWN); // outputs must be pull-down
fpioa::set_function(io::LCD_DC, fpioa::function::gpiohs(lcd::DCX_GPIONUM));
fpioa::set_io_pull(io::LCD_DC, fpioa::pull::DOWN);
fpioa::set_function(io::LCD_CS, fpioa::function::SPI0_SS3);
fpioa::set_function(io::LCD_WR, fpioa::function::SPI0_SCLK);
sysctl::set_spi0_dvp_data(true);
}
/** Set correct voltage for pins */
fn io_set_power() {
/* Set dvp and spi pin to 1.8V */
sysctl::set_power_mode(sysctl::power_bank::BANK6, sysctl::io_power_mode::V18);
sysctl::set_power_mode(sysctl::power_bank::BANK7, sysctl::io_power_mode::V18);
}
/** R5G6B65 color value. */
pub type Color = u16;
/** In-memory voxel map. */
struct VoxelMap {
pub width: u32,
pub height: u32,
pub palette: &'static [u16],
pub data: &'static [u16],
}
impl VoxelMap {
/** Input consists of a 8-bit palette (256 * u16 R5G6B5) followed by two raw interleaved images of size width
* by height (width * height * D8P8), as generated by the "convert.py" conversion script.
*/
pub fn new(width: u32, height: u32, data: &'static [u8]) -> Self {
let data =
unsafe { core::slice::from_raw_parts_mut(data.as_ptr() as *mut u16, data.len() / 2) };
Self {
width,
height,
palette: &data[0..256],
data: &data[256..],
}
}
/** Sample color and depth at coordinates x,y
* - wrap around repeat x and y
*/
pub fn sample(&self, x: f32, y: f32) -> (Color, u8) {
// Get into 0..width / height range
// TODO: this doesn't work due to lack of fmodf on the platform
// let x = x % (self.width as f32);
// let y = y % (self.height as f32);
let x = mod_euc(x as i32, self.width as i32);
let y = mod_euc(y as i32, self.height as i32);
// Unpack value
let ofs = y as usize * (self.width as usize) + x as usize;
let val = self.data[ofs];
(self.palette[(val & 0xff) as usize], (val >> 8) as u8)
}
}
/** Display image in directly DMA'able u32 per two pixels
* format.
*/
struct Display {
pub data: ScreenImage,
}
/** Target for voxel-based rendering. This needs only one operation: draw
* a vertical line.
*/
trait VoxelTarget {
/** Draw a vertical line at x coordinate `cx`, from y coordinate `cy1` to `cy2`. */
fn dvline(&mut self, cx: i32, cy1: i32, cy2: i32, color: Color);
}
impl Display {
pub fn new() -> Self {
Self {
data: [0; DISP_PIXELS / 2],
}
}
/** Image data as mutable [u16] for internal drawing use. */
fn data(&mut self) -> &mut [u16] {
unsafe { core::slice::from_raw_parts_mut(self.data.as_ptr() as *mut u16, DISP_PIXELS) }
}
}
impl VoxelTarget for Display {
/** Draw a vertical line at x coordinate `cx`, from y coordinate `cy1` to `cy2`. */
fn dvline(&mut self, cx: i32, cy1: i32, cy2: i32, color: Color) {
let data = self.data();
if cx < 0 || cx >= (DISP_WIDTH as i32) {
return;
}
let xofs = (cx ^ 1) as usize;
for y in cy1..cy2 {
if y >= 0 && y < (DISP_HEIGHT as i32) {
data[(y as usize) * (DISP_WIDTH as usize) + xofs] = color;
}
}
}
}
#[entry]
fn main() -> ! {
let p = Peripherals::take().unwrap();
sysctl::pll_set_freq(sysctl::pll::PLL0, 800_000_000).unwrap();
sysctl::pll_set_freq(sysctl::pll::PLL1, 300_000_000).unwrap();
sysctl::pll_set_freq(sysctl::pll::PLL2, 45_158_400).unwrap();
let clocks = k210_hal::clock::Clocks::new();
usleep(200000);
// Configure UART
let serial = p
.UARTHS
.configure((p.pins.pin5, p.pins.pin4), 115_200.bps(), &clocks);
let (mut tx, _) = serial.split();
let mut stdout = Stdout(&mut tx);
io_mux_init();
io_set_power();
writeln!(stdout, "Init DMAC").unwrap();
let dmac = p.DMAC.configure();
let chan = dma_channel::CHANNEL0;
writeln!(
stdout,
"DMAC: id 0x{:x} version 0x{:x} AXI ID 0x{:x}",
dmac.read_id(),
dmac.read_version(),
dmac.read_channel_id(chan)
)
.unwrap();
let map = VoxelMap::new(map_data::WIDTH, map_data::HEIGHT, map_data::VOXEL_MAP);
let spi = p.SPI0.constrain();
let mut lcd = LCD::new(spi, &dmac, chan);
lcd.init();
lcd.set_direction(lcd::direction::YX_LRUD);
lcd.clear(lcd_colors::PURPLE);
// Some renderer constants:
let sky_color = lcd_colors::rgb565(50, 100, 200); // Color of sky
let horizon = (DISP_HEIGHT / 2) as f32; // y coordinate of horizon on screen
let scale_height = 50.0; // Scaling factor for mountain heights
let distance = 256; // Rendering distance
writeln!(stdout, "First frame").unwrap();
let mut disp = Display::new();
// "Player" position
let mut p = (0.0, 0.0);
// "Player" rotation
let mut phi = 0.0f32;
loop {
// Orientation to variables for 2D rotation matrix.
let sinphi = phi.sin();
let cosphi = phi.cos();
// Derive current player height from landscape height at the current
// position.
// XXX: it'd be nice to apply some kind of low-pass filter here
// to prevent ugly sudden jumps, while not lying into mountains.
let (_, p_depth) = map.sample(p.0, p.1);
let height = fmax(p_depth as f32 + 20.0, 50.0);
// Render landscape!
let mut ybuffer = [DISP_HEIGHT as i32; DISP_WIDTH as usize];
for z in 1..distance {
// Compute both end-points of (rotated) line segment
// that represents this horizontal display line on map.
let z = z as f32;
let mut pleft = (
(-cosphi * z - sinphi * z) + p.0,
(sinphi * z - cosphi * z) + p.1,
);
let pright = (
(cosphi * z - sinphi * z) + p.0,
(-sinphi * z - cosphi * z) + p.1,
);
// Compute step taken on map for each pixel in the x direction.
let delta = (
(pright.0 - pleft.0) / DISP_WIDTH as f32,
(pright.1 - pleft.1) / DISP_WIDTH as f32,
);
// Perspective scaling for this distance, given height scaling.
let rscale = scale_height / z;
// Traverse the line segment
for i in 0..DISP_WIDTH as i32 {
let (color, depth) = map.sample(pleft.0, pleft.1);
// Perform perspective projection for height on screen, taking into account
// player height and horizon.
let height_on_screen = (height - depth as f32) * rscale + horizon;
let height_on_screen = height_on_screen as i32;
// Clamp against y-buffer to make sure more distant landscape doesn't
// render over closer parts that have already been drawn.
if height_on_screen < ybuffer[i as usize] {
disp.dvline(i, height_on_screen, ybuffer[i as usize], color);
ybuffer[i as usize] = height_on_screen;
}
// Advance.
pleft.0 += delta.0;
pleft.1 += delta.1;
}
}
// Fill the remainder of the display with the sky color.
for i in 0..DISP_WIDTH as i32 {
disp.dvline(i, 0, ybuffer[i as usize], sky_color);
}
lcd.draw_picture(0, 0, DISP_WIDTH, DISP_HEIGHT, &disp.data);
p.1 -= 1.0;
phi += 0.005;
}
}

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/** Align an array of bytes to a specified alignment. This struct is generic in Bytes to admit unsizing coercions.
* See: https://users.rust-lang.org/t/can-i-conveniently-compile-bytes-into-a-rust-program-with-a-specific-alignment/24049
*/
#[repr(C)] // guarantee 'bytes' comes after '_align'
struct AlignedTo<Align, Bytes: ?Sized> {
_align: [Align; 0],
bytes: Bytes,
}
/** Dummy static used to create aligned data. */
static ALIGNED: &'static AlignedTo<u16, [u8]> = &AlignedTo {
_align: [],
bytes: *include_bytes!("../data/map15.dat"),
};
pub static WIDTH: u32 = 256;
pub static HEIGHT: u32 = 256;
pub static VOXEL_MAP: &'static [u8] = &ALIGNED.bytes;