Drop the serial tracing from startup, the render thread and the pre-render loop.
94 lines
3.4 KiB
Plaintext
94 lines
3.4 KiB
Plaintext
import vpsdk.window as window
|
|
import vpsdk.process as process
|
|
import vpsdk.vpui as vpui
|
|
import string
|
|
from stdint import *
|
|
import gfx
|
|
|
|
define SCENE_W = 640
|
|
define SCENE_H = 360
|
|
|
|
_zbuf_mem: [SCENE_W * SCENE_H * 8]uint8 = []
|
|
_fb_mem: [SCENE_W * SCENE_H]uint32 = []
|
|
|
|
_root_ptr: vpui.Tk*
|
|
_canvas_ptr: vpui.FBCanvas*
|
|
_s3d_ptr: gfx.Scene3D*
|
|
_time_val: float = float(0.0)
|
|
# 渲染线程的 tid / 已退出标记:主线程必须等它退完才能 process.exit。
|
|
# 主线程栈上有 root/canvas/s3d,渲染线程还在引用;process.exit 会立刻回收主线程用户栈,
|
|
# 先退主线程 ⇒ 渲染线程在已解映射的栈上取数 ⇒ #PF。
|
|
_render_tid: int = -1
|
|
_render_done: int = 0
|
|
# 时间回绕周期 = 4π:Render 里 time*1 / time*2 / time*1.5 的 sin/cos 参数整体平移 2π 的整数倍
|
|
# ⇒ 动画严格连续;同时让相位半径永远很小,避免 float32 精度随运行时间退化
|
|
# (x 变大后相邻采样点的相位差被量化 ⇒ 曲线塌成一条平线、热力图颜色失去层次)。
|
|
define TIME_WRAP = float(12.566370614359172)
|
|
|
|
def _render_thread(arg: rawptr):
|
|
global _time_val, _render_done
|
|
root: vpui.Tk* = _root_ptr
|
|
canvas: vpui.FBCanvas* = _canvas_ptr
|
|
s3d: gfx.Scene3D* = _s3d_ptr
|
|
while root.winfo_exists():
|
|
s3d.Render(_time_val)
|
|
_time_val += float(0.02)
|
|
if _time_val >= TIME_WRAP: _time_val = _time_val - TIME_WRAP
|
|
root.update()
|
|
process.yield_cpu()
|
|
_render_done = 1
|
|
# 窗口已被 explorer 回收:显式 THREAD_EXIT,绝不 return —— 用户线程的 return 会落到
|
|
# 出口跳板(旧调用号 34,而 THREAD_EXIT=60)⇒ Ring3 `jmp $` 空转、全机不再调度。
|
|
process.thread_exit()
|
|
|
|
@__attribute__(section(".text.startup"), aligned(16))
|
|
export def _start() -> int:
|
|
root: vpui.Tk = vpui.Tk()
|
|
root.title("3D Scene")
|
|
root.set_style(window.STYLE_WIN11)
|
|
root.bg_color = uint32(0x0F0F19)
|
|
master: vpui.Tk* = &root
|
|
|
|
canvas: vpui.FBCanvas = vpui.FBCanvas(master, SCENE_W, SCENE_H)
|
|
root.pack(0, vpui.PACK_TOP, vpui.FILL_BOTH, 1, 0, 0)
|
|
|
|
zbuf: float* = &_zbuf_mem
|
|
string.memset(zbuf, 0, SCENE_W * SCENE_H * 8)
|
|
|
|
fb: UINT32PTR = &_fb_mem
|
|
string.memset(fb, 0, SCENE_W * SCENE_H * 4)
|
|
canvas.set_fb(fb, SCENE_W, SCENE_H)
|
|
|
|
s3d: gfx.Scene3D = gfx.Scene3D(fb, zbuf, SCENE_W, SCENE_H)
|
|
|
|
root.geometry(100, 30, SCENE_W, SCENE_H + 32)
|
|
|
|
global _root_ptr, _canvas_ptr, _s3d_ptr, _render_tid
|
|
|
|
_root_ptr = &root
|
|
_canvas_ptr = &canvas
|
|
_s3d_ptr = &s3d
|
|
|
|
# 主线程先直推 3 帧,再启动渲染线程。
|
|
global _time_val
|
|
for _pi in range(3):
|
|
s3d.Render(_time_val)
|
|
_time_val += float(0.02)
|
|
root.update()
|
|
|
|
_render_tid = process.thread_create(_render_thread, None)
|
|
|
|
root.mainloop()
|
|
|
|
# 窗口已关闭:先等渲染线程退出,才允许回收主线程用户栈(root/canvas/s3d 都在其上)。
|
|
# 渲染线程每轮都会 yield 且只差一次循环判定,正常情况下几百次切换内即退出;
|
|
# 设上限只是防止它已异常终止却没置标记时把主线程永远卡在这里。
|
|
if _render_tid > 0:
|
|
wait_n: int = 0
|
|
while _render_done == 0 and wait_n < 10000:
|
|
wait_n += 1
|
|
process.yield_cpu()
|
|
|
|
process.exit(0)
|
|
return 0
|