[673] | 1 | #include "disp.h" |
---|
| 2 | #include "game.h" |
---|
| 3 | #include <stdio.h> |
---|
| 4 | #include <stdlib.h> |
---|
[676] | 5 | #include <malloc.h> |
---|
[673] | 6 | #include <math.h> |
---|
| 7 | #include <hard_config.h> |
---|
[683] | 8 | #include <user_sqt_lock.h> |
---|
[673] | 9 | |
---|
| 10 | #define FIELD_OF_VIEW (70.f * M_PI / 180.f) // Camera field of view |
---|
| 11 | #define TEX_SIZE (32) // Texture size in pixels |
---|
| 12 | #define CEILING_COLOR (0xBB) // lite gray |
---|
| 13 | #define FLOOR_COLOR (0x33) // dark gray |
---|
| 14 | |
---|
| 15 | // Globals |
---|
| 16 | |
---|
[683] | 17 | static unsigned char* buf[2]; // framebuffer |
---|
| 18 | static void * sts[2]; // for fbf_cma |
---|
| 19 | static unsigned int cur_buf; // current framebuffer |
---|
| 20 | static volatile unsigned int slice_x; // slice index (shared) |
---|
| 21 | static sqt_lock_t slice_x_lock; // slice index lock |
---|
| 22 | static volatile unsigned int slice_cnt; // slice count (shared) |
---|
[673] | 23 | |
---|
| 24 | // Textures indexed by block number |
---|
[676] | 25 | static unsigned char *g_tex[] = |
---|
[673] | 26 | { |
---|
| 27 | NULL, // 0 |
---|
[676] | 28 | NULL, // rock |
---|
| 29 | NULL, // door |
---|
| 30 | NULL, // handle |
---|
| 31 | NULL, // wood |
---|
[673] | 32 | }; |
---|
| 33 | |
---|
| 34 | // Local functions |
---|
| 35 | |
---|
[684] | 36 | static void dispDrawColumnTex(int x, int y0, int y1, unsigned char *line) |
---|
[673] | 37 | { |
---|
[685] | 38 | int y = (y0 >= 0 ? y0 : 0); |
---|
[691] | 39 | int ymax = (y1 < FBUF_Y_SIZE ? y1 : FBUF_Y_SIZE); |
---|
[673] | 40 | |
---|
[691] | 41 | for (; y < ymax; y++) { |
---|
[685] | 42 | // Find texture coordinate |
---|
[677] | 43 | int ty = (y - y0) * TEX_SIZE / (y1 - y0); |
---|
| 44 | |
---|
[684] | 45 | buf[cur_buf][y * FBUF_X_SIZE + x] = line[ty]; |
---|
[677] | 46 | } |
---|
[673] | 47 | } |
---|
| 48 | |
---|
[677] | 49 | static void dispDrawColumnSolid(int x, int y0, int y1, unsigned char color) |
---|
[673] | 50 | { |
---|
[685] | 51 | int y = (y0 >= 0 ? y0 : 0); |
---|
[691] | 52 | int ymax = (y1 < FBUF_Y_SIZE ? y1 : FBUF_Y_SIZE); |
---|
[677] | 53 | |
---|
[691] | 54 | for (; y < ymax; y++) { |
---|
[679] | 55 | buf[cur_buf][y * FBUF_X_SIZE + x] = color; |
---|
[677] | 56 | } |
---|
| 57 | } |
---|
| 58 | |
---|
[684] | 59 | static void dispDrawSlice(Game *game, int x, int height, int type, int tx) |
---|
[677] | 60 | { |
---|
[673] | 61 | // Ceiling |
---|
[677] | 62 | dispDrawColumnSolid(x, |
---|
| 63 | 0, |
---|
| 64 | (FBUF_Y_SIZE - height) / 2, |
---|
| 65 | CEILING_COLOR); |
---|
[673] | 66 | |
---|
| 67 | // Wall |
---|
[676] | 68 | unsigned char *tex = g_tex[type]; |
---|
[673] | 69 | |
---|
| 70 | if (tex) { |
---|
| 71 | // Draw a texture slice |
---|
[677] | 72 | dispDrawColumnTex(x, |
---|
| 73 | (FBUF_Y_SIZE - height) / 2, |
---|
| 74 | (FBUF_Y_SIZE + height) / 2, |
---|
[684] | 75 | &tex[tx * TEX_SIZE]); |
---|
[673] | 76 | } |
---|
| 77 | else { |
---|
| 78 | // Draw a solid color slice |
---|
[677] | 79 | dispDrawColumnSolid(x, |
---|
| 80 | (FBUF_Y_SIZE - height) / 2, |
---|
| 81 | (FBUF_Y_SIZE + height) / 2, |
---|
| 82 | 0xFF); |
---|
[673] | 83 | } |
---|
| 84 | |
---|
| 85 | // Floor |
---|
[677] | 86 | dispDrawColumnSolid(x, |
---|
| 87 | (FBUF_Y_SIZE + height) / 2, |
---|
| 88 | FBUF_Y_SIZE, |
---|
| 89 | FLOOR_COLOR); |
---|
[673] | 90 | } |
---|
| 91 | |
---|
| 92 | static float dispRaycast(Game *game, int *type, float *tx, float angle) |
---|
| 93 | { |
---|
| 94 | float x = game->player.x; |
---|
| 95 | float y = game->player.y; |
---|
| 96 | |
---|
| 97 | // Camera is inside a block. |
---|
| 98 | // Return a minimal distance to avoid a division by zero. |
---|
| 99 | if ((gameLocate(floor(x), floor(y))) != 0) { |
---|
| 100 | *type = 0; |
---|
| 101 | *tx = 0.f; |
---|
| 102 | return 0.0001f; |
---|
| 103 | } |
---|
| 104 | |
---|
| 105 | // Precompute |
---|
| 106 | float vsin = sin(angle); |
---|
| 107 | float vcos = cos(angle); |
---|
| 108 | float vtan = vsin / vcos; |
---|
| 109 | |
---|
| 110 | // Calculate increments |
---|
| 111 | int incix = (vcos > 0.f) - (vcos < 0.f); |
---|
| 112 | int inciy = (vsin > 0.f) - (vsin < 0.f); |
---|
| 113 | float incfx = inciy / vtan; |
---|
| 114 | float incfy = incix * vtan; |
---|
| 115 | |
---|
| 116 | // Calculate start position |
---|
| 117 | int ix = floor(x) + (incix > 0); |
---|
| 118 | int iy = floor(y) + (inciy > 0); |
---|
| 119 | float fx = x + incfx * fabs(floor(y) + (inciy > 0) - y); |
---|
| 120 | float fy = y + incfy * fabs(floor(x) + (incix > 0) - x); |
---|
| 121 | |
---|
| 122 | // Find the first colliding tile in each direction |
---|
| 123 | while (incix && gameLocate(ix - (incix < 0), fy) == 0) |
---|
| 124 | { |
---|
| 125 | ix += incix; |
---|
| 126 | fy += incfy; |
---|
| 127 | } |
---|
| 128 | while (inciy && gameLocate(fx, iy - (inciy < 0)) == 0) |
---|
| 129 | { |
---|
| 130 | fx += incfx; |
---|
| 131 | iy += inciy; |
---|
| 132 | } |
---|
| 133 | |
---|
| 134 | // Find the shortest ray |
---|
| 135 | float dx = (incix) ? ((ix - x) / vcos) : 0xFFFF; |
---|
| 136 | float dy = (inciy) ? ((iy - y) / vsin) : 0xFFFF; |
---|
| 137 | |
---|
| 138 | if (dx < dy) |
---|
| 139 | { |
---|
| 140 | // Get block type |
---|
| 141 | *type = gameLocate(ix - (incix < 0), floor(fy)); |
---|
| 142 | |
---|
| 143 | // Get wall texture coordinate [0;1] |
---|
| 144 | *tx = fy - floor(fy); |
---|
| 145 | if (incix < 0) |
---|
| 146 | *tx = 1 - *tx; |
---|
| 147 | |
---|
| 148 | return dx; |
---|
| 149 | } |
---|
| 150 | else |
---|
| 151 | { |
---|
| 152 | // Get block type |
---|
| 153 | *type = gameLocate(floor(fx), iy - (inciy < 0)); |
---|
| 154 | |
---|
| 155 | // Get wall texture coordinate [0;1] |
---|
| 156 | *tx = fx - floor(fx); |
---|
| 157 | if (inciy > 0) |
---|
| 158 | *tx = 1 - *tx; |
---|
| 159 | |
---|
| 160 | return dy; |
---|
| 161 | } |
---|
| 162 | } |
---|
| 163 | |
---|
[692] | 164 | static void dispTranspose(unsigned char *buf, unsigned int size) |
---|
[684] | 165 | { |
---|
| 166 | int i, j; |
---|
| 167 | unsigned char pixel; |
---|
| 168 | |
---|
| 169 | for (i = 0; i < size; i++) { |
---|
| 170 | for (j = i + 1; j < size; j++) { |
---|
| 171 | int ai = i * size + j; |
---|
| 172 | int bi = j * size + i; |
---|
| 173 | |
---|
| 174 | pixel = buf[ai]; |
---|
| 175 | buf[ai] = buf[bi]; |
---|
| 176 | buf[bi] = pixel; |
---|
| 177 | } |
---|
| 178 | } |
---|
| 179 | } |
---|
| 180 | |
---|
[683] | 181 | static unsigned char *dispLoadTexture(char *path) |
---|
[676] | 182 | { |
---|
| 183 | int fd; |
---|
| 184 | unsigned char *tex; |
---|
| 185 | |
---|
| 186 | tex = malloc(TEX_SIZE * TEX_SIZE); |
---|
| 187 | fd = giet_fat_open(path, O_RDONLY); |
---|
| 188 | if (fd < 0) { |
---|
| 189 | free(tex); |
---|
| 190 | return NULL; |
---|
| 191 | } |
---|
| 192 | |
---|
[677] | 193 | giet_fat_read(fd, tex, TEX_SIZE * TEX_SIZE); |
---|
[676] | 194 | giet_fat_close(fd); |
---|
[684] | 195 | |
---|
[692] | 196 | dispTranspose(tex, TEX_SIZE); |
---|
[684] | 197 | |
---|
[676] | 198 | giet_tty_printf("[RAYCAST] loaded tex %s\n", path); |
---|
| 199 | |
---|
| 200 | return tex; |
---|
| 201 | } |
---|
| 202 | |
---|
[673] | 203 | // Exported functions |
---|
| 204 | |
---|
| 205 | void dispInit() |
---|
| 206 | { |
---|
[683] | 207 | unsigned int w, h, p; |
---|
| 208 | |
---|
| 209 | // Initialize lock |
---|
| 210 | giet_procs_number(&w, &h, &p); |
---|
| 211 | sqt_lock_init(&slice_x_lock, w, h, p); |
---|
| 212 | |
---|
| 213 | // Allocate framebuffer |
---|
[686] | 214 | buf[0] = malloc(FBUF_X_SIZE * FBUF_Y_SIZE); |
---|
| 215 | buf[1] = malloc(FBUF_X_SIZE * FBUF_Y_SIZE); |
---|
| 216 | sts[0] = malloc(64); |
---|
| 217 | sts[1] = malloc(64); |
---|
[679] | 218 | |
---|
[683] | 219 | // Initialize framebuffer |
---|
[673] | 220 | giet_fbf_cma_alloc(); |
---|
[679] | 221 | giet_fbf_cma_init_buf(buf[0], buf[1], sts[0], sts[1]); |
---|
[673] | 222 | giet_fbf_cma_start(FBUF_X_SIZE * FBUF_Y_SIZE); |
---|
| 223 | |
---|
[683] | 224 | // Load textures |
---|
| 225 | g_tex[1] = dispLoadTexture("misc/rock_32.raw"); |
---|
| 226 | g_tex[2] = dispLoadTexture("misc/door_32.raw"); |
---|
| 227 | g_tex[3] = dispLoadTexture("misc/handle_32.raw"); |
---|
| 228 | g_tex[4] = dispLoadTexture("misc/wood_32.raw"); |
---|
[676] | 229 | |
---|
[677] | 230 | cur_buf = 0; |
---|
[683] | 231 | slice_cnt = 0; |
---|
| 232 | slice_x = FBUF_X_SIZE; |
---|
[673] | 233 | } |
---|
| 234 | |
---|
[683] | 235 | int dispRenderSlice(Game *game) |
---|
| 236 | { |
---|
| 237 | unsigned int x; |
---|
| 238 | int type; |
---|
| 239 | float angle, dist, tx; |
---|
| 240 | |
---|
| 241 | sqt_lock_acquire(&slice_x_lock); |
---|
| 242 | |
---|
| 243 | if (slice_x == FBUF_X_SIZE) { |
---|
| 244 | // No more work to do for this frame |
---|
| 245 | sqt_lock_release(&slice_x_lock); |
---|
| 246 | return 0; |
---|
| 247 | } |
---|
| 248 | else { |
---|
| 249 | // Keep slice coordinate |
---|
| 250 | x = slice_x++; |
---|
| 251 | } |
---|
| 252 | |
---|
| 253 | sqt_lock_release(&slice_x_lock); |
---|
| 254 | |
---|
| 255 | angle = game->player.dir - FIELD_OF_VIEW / 2.f + |
---|
| 256 | x * FIELD_OF_VIEW / FBUF_X_SIZE; |
---|
| 257 | |
---|
| 258 | // Cast a ray to get wall distance |
---|
| 259 | dist = dispRaycast(game, &type, &tx, angle); |
---|
| 260 | |
---|
| 261 | // Perspective correction |
---|
| 262 | dist *= cos(game->player.dir - angle); |
---|
| 263 | |
---|
| 264 | // Draw ceiling, wall and floor |
---|
[684] | 265 | dispDrawSlice(game, x, FBUF_Y_SIZE / dist, type, tx * TEX_SIZE); |
---|
[683] | 266 | |
---|
| 267 | // Signal this slice is done |
---|
| 268 | atomic_increment((unsigned int*)&slice_cnt, 1); |
---|
| 269 | |
---|
| 270 | return 1; |
---|
| 271 | } |
---|
| 272 | |
---|
[673] | 273 | void dispRender(Game *game) |
---|
| 274 | { |
---|
[677] | 275 | int start = giet_proctime(); |
---|
[673] | 276 | |
---|
[683] | 277 | // Start rendering |
---|
| 278 | slice_cnt = 0; |
---|
| 279 | slice_x = 0; |
---|
[673] | 280 | |
---|
[683] | 281 | // Render slices |
---|
| 282 | while (dispRenderSlice(game)); |
---|
[673] | 283 | |
---|
[683] | 284 | // Wait for completion |
---|
| 285 | while (slice_cnt != FBUF_X_SIZE); |
---|
[673] | 286 | |
---|
[683] | 287 | // Flip framebuffer |
---|
[677] | 288 | giet_fbf_cma_display(cur_buf); |
---|
| 289 | cur_buf = !cur_buf; |
---|
| 290 | giet_tty_printf("[RAYCAST] flip (took %d cycles)\n", giet_proctime() - start); |
---|
[673] | 291 | } |
---|
[683] | 292 | |
---|