1 | #include "disp.h" |
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2 | #include "game.h" |
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3 | #include <stdio.h> |
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4 | #include <stdlib.h> |
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5 | #include <math.h> |
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6 | #include <hard_config.h> |
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7 | |
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8 | #ifdef USE_TEXTURES |
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9 | #include "res/rock_tex.h" |
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10 | #include "res/door_tex.h" |
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11 | #include "res/handle_tex.h" |
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12 | #include "res/wood_tex.h" |
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13 | #endif |
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14 | |
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15 | #define FIELD_OF_VIEW (70.f * M_PI / 180.f) // Camera field of view |
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16 | #define TEX_SIZE (32) // Texture size in pixels |
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17 | #define CEILING_COLOR (0xBB) // lite gray |
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18 | #define FLOOR_COLOR (0x33) // dark gray |
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19 | |
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20 | // Globals |
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21 | |
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22 | unsigned char buf0[FBUF_X_SIZE * FBUF_Y_SIZE] __attribute__((aligned(64))); |
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23 | unsigned char buf1[FBUF_X_SIZE * FBUF_Y_SIZE] __attribute__((aligned(64))); |
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24 | unsigned int sts0[16] __attribute__((aligned(64))); |
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25 | unsigned int sts1[16] __attribute__((aligned(64))); |
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26 | unsigned int cur_buf; |
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27 | |
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28 | #ifdef USE_TEXTURES |
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29 | // Textures indexed by block number |
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30 | static uint16_t *g_tex[] = |
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31 | { |
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32 | NULL, // 0 |
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33 | (uint16_t*)&rock_tex_data, |
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34 | (uint16_t*)&door_tex_data, |
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35 | (uint16_t*)&handle_tex_data, |
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36 | (uint16_t*)&wood_tex_data |
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37 | }; |
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38 | #endif |
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39 | |
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40 | // Local functions |
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41 | |
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42 | static void dispDrawColumn(int x, int y0, int y1, unsigned char color) |
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43 | { |
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44 | unsigned char* buf = (cur_buf == 0 ? buf0 : buf1); |
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45 | |
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46 | if (x < 0 || x > FBUF_X_SIZE) |
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47 | return; |
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48 | |
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49 | if (y0 < 0) |
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50 | y0 = 0; |
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51 | |
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52 | for (; y0 < y1 && y0 < FBUF_Y_SIZE; y0++) { |
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53 | buf[y0 * FBUF_X_SIZE + x] = color; |
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54 | } |
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55 | } |
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56 | |
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57 | static void dispDrawScrColumn(Game *game, int x, int height, int type, float tx) |
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58 | { |
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59 | // Ceiling |
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60 | dispDrawColumn(x, |
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61 | 0, |
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62 | (FBUF_Y_SIZE - height) / 2, |
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63 | CEILING_COLOR); |
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64 | |
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65 | // Wall |
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66 | #ifdef USE_TEXTURES |
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67 | uint16_t *tex = g_tex[type]; |
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68 | |
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69 | if (tex) { |
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70 | // Draw a texture slice |
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71 | /*Kentec320x240x16_SSD2119TexDrawV( |
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72 | NULL, x, |
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73 | (FBUF_Y_SIZE - height) / 2, (FBUF_Y_SIZE + height) / 2, |
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74 | &tex[(int)(tx * TEX_SIZE) * TEX_SIZE], TEX_SIZE |
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75 | );*/ |
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76 | } |
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77 | else { |
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78 | #endif |
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79 | // Draw a solid color slice |
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80 | dispDrawColumn(x, |
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81 | (FBUF_Y_SIZE - height) / 2, |
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82 | (FBUF_Y_SIZE + height) / 2, |
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83 | 0xFF); |
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84 | #ifdef USE_TEXTURES |
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85 | } |
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86 | #endif |
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87 | |
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88 | // Floor |
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89 | dispDrawColumn(x, |
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90 | (FBUF_Y_SIZE + height) / 2, |
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91 | FBUF_Y_SIZE, |
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92 | FLOOR_COLOR); |
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93 | } |
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94 | |
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95 | static float dispRaycast(Game *game, int *type, float *tx, float angle) |
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96 | { |
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97 | float x = game->player.x; |
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98 | float y = game->player.y; |
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99 | |
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100 | // Camera is inside a block. |
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101 | // Return a minimal distance to avoid a division by zero. |
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102 | if ((gameLocate(floor(x), floor(y))) != 0) { |
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103 | *type = 0; |
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104 | *tx = 0.f; |
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105 | return 0.0001f; |
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106 | } |
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107 | |
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108 | // Precompute |
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109 | float vsin = sin(angle); |
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110 | float vcos = cos(angle); |
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111 | float vtan = vsin / vcos; |
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112 | |
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113 | // Calculate increments |
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114 | int incix = (vcos > 0.f) - (vcos < 0.f); |
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115 | int inciy = (vsin > 0.f) - (vsin < 0.f); |
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116 | float incfx = inciy / vtan; |
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117 | float incfy = incix * vtan; |
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118 | |
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119 | // Calculate start position |
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120 | int ix = floor(x) + (incix > 0); |
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121 | int iy = floor(y) + (inciy > 0); |
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122 | float fx = x + incfx * fabs(floor(y) + (inciy > 0) - y); |
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123 | float fy = y + incfy * fabs(floor(x) + (incix > 0) - x); |
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124 | |
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125 | // Find the first colliding tile in each direction |
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126 | while (incix && gameLocate(ix - (incix < 0), fy) == 0) |
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127 | { |
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128 | ix += incix; |
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129 | fy += incfy; |
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130 | } |
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131 | while (inciy && gameLocate(fx, iy - (inciy < 0)) == 0) |
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132 | { |
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133 | fx += incfx; |
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134 | iy += inciy; |
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135 | } |
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136 | |
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137 | // Find the shortest ray |
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138 | float dx = (incix) ? ((ix - x) / vcos) : 0xFFFF; |
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139 | float dy = (inciy) ? ((iy - y) / vsin) : 0xFFFF; |
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140 | |
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141 | if (dx < dy) |
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142 | { |
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143 | // Get block type |
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144 | *type = gameLocate(ix - (incix < 0), floor(fy)); |
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145 | |
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146 | // Get wall texture coordinate [0;1] |
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147 | *tx = fy - floor(fy); |
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148 | if (incix < 0) |
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149 | *tx = 1 - *tx; |
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150 | |
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151 | return dx; |
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152 | } |
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153 | else |
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154 | { |
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155 | // Get block type |
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156 | *type = gameLocate(floor(fx), iy - (inciy < 0)); |
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157 | |
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158 | // Get wall texture coordinate [0;1] |
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159 | *tx = fx - floor(fx); |
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160 | if (inciy > 0) |
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161 | *tx = 1 - *tx; |
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162 | |
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163 | return dy; |
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164 | } |
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165 | } |
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166 | |
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167 | // Exported functions |
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168 | |
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169 | void dispInit() |
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170 | { |
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171 | giet_fbf_cma_alloc(); |
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172 | giet_fbf_cma_init_buf(buf0, buf1, sts0, sts1); |
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173 | giet_fbf_cma_start(FBUF_X_SIZE * FBUF_Y_SIZE); |
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174 | |
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175 | cur_buf = 0; |
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176 | } |
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177 | |
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178 | void dispRender(Game *game) |
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179 | { |
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180 | int start = giet_proctime(); |
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181 | float angle = game->player.dir - FIELD_OF_VIEW / 2.f; |
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182 | |
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183 | // Cast a ray for each pixel column and draw a colored wall slice |
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184 | for (int i = 0; i < FBUF_X_SIZE; i++) |
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185 | { |
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186 | float dist; |
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187 | int type; |
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188 | float tx; |
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189 | |
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190 | // Cast a ray to get wall distance |
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191 | dist = dispRaycast(game, &type, &tx, angle); |
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192 | |
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193 | // Perspective correction |
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194 | dist *= cos(game->player.dir - angle); |
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195 | |
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196 | // Draw ceiling, wall and floor |
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197 | dispDrawScrColumn(game, i, FBUF_Y_SIZE / dist, type, tx); |
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198 | |
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199 | angle += FIELD_OF_VIEW / FBUF_X_SIZE; |
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200 | } |
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201 | |
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202 | giet_fbf_cma_display(cur_buf); |
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203 | cur_buf = !cur_buf; |
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204 | giet_tty_printf("[RAYCAST] flip (took %d cycles)\n", giet_proctime() - start); |
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205 | } |
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