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 <malloc.h> |
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6 | #include <math.h> |
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7 | #include <hard_config.h> |
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8 | |
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9 | #define FIELD_OF_VIEW (70.f * M_PI / 180.f) // Camera field of view |
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10 | #define TEX_SIZE (32) // Texture size in pixels |
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11 | #define CEILING_COLOR (0xBB) // lite gray |
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12 | #define FLOOR_COLOR (0x33) // dark gray |
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13 | |
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14 | // Globals |
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15 | |
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16 | static unsigned char* buf[2]; |
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17 | static void * sts[2]; |
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18 | static unsigned int cur_buf; |
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19 | |
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20 | // Textures indexed by block number |
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21 | static unsigned char *g_tex[] = |
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22 | { |
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23 | NULL, // 0 |
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24 | NULL, // rock |
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25 | NULL, // door |
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26 | NULL, // handle |
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27 | NULL, // wood |
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28 | }; |
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29 | |
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30 | // Local functions |
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31 | |
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32 | static void dispDrawColumnTex(int x, int y0, int y1, unsigned char *tex, int tx) |
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33 | { |
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34 | int y; |
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35 | |
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36 | if (x < 0 || x >= FBUF_X_SIZE) |
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37 | return; |
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38 | |
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39 | for (y = y0; y < y1 && y < FBUF_Y_SIZE; y++) { |
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40 | if (y < 0) |
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41 | y = 0; |
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42 | |
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43 | int ty = (y - y0) * TEX_SIZE / (y1 - y0); |
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44 | |
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45 | buf[cur_buf][y * FBUF_X_SIZE + x] = tex[ty * TEX_SIZE + tx]; |
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46 | } |
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47 | } |
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48 | |
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49 | static void dispDrawColumnSolid(int x, int y0, int y1, unsigned char color) |
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50 | { |
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51 | int y; |
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52 | |
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53 | if (x < 0 || x >= FBUF_X_SIZE) |
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54 | return; |
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55 | |
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56 | for (y = y0; y < y1 && y < FBUF_Y_SIZE; y++) { |
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57 | if (y < 0) |
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58 | y = 0; |
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59 | |
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60 | buf[cur_buf][y * FBUF_X_SIZE + x] = color; |
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61 | } |
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62 | } |
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63 | |
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64 | static void dispDrawSlice(Game *game, int x, int height, int type, float tx) |
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65 | { |
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66 | // Ceiling |
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67 | dispDrawColumnSolid(x, |
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68 | 0, |
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69 | (FBUF_Y_SIZE - height) / 2, |
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70 | CEILING_COLOR); |
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71 | |
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72 | // Wall |
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73 | unsigned char *tex = g_tex[type]; |
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74 | |
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75 | if (tex) { |
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76 | // Draw a texture slice |
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77 | dispDrawColumnTex(x, |
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78 | (FBUF_Y_SIZE - height) / 2, |
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79 | (FBUF_Y_SIZE + height) / 2, |
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80 | tex, |
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81 | (int)(tx * TEX_SIZE)); |
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82 | } |
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83 | else { |
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84 | // Draw a solid color slice |
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85 | dispDrawColumnSolid(x, |
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86 | (FBUF_Y_SIZE - height) / 2, |
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87 | (FBUF_Y_SIZE + height) / 2, |
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88 | 0xFF); |
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89 | } |
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90 | |
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91 | // Floor |
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92 | dispDrawColumnSolid(x, |
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93 | (FBUF_Y_SIZE + height) / 2, |
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94 | FBUF_Y_SIZE, |
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95 | FLOOR_COLOR); |
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96 | } |
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97 | |
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98 | static float dispRaycast(Game *game, int *type, float *tx, float angle) |
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99 | { |
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100 | float x = game->player.x; |
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101 | float y = game->player.y; |
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102 | |
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103 | // Camera is inside a block. |
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104 | // Return a minimal distance to avoid a division by zero. |
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105 | if ((gameLocate(floor(x), floor(y))) != 0) { |
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106 | *type = 0; |
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107 | *tx = 0.f; |
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108 | return 0.0001f; |
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109 | } |
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110 | |
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111 | // Precompute |
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112 | float vsin = sin(angle); |
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113 | float vcos = cos(angle); |
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114 | float vtan = vsin / vcos; |
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115 | |
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116 | // Calculate increments |
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117 | int incix = (vcos > 0.f) - (vcos < 0.f); |
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118 | int inciy = (vsin > 0.f) - (vsin < 0.f); |
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119 | float incfx = inciy / vtan; |
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120 | float incfy = incix * vtan; |
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121 | |
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122 | // Calculate start position |
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123 | int ix = floor(x) + (incix > 0); |
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124 | int iy = floor(y) + (inciy > 0); |
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125 | float fx = x + incfx * fabs(floor(y) + (inciy > 0) - y); |
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126 | float fy = y + incfy * fabs(floor(x) + (incix > 0) - x); |
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127 | |
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128 | // Find the first colliding tile in each direction |
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129 | while (incix && gameLocate(ix - (incix < 0), fy) == 0) |
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130 | { |
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131 | ix += incix; |
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132 | fy += incfy; |
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133 | } |
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134 | while (inciy && gameLocate(fx, iy - (inciy < 0)) == 0) |
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135 | { |
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136 | fx += incfx; |
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137 | iy += inciy; |
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138 | } |
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139 | |
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140 | // Find the shortest ray |
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141 | float dx = (incix) ? ((ix - x) / vcos) : 0xFFFF; |
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142 | float dy = (inciy) ? ((iy - y) / vsin) : 0xFFFF; |
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143 | |
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144 | if (dx < dy) |
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145 | { |
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146 | // Get block type |
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147 | *type = gameLocate(ix - (incix < 0), floor(fy)); |
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148 | |
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149 | // Get wall texture coordinate [0;1] |
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150 | *tx = fy - floor(fy); |
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151 | if (incix < 0) |
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152 | *tx = 1 - *tx; |
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153 | |
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154 | return dx; |
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155 | } |
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156 | else |
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157 | { |
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158 | // Get block type |
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159 | *type = gameLocate(floor(fx), iy - (inciy < 0)); |
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160 | |
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161 | // Get wall texture coordinate [0;1] |
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162 | *tx = fx - floor(fx); |
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163 | if (inciy > 0) |
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164 | *tx = 1 - *tx; |
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165 | |
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166 | return dy; |
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167 | } |
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168 | } |
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169 | |
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170 | static unsigned char *loadTexture(char *path) |
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171 | { |
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172 | int fd; |
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173 | unsigned char *tex; |
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174 | |
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175 | tex = malloc(TEX_SIZE * TEX_SIZE); |
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176 | fd = giet_fat_open(path, O_RDONLY); |
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177 | if (fd < 0) { |
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178 | free(tex); |
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179 | return NULL; |
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180 | } |
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181 | |
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182 | giet_fat_read(fd, tex, TEX_SIZE * TEX_SIZE); |
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183 | giet_fat_close(fd); |
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184 | giet_tty_printf("[RAYCAST] loaded tex %s\n", path); |
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185 | |
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186 | return tex; |
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187 | } |
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188 | |
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189 | // Exported functions |
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190 | |
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191 | void dispInit() |
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192 | { |
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193 | // allocate framebuffer |
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194 | buf[0] = almalloc(64, FBUF_X_SIZE * FBUF_Y_SIZE); |
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195 | buf[1] = almalloc(64, FBUF_X_SIZE * FBUF_Y_SIZE); |
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196 | sts[0] = almalloc(64, 64); |
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197 | sts[1] = almalloc(64, 64); |
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198 | |
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199 | // initialize framebuffer |
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200 | giet_fbf_cma_alloc(); |
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201 | giet_fbf_cma_init_buf(buf[0], buf[1], sts[0], sts[1]); |
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202 | giet_fbf_cma_start(FBUF_X_SIZE * FBUF_Y_SIZE); |
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203 | |
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204 | // load textures |
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205 | g_tex[1] = loadTexture("misc/rock_32.raw"); |
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206 | g_tex[2] = loadTexture("misc/door_32.raw"); |
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207 | g_tex[3] = loadTexture("misc/handle_32.raw"); |
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208 | g_tex[4] = loadTexture("misc/wood_32.raw"); |
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209 | |
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210 | cur_buf = 0; |
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211 | } |
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212 | |
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213 | void dispRender(Game *game) |
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214 | { |
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215 | int start = giet_proctime(); |
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216 | float angle = game->player.dir - FIELD_OF_VIEW / 2.f; |
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217 | |
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218 | // Cast a ray for each pixel column and draw a colored wall slice |
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219 | for (int i = 0; i < FBUF_X_SIZE; i++) |
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220 | { |
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221 | float dist; |
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222 | int type; |
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223 | float tx; |
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224 | |
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225 | // Cast a ray to get wall distance |
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226 | dist = dispRaycast(game, &type, &tx, angle); |
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227 | |
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228 | // Perspective correction |
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229 | dist *= cos(game->player.dir - angle); |
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230 | |
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231 | // Draw ceiling, wall and floor |
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232 | dispDrawSlice(game, i, FBUF_Y_SIZE / dist, type, tx); |
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233 | |
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234 | angle += FIELD_OF_VIEW / FBUF_X_SIZE; |
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235 | } |
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236 | |
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237 | giet_fbf_cma_display(cur_buf); |
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238 | cur_buf = !cur_buf; |
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239 | giet_tty_printf("[RAYCAST] flip (took %d cycles)\n", giet_proctime() - start); |
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240 | } |
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