| 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 | unsigned char buf0[FBUF_X_SIZE * FBUF_Y_SIZE] __attribute__((aligned(64))); |
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| 17 | unsigned char buf1[FBUF_X_SIZE * FBUF_Y_SIZE] __attribute__((aligned(64))); |
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| 18 | unsigned int sts0[16] __attribute__((aligned(64))); |
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| 19 | unsigned int sts1[16] __attribute__((aligned(64))); |
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| 20 | unsigned int cur_buf; |
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| 21 | |
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| 22 | // Textures indexed by block number |
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| 23 | static unsigned char *g_tex[] = |
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| 24 | { |
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| 25 | NULL, // 0 |
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| 26 | NULL, // rock |
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| 27 | NULL, // door |
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| 28 | NULL, // handle |
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| 29 | NULL, // wood |
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| 30 | }; |
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| 31 | |
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| 32 | // Local functions |
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| 33 | |
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| 34 | static void dispDrawColumn(int x, int y0, int y1, unsigned char color) |
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| 35 | { |
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| 36 | unsigned char* buf = (cur_buf == 0 ? buf0 : buf1); |
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| 37 | |
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| 38 | if (x < 0 || x > FBUF_X_SIZE) |
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| 39 | return; |
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| 40 | |
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| 41 | if (y0 < 0) |
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| 42 | y0 = 0; |
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| 43 | |
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| 44 | for (; y0 < y1 && y0 < FBUF_Y_SIZE; y0++) { |
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| 45 | buf[y0 * FBUF_X_SIZE + x] = color; |
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| 46 | } |
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| 47 | } |
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| 48 | |
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| 49 | static void dispDrawScrColumn(Game *game, int x, int height, int type, float tx) |
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| 50 | { |
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| 51 | // Ceiling |
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| 52 | dispDrawColumn(x, |
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| 53 | 0, |
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| 54 | (FBUF_Y_SIZE - height) / 2, |
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| 55 | CEILING_COLOR); |
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| 56 | |
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| 57 | // Wall |
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| 58 | unsigned char *tex = g_tex[type]; |
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| 59 | |
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| 60 | if (tex) { |
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| 61 | // Draw a texture slice |
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| 62 | dispDrawColumn(x, |
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| 63 | (FBUF_Y_SIZE - height) / 2, |
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| 64 | (FBUF_Y_SIZE + height) / 2, |
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| 65 | (x % 2 ? 0xAF : 0x7F)); |
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| 66 | /*Kentec320x240x16_SSD2119TexDrawV( |
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| 67 | NULL, x, |
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| 68 | (FBUF_Y_SIZE - height) / 2, (FBUF_Y_SIZE + height) / 2, |
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| 69 | &tex[(int)(tx * TEX_SIZE) * TEX_SIZE], TEX_SIZE |
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| 70 | );*/ |
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| 71 | } |
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| 72 | else { |
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| 73 | // Draw a solid color slice |
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| 74 | dispDrawColumn(x, |
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| 75 | (FBUF_Y_SIZE - height) / 2, |
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| 76 | (FBUF_Y_SIZE + height) / 2, |
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| 77 | 0xFF); |
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| 78 | } |
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| 79 | |
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| 80 | // Floor |
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| 81 | dispDrawColumn(x, |
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| 82 | (FBUF_Y_SIZE + height) / 2, |
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| 83 | FBUF_Y_SIZE, |
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| 84 | FLOOR_COLOR); |
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| 85 | } |
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| 86 | |
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| 87 | static float dispRaycast(Game *game, int *type, float *tx, float angle) |
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| 88 | { |
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| 89 | float x = game->player.x; |
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| 90 | float y = game->player.y; |
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| 91 | |
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| 92 | // Camera is inside a block. |
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| 93 | // Return a minimal distance to avoid a division by zero. |
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| 94 | if ((gameLocate(floor(x), floor(y))) != 0) { |
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| 95 | *type = 0; |
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| 96 | *tx = 0.f; |
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| 97 | return 0.0001f; |
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| 98 | } |
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| 99 | |
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| 100 | // Precompute |
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| 101 | float vsin = sin(angle); |
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| 102 | float vcos = cos(angle); |
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| 103 | float vtan = vsin / vcos; |
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| 104 | |
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| 105 | // Calculate increments |
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| 106 | int incix = (vcos > 0.f) - (vcos < 0.f); |
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| 107 | int inciy = (vsin > 0.f) - (vsin < 0.f); |
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| 108 | float incfx = inciy / vtan; |
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| 109 | float incfy = incix * vtan; |
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| 110 | |
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| 111 | // Calculate start position |
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| 112 | int ix = floor(x) + (incix > 0); |
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| 113 | int iy = floor(y) + (inciy > 0); |
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| 114 | float fx = x + incfx * fabs(floor(y) + (inciy > 0) - y); |
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| 115 | float fy = y + incfy * fabs(floor(x) + (incix > 0) - x); |
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| 116 | |
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| 117 | // Find the first colliding tile in each direction |
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| 118 | while (incix && gameLocate(ix - (incix < 0), fy) == 0) |
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| 119 | { |
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| 120 | ix += incix; |
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| 121 | fy += incfy; |
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| 122 | } |
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| 123 | while (inciy && gameLocate(fx, iy - (inciy < 0)) == 0) |
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| 124 | { |
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| 125 | fx += incfx; |
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| 126 | iy += inciy; |
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| 127 | } |
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| 128 | |
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| 129 | // Find the shortest ray |
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| 130 | float dx = (incix) ? ((ix - x) / vcos) : 0xFFFF; |
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| 131 | float dy = (inciy) ? ((iy - y) / vsin) : 0xFFFF; |
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| 132 | |
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| 133 | if (dx < dy) |
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| 134 | { |
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| 135 | // Get block type |
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| 136 | *type = gameLocate(ix - (incix < 0), floor(fy)); |
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| 137 | |
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| 138 | // Get wall texture coordinate [0;1] |
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| 139 | *tx = fy - floor(fy); |
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| 140 | if (incix < 0) |
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| 141 | *tx = 1 - *tx; |
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| 142 | |
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| 143 | return dx; |
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| 144 | } |
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| 145 | else |
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| 146 | { |
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| 147 | // Get block type |
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| 148 | *type = gameLocate(floor(fx), iy - (inciy < 0)); |
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| 149 | |
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| 150 | // Get wall texture coordinate [0;1] |
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| 151 | *tx = fx - floor(fx); |
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| 152 | if (inciy > 0) |
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| 153 | *tx = 1 - *tx; |
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| 154 | |
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| 155 | return dy; |
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| 156 | } |
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| 157 | } |
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| 158 | |
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| 159 | unsigned char *loadTexture(char *path) |
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| 160 | { |
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| 161 | int fd; |
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| 162 | unsigned char *tex; |
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| 163 | |
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| 164 | tex = malloc(TEX_SIZE * TEX_SIZE); |
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| 165 | fd = giet_fat_open(path, O_RDONLY); |
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| 166 | if (fd < 0) { |
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| 167 | free(tex); |
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| 168 | return NULL; |
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| 169 | } |
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| 170 | |
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| 171 | giet_fat_read(fd, g_tex[1], TEX_SIZE * TEX_SIZE); |
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| 172 | giet_fat_close(fd); |
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| 173 | giet_tty_printf("[RAYCAST] loaded tex %s\n", path); |
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| 174 | |
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| 175 | return tex; |
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| 176 | } |
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| 177 | |
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| 178 | // Exported functions |
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| 179 | |
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| 180 | void dispInit() |
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| 181 | { |
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| 182 | // initialize framebuffer |
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| 183 | giet_fbf_cma_alloc(); |
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| 184 | giet_fbf_cma_init_buf(buf0, buf1, sts0, sts1); |
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| 185 | giet_fbf_cma_start(FBUF_X_SIZE * FBUF_Y_SIZE); |
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| 186 | |
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| 187 | // load textures |
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| 188 | g_tex[1] = loadTexture("misc/rock_32.raw"); |
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| 189 | g_tex[2] = loadTexture("misc/door_32.raw"); |
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| 190 | g_tex[3] = loadTexture("misc/handle_32.raw"); |
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| 191 | g_tex[4] = loadTexture("misc/wood_32.raw"); |
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| 192 | |
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| 193 | cur_buf = 0; |
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| 194 | } |
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| 195 | |
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| 196 | void dispRender(Game *game) |
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| 197 | { |
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| 198 | int start = giet_proctime(); |
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| 199 | float angle = game->player.dir - FIELD_OF_VIEW / 2.f; |
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| 200 | |
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| 201 | // Cast a ray for each pixel column and draw a colored wall slice |
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| 202 | for (int i = 0; i < FBUF_X_SIZE; i++) |
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| 203 | { |
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| 204 | float dist; |
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| 205 | int type; |
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| 206 | float tx; |
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| 207 | |
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| 208 | // Cast a ray to get wall distance |
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| 209 | dist = dispRaycast(game, &type, &tx, angle); |
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| 210 | |
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| 211 | // Perspective correction |
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| 212 | dist *= cos(game->player.dir - angle); |
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| 213 | |
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| 214 | // Draw ceiling, wall and floor |
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| 215 | dispDrawScrColumn(game, i, FBUF_Y_SIZE / dist, type, tx); |
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| 216 | |
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| 217 | angle += FIELD_OF_VIEW / FBUF_X_SIZE; |
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| 218 | } |
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| 219 | |
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| 220 | giet_fbf_cma_display(cur_buf); |
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| 221 | cur_buf = !cur_buf; |
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| 222 | giet_tty_printf("[RAYCAST] flip (took %d cycles)\n", giet_proctime() - start); |
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| 223 | } |
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