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