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tunnel shading
[gbajam21]
/
src
/
gamescr.c
diff --git
a/src/gamescr.c
b/src/gamescr.c
index
23a8e21
..
5305c8b
100644
(file)
--- a/
src/gamescr.c
+++ b/
src/gamescr.c
@@
-92,11
+92,13
@@
void gamescr(void)
#define TUN_U(x) ((x) & 0x3f)
#define TUN_V(x) (((x) >> 6) & 0x3ff)
#define TUN_U(x) ((x) & 0x3f)
#define TUN_V(x) (((x) >> 6) & 0x3ff)
+#define TEXEL(x, y, lvl) \
+ tuncross_shade[((int)tex[((y) << 5) + (x)] << 3) + (lvl)]
__attribute__((noinline, target("arm"), section(".iwram")))
static void draw_tunnel(void)
{
__attribute__((noinline, target("arm"), section(".iwram")))
static void draw_tunnel(void)
{
- int i, j, tx, ty, u, v, angle, depth, zoffs, uoffs, flip, tunturn;
+ int i, j, tx, ty, u, v, angle, depth, zoffs, uoffs, flip, tunturn, shade;
static int tunsweep;
uint16_t pptop, ppbot;
uint16_t *top, *bot;
static int tunsweep;
uint16_t pptop, ppbot;
uint16_t *top, *bot;
@@
-125,19
+127,21
@@
static void draw_tunnel(void)
angle = TUN_U(tun >> 16);
depth = TUN_V(tun >> 16);
angle = TUN_U(tun >> 16);
depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
tx = ~(angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
tx = ~(angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop = tex[(ty << 5) + tx];
+ pptop = TEXEL(tx, ty, shade);
tx = (angle + uoffs) & 0x1f;
tx = (angle + uoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
+ ppbot = TEXEL(tx, ty, shade);
angle = TUN_U(tun);
depth = TUN_V(tun);
angle = TUN_U(tun);
depth = TUN_V(tun);
+ shade = depth >> 7;
tx = ~(angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
tx = ~(angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
tx = (angle + uoffs) & 0x1f;
tx = (angle + uoffs) & 0x1f;
- ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
*top++ = pptop;
*bot++ = ppbot;
*top++ = pptop;
*bot++ = ppbot;
@@
-152,19
+156,21
@@
static void draw_tunnel(void)
angle = TUN_U(tun);
depth = TUN_V(tun);
angle = TUN_U(tun);
depth = TUN_V(tun);
+ shade = depth >> 7;
tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop = tex[(ty << 5) + tx];
+ pptop = TEXEL(tx, ty, shade);
tx = ~(angle + uoffs) & 0x1f;
tx = ~(angle + uoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
+ ppbot = TEXEL(tx, ty, shade);
angle = TUN_U(tun >> 16);
depth = TUN_V(tun >> 16);
angle = TUN_U(tun >> 16);
depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
tx = ~(angle + uoffs) & 0x1f;
tx = ~(angle + uoffs) & 0x1f;
- ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
*top++ = pptop;
*bot++ = ppbot;
*top++ = pptop;
*bot++ = ppbot;