static int nframes, num_vbl, backbuf;
static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
-static unsigned char *tex;
+static unsigned char *tex, *shadelut;
static uint16_t bnstate;
#define MAX_SPR 4
REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
- vblperf_setcolor(0xff);
+ vblperf_setcolor(0xff);//192);
/* sprite setup */
spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
tex = iwram_sbrk(32 * 32);
memcpy(tex, tuncross_pixels, 32 * 32);
+ shadelut = iwram_sbrk(256 * 8);
+ memcpy(shadelut, tuncross_shade, 256 * 8);
scale = 0x100;//230;
REG_BG2PA = scale;
#define TUN_U(x) ((x) & 0x3f)
#define TUN_V(x) (((x) >> 6) & 0x3ff)
+#define TEXEL(x, y, lvl) \
+ shadelut[((int)tex[((y) << 5) + (x)] << 3) + (lvl)]
__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;
angle = TUN_U(tun >> 16);
depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
tx = ~(angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop = tex[(ty << 5) + tx];
+ pptop = TEXEL(tx, ty, shade);
tx = (angle + uoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
+ ppbot = TEXEL(tx, ty, shade);
angle = TUN_U(tun);
depth = TUN_V(tun);
+ shade = depth >> 7;
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;
- ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
*top++ = pptop;
*bot++ = ppbot;
angle = TUN_U(tun);
depth = TUN_V(tun);
+ shade = depth >> 7;
tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop = tex[(ty << 5) + tx];
+ pptop = TEXEL(tx, ty, shade);
tx = ~(angle + uoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
+ ppbot = TEXEL(tx, ty, shade);
angle = TUN_U(tun >> 16);
depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
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;
- ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
*top++ = pptop;
*bot++ = ppbot;