#include "intr.h"
#include "input.h"
#include "player.h"
+#include "gba.h"
#include "sprite.h"
#include "debug.h"
#include "level.h"
-#include "xgl.h"
-#include "polyfill.h"
+#include "voxscape.h"
+#include "data.h"
+
+static int gamescr_start(void);
+static void gamescr_stop(void);
+static void gamescr_frame(void);
+static void gamescr_vblank(void);
static void update(void);
static void draw(void);
-static void vblank(void);
-static int nframes, num_vbl, backbuf;
-static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
-
-static const char *testlvl =
- "########\n"
- "### s#\n"
- "### ####\n"
- "### #\n"
- "## #\n"
- "## #\n"
- "## #\n"
- "## ### #\n"
- "## ### #\n"
- "## #\n"
- "#### ###\n"
- "########\n";
-
-static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = {
- {0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
- {-0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
- {-0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210},
- {0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210}
+static struct screen gamescr = {
+ "game",
+ gamescr_start,
+ gamescr_stop,
+ gamescr_frame,
+ gamescr_vblank
};
+static int nframes, num_vbl, backbuf;
+static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
+
+static int32_t pos[2], angle;
+static struct voxscape *vox;
-static struct level *lvl;
+#define COLOR_HORIZON 192
+#define COLOR_ZENITH 255
-static struct player player;
-void gamescr(void)
+struct screen *init_game_screen(void)
{
- unsigned char *fb;
+ return &gamescr;
+}
- REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
+static int gamescr_start(void)
+{
+ int i;
- vblperf_setcolor(1);
+ gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
- lvl = init_level(testlvl);
+ vblperf_setcolor(1);
- xgl_init();
+ pos[0] = pos[1] = 256 << 16;
- memset(&player, 0, sizeof player);
- player.phi = 0x100;
+ if(!(vox = vox_create(512, 512, height_pixels, color_pixels))) {
+ panic(get_pc(), "vox_create");
+ }
+ vox_proj(vox, 45, 1, 250);
+
+ /* setup color image palette */
+ for(i=0; i<192; i++) {
+ int r = color_cmap[i * 3];
+ int g = color_cmap[i * 3 + 1];
+ int b = color_cmap[i * 3 + 2];
+ gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
+ }
- select_input(BN_DPAD | BN_A | BN_B);
+ /* setup sky gradient palette */
+ for(i=0; i<64; i++) {
+ int t = (i << 8) / 64;
+ int r = (0xcc00 + (0x55 - 0xcc) * t) >> 8;
+ int g = (0x7700 + (0x88 - 0x77) * t) >> 8;
+ int b = (0xff00 + (0xcc - 0xff) * t) >> 8;
+ int cidx = COLOR_HORIZON + i;
+ gba_bgpal[cidx] = ((b << 7) & 0x7c00) | ((g << 2) & 0x3e0) | (r >> 3);
+ }
- mask(INTR_VBLANK);
- screen_vblank = vblank;
- unmask(INTR_VBLANK);
+ /*select_input(BN_DPAD | BN_LT | BN_RT);*/
nframes = 0;
- for(;;) {
- backbuf = ++nframes & 1;
- fb = (unsigned char*)vram[backbuf];
-
- polyfill_framebuffer(fb, 240, 160);
- fillblock_16byte(fb, 0, 240 * 160 / 16);
-
- update();
- draw();
+ return 0;
+}
- vblperf_end();
- wait_vblank();
- present(backbuf);
- vblperf_begin();
- }
+static void gamescr_stop(void)
+{
}
-static void update(void)
+static void gamescr_frame(void)
{
- uint16_t bnstate;
+ unsigned char *fb;
+
+ backbuf = ++nframes & 1;
+ fb = (unsigned char*)vram[backbuf];
- bnstate = get_input();
+ vox_framebuf(vox, 240, 160, fb, -1);
- player_input(&player, bnstate);
+ update();
+ draw();
- upd_vis(lvl, &player);
+ //vblperf_end();
+ wait_vblank();
+ present(backbuf);
+ //vblperf_begin();
}
-static void draw(void)
+#define WALK_SPEED 0x40000
+#define TURN_SPEED 0x100
+
+static void update(void)
{
- int i, x, y;
- struct cell *cell;
+ int32_t fwd[2], right[2];
+ uint16_t input;
- xgl_load_identity();
- xgl_rotate_x(player.phi);
- xgl_rotate_y(player.theta);
- xgl_translate(player.x, 0, player.y);
+ input = read_input();
- for(i=0; i<lvl->numvis; i++) {
- cell = lvl->vis[i];
+ if(input & BN_LT) angle += TURN_SPEED;
+ if(input & BN_RT) angle -= TURN_SPEED;
- x = (int32_t)(cell->x - player.cx) << 17;
- y = -(int32_t)(cell->y - player.cy) << 17;
+ fwd[0] = -SIN(angle);
+ fwd[1] = COS(angle);
+ right[0] = fwd[1];
+ right[1] = -fwd[0];
- xgl_push_matrix();
- xgl_translate(x, 0, y);
- xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
- xgl_pop_matrix();
+ if(input & BN_UP) {
+ pos[0] += fwd[0];
+ pos[1] += fwd[1];
+ }
+ if(input & BN_DOWN) {
+ pos[0] -= fwd[0];
+ pos[1] -= fwd[1];
}
+ if(input & BN_RIGHT) {
+ pos[0] += right[0];
+ pos[1] += right[1];
+ }
+ if(input & BN_LEFT) {
+ pos[0] -= right[0];
+ pos[1] -= right[1];
+ }
+
+ vox_view(vox, pos[0], pos[1], -30, angle);
+}
+
+static void draw(void)
+{
+ vox_render(vox);
+ vox_sky_grad(vox, COLOR_HORIZON, COLOR_ZENITH);
+ //vox_sky_solid(vox, COLOR_ZENITH);
}
+#ifdef BUILD_GBA
__attribute__((noinline, target("arm"), section(".iwram")))
-static void vblank(void)
+#endif
+static void gamescr_vblank(void)
{
num_vbl++;
}