test sprite scaling
[gbajam21] / src / gamescr.c
index 6eee713..5a84ee6 100644 (file)
@@ -15,7 +15,7 @@ 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 unsigned char *tex;
+static unsigned char *tex, *shadelut;
 static uint16_t bnstate;
 
 #define MAX_SPR                4
@@ -27,6 +27,8 @@ static unsigned char rot;
 static int32_t tunrot;
 static int32_t tunmat[4], tunx, tuny;
 
+static int rune_dist = 16;
+
 void gamescr(void)
 {
        int i;
@@ -36,10 +38,10 @@ void gamescr(void)
 
        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);
+       spr_setup(32, 16, spr_game_pixels, spr_game_cmap);
 
        wait_vblank();
        spr_clear();
@@ -60,6 +62,8 @@ void gamescr(void)
 
        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;
@@ -91,12 +95,14 @@ void gamescr(void)
 }
 
 #define TUN_U(x)       ((x) & 0x3f)
-#define TUN_V(x)       (((x) >> 7) & 0x1ff)
+#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;
@@ -111,7 +117,7 @@ static void draw_tunnel(void)
        tunturn = abs(tunsweep) & 0x1f;
 
        zoffs = num_vbl;
-       uoffs = 0;//(flip ? -num_vbl : num_vbl) >> 2;
+       uoffs = (flip ? -num_vbl : num_vbl) >> 1;
 
        top = vram[backbuf];
        bot = vram[backbuf] + 159 * 240 / 2;
@@ -125,19 +131,21 @@ static void draw_tunnel(void)
 
                                angle = TUN_U(tun >> 16);
                                depth = TUN_V(tun >> 16);
+                               shade = depth >> 7;
                                tx = ~(angle - uoffs) & 0x1f;
-                               ty = (depth + zoffs) & 0x1f;
-                               pptop = tex[(ty << 5) + tx];
+                               ty = ((depth >> 1) + zoffs) & 0x1f;
+                               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 + zoffs) & 0x1f;
-                               pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
+                               ty = ((depth >> 1) + zoffs) & 0x1f;
+                               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;
@@ -152,19 +160,21 @@ static void draw_tunnel(void)
 
                                angle = TUN_U(tun);
                                depth = TUN_V(tun);
+                               shade = depth >> 7;
                                tx = (angle - uoffs) & 0x1f;
-                               ty = (depth + zoffs) & 0x1f;
-                               pptop = tex[(ty << 5) + tx];
+                               ty = ((depth >> 1) + zoffs) & 0x1f;
+                               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 + zoffs) & 0x1f;
-                               pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
+                               ty = ((depth >> 1) + zoffs) & 0x1f;
+                               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;
@@ -191,8 +201,14 @@ static void vblank(void)
 
                if(bnstate & BN_LEFT) x -= gate_speed;
                if(bnstate & BN_RIGHT) x += gate_speed;
-               if(bnstate & BN_UP) y -= gate_speed;
-               if(bnstate & BN_DOWN) y += gate_speed;
+               if(bnstate & BN_UP) {
+                       rune_dist += 2;
+                       if(rune_dist > 0xff) rune_dist = 0xff;
+               }
+               if(bnstate & BN_DOWN) {
+                       rune_dist -= 2;
+                       if(rune_dist < 8) rune_dist = 8;
+               }
 
                if(x < 0) x = 0;
                if(x > 239) x = 239;
@@ -206,13 +222,13 @@ static void vblank(void)
        if(bnstate & BN_B) rot += 2;
 
 
-       spr_oam(oam, 0, 512 + 256, x - 64, y - 64, SPR_256COL | SPR_SZ64 | SPR_DBLSZ |
+       spr_oam(oam, 0, 512, x - 64, y - 64, SPR_SZ64 | SPR_DBLSZ |
                        SPR_ROTSCL | SPR_ROTSCL_SEL(0));
 
-       mat[0] = COS(rot);
-       mat[1] = -SIN(rot);
-       mat[2] = SIN(rot);
-       mat[3] = COS(rot);
+       mat[0] = COS(rot) * rune_dist >> 4;
+       mat[1] = -SIN(rot) * rune_dist >> 4;
+       mat[2] = SIN(rot) * rune_dist >> 4;
+       mat[3] = COS(rot) * rune_dist >> 4;
        spr_transform(oam, 0, mat);