#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 int nframes, num_vbl, backbuf;
static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
-static const char *testlvl =
- "################\n"
- "################\n"
- "################\n"
- "################\n"
- "################\n"
- "####### s#####\n"
- "####### ########\n"
- "####### #####\n"
- "###### #####\n"
- "###### #####\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 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;
struct screen *init_game_screen(void)
static int gamescr_start(void)
{
int i;
- uint16_t *cmap;
gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
- vblperf_setcolor(1);
-
- lvl = init_level(testlvl);
-
- xgl_init();
+ vblperf_setcolor(0);
- init_player(&player, lvl);
- player.phi = 0x100;
+ pos[0] = pos[1] = VOX_SZ << 15;
- cmap = gba_bgpal;
- *cmap++ = 0;
- for(i=1; i<255; i++) {
- *cmap++ = rand();
+ if(!(vox = vox_create(VOX_SZ, VOX_SZ, height_pixels, color_pixels))) {
+ panic(get_pc(), "vox_create");
+ }
+ vox_proj(vox, 45, 2, VOX_SZ / 5);
+
+ /* 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);
}
- *cmap = 0xffff;
-
- 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);
+ }
nframes = 0;
return 0;
backbuf = ++nframes & 1;
fb = (unsigned char*)vram[backbuf];
- polyfill_framebuffer(fb, 240, 160);
- fillblock_16byte(fb, 0, 240 * 160 / 16);
+ vox_framebuf(vox, 240, 160, fb, -1);
update();
draw();
vblperf_end();
wait_vblank();
present(backbuf);
+
+ if(!(nframes & 15)) {
+ emuprint("vbl: %d", vblperf_count);
+ }
vblperf_begin();
}
+#define WALK_SPEED 0x40000
+#define TURN_SPEED 0x100
+
static void update(void)
{
- uint16_t bnstate;
-
- bnstate = get_input();
-
- player_input(&player, bnstate);
-
- upd_vis(lvl, &player);
+ int32_t fwd[2], right[2];
+ uint16_t input;
+
+ if((input = read_input())) {
+
+ if(input & BN_LT) angle += TURN_SPEED;
+ if(input & BN_RT) angle -= TURN_SPEED;
+
+ fwd[0] = -SIN(angle);
+ fwd[1] = COS(angle);
+ right[0] = fwd[1];
+ right[1] = -fwd[0];
+
+ 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)
{
- int i, x, y;
- struct cell *cell;
-
- xgl_load_identity();
-#ifndef BUILD_GBA
- xgl_translate(0, 0, view_zoom);
-#endif
- xgl_rotate_x(player.phi);
- xgl_rotate_y(player.theta);
- xgl_translate(player.x, 0, player.y);
-
- for(i=0; i<lvl->numvis; i++) {
- cell = lvl->vis[i];
-
- x = (int32_t)(cell->x - player.cx) << 17;
- y = -(int32_t)(cell->y - player.cy) << 17;
-
- xgl_push_matrix();
- xgl_translate(x, 0, y);
- xgl_index(i + 1);
- xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
- xgl_pop_matrix();
- }
+ 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")))
-#endif
+ARM_IWRAM
static void gamescr_vblank(void)
{
num_vbl++;