#include <assert.h>
#include "voxscape.h"
#include "debug.h"
+#include "data.h"
/* hardcoded dimensions for the GBA */
#define FBWIDTH 240
#define FBHEIGHT 160
+#define FBPITCH 240
/* map size */
-#define XSZ 256
-#define YSZ 256
-#define XSHIFT 8
-#define XMASK 0xff
-#define YMASK 0xff
-#define HSCALE 20
+#define XSZ 512
+#define YSZ 512
+#define XSHIFT 9
+#define XMASK 0x1ff
+#define YMASK 0x1ff
+#define HSCALE 40
+/* XXX */
+#define OBJ_STRIDE_SHIFT 5
#define NO_LERP
uint8_t fogcolor;
unsigned int valid;
+
+ struct vox_object *obj;
+ int num_obj, obj_stride;
};
+int vox_quality = 1;
+int *projlut;
+
struct voxscape *vox_create(int xsz, int ysz, uint8_t *himg, uint8_t *cimg)
{
struct voxscape *vox;
if(xres != vox->fbwidth) {
if(!(vox->coltop = iwram_sbrk(xres * sizeof *vox->coltop))) {
panic(get_pc(), "vox_framebuf: failed to allocate column table (%d)\n", xres);
- return;
}
}
vox->fb = fb;
vox->zfar = zfar;
vox->nslices = vox->zfar - vox->znear;
- free(vox->slicelen);
- if(!(vox->slicelen = iwram_sbrk(vox->nslices * sizeof *vox->slicelen))) {
- panic(get_pc(), "vox_proj: failed to allocate slice length table (%d)\n", vox->nslices);
- return;
+ if(!vox->slicelen) {
+ if(!(vox->slicelen = iwram_sbrk(vox->nslices * sizeof *vox->slicelen))) {
+ panic(get_pc(), "vox_proj: failed to allocate slice length table (%d)\n", vox->nslices);
+ }
+ if(!(projlut = iwram_sbrk(vox->nslices * sizeof *projlut))) {
+ panic(get_pc(), "vox_framebuf: failed to allocate projection table (%d)\n", vox->nslices);
+ }
}
vox->valid &= ~SLICELEN;
* for each column step along this line and compute height for each pixel
* fill the visible (top) part of each column
*/
-
+ARM_IWRAM
void vox_render(struct voxscape *vox)
{
int i;
vox_begin(vox);
- for(i=0; i<vox->nslices; i++) {
- vox_render_slice(vox, i);
+
+ if(vox_quality) {
+ for(i=0; i<vox->nslices; i++) {
+ vox_render_slice(vox, i);
+ }
+ } else {
+ for(i=0; i<vox->nslices; i++) {
+ if(i >= 10 && (i & 1) == 0) {
+ continue;
+ }
+ vox_render_slice(vox, i);
+ }
}
}
+ARM_IWRAM
void vox_begin(struct voxscape *vox)
{
int i;
- memset(vox->fb, 0, FBWIDTH * FBHEIGHT);
memset(vox->coltop, 0, FBWIDTH * sizeof *vox->coltop);
if(!(vox->valid & SLICELEN)) {
float theta = (float)vox->fov * M_PI / 360.0f; /* half angle */
for(i=0; i<vox->nslices; i++) {
vox->slicelen[i] = (int32_t)((vox->znear + i) * tan(theta) * 4.0f * 65536.0f);
+ projlut[i] = (HSCALE << 8) / (vox->znear + i);
}
vox->valid |= SLICELEN;
}
int32_t x, y, len, xstep, ystep;
uint8_t color, last_col;
uint16_t *fbptr;
+ /*int proj;*/
+ struct vox_object *obj;
z = vox->znear + n;
len = vox->slicelen[n] >> 8;
- xstep = (((COS(vox->angle) >> 4) * len) >> 4) / FBWIDTH;
- ystep = (((SIN(vox->angle) >> 4) * len) >> 4) / FBWIDTH;
+ xstep = (((COS(vox->angle) >> 4) * len) >> 4) / (FBWIDTH / 2);
+ ystep = (((SIN(vox->angle) >> 4) * len) >> 4) / (FBWIDTH / 2);
- x = vox->x - SIN(vox->angle) * z - xstep * (FBWIDTH / 2);
- y = vox->y + COS(vox->angle) * z - ystep * (FBWIDTH / 2);
+ x = vox->x - SIN(vox->angle) * z - xstep * (FBWIDTH / 4);
+ y = vox->y + COS(vox->angle) * z - ystep * (FBWIDTH / 4);
- for(i=1; i<FBWIDTH / 2; i++) {
- col = i * 2;
+ /*proj = (HSCALE << 8) / (vox->znear + n);*/
+
+ for(i=0; i<FBWIDTH/2; i++) {
+ col = i << 1;
offs = (((y >> 16) & YMASK) << XSHIFT) + ((x >> 16) & XMASK);
if(offs == last_offs) {
hval = last_hval;
color = last_col;
} else {
hval = vox->height[offs] - vox->vheight;
- hval = hval * HSCALE / (vox->znear + n) + vox->horizon;
+ hval = ((hval * projlut[n]) >> 8) + vox->horizon;
if(hval > FBHEIGHT) hval = FBHEIGHT;
color = vox->color[offs];
last_offs = offs;
if(hval > vox->coltop[col]) {
colstart = FBHEIGHT - hval;
colheight = hval - vox->coltop[col];
- fbptr = vox->fb + colstart * (FBWIDTH / 2) + i;
+ fbptr = vox->fb + colstart * (FBPITCH / 2) + i;
for(j=0; j<colheight; j++) {
- *fbptr |= color;
- fbptr += FBWIDTH / 2;
+ *fbptr = color | ((uint16_t)color << 8);
+ fbptr += FBPITCH / 2;
}
vox->coltop[col] = hval;
- }
- x += xstep;
- y += ystep;
-
- col++;
- offs = (((y >> 16) & YMASK) << XSHIFT) + ((x >> 16) & XMASK);
- if(offs == last_offs) {
- hval = last_hval;
- color = last_col;
- } else {
- hval = vox->height[offs] - vox->vheight;
- hval = hval * HSCALE / (vox->znear + n) + vox->horizon;
- if(hval > FBHEIGHT) hval = FBHEIGHT;
- color = vox->color[offs];
- last_offs = offs;
- last_hval = hval;
- last_col = color;
- }
- if(hval > vox->coltop[col]) {
- colstart = FBHEIGHT - hval;
- colheight = hval - vox->coltop[col];
- fbptr = vox->fb + colstart * (FBWIDTH / 2) + i;
- for(j=0; j<colheight; j++) {
- *fbptr |= ((uint16_t)color << 8);
- fbptr += FBWIDTH / 2;
+ /* check to see if there's an object here */
+ if(color >= CMAP_SPAWN0) {
+ int idx = color - CMAP_SPAWN0;
+ obj = (struct vox_object*)((char*)vox->obj + (idx << OBJ_STRIDE_SHIFT));
+ obj->px = col;
+ obj->py = colstart;
+ obj->scale = projlut[n];
}
- vox->coltop[col] = hval;
}
x += xstep;
y += ystep;
ARM_IWRAM
void vox_sky_solid(struct voxscape *vox, uint8_t color)
{
- int i, j, colh0, colh1, colhboth;
+ int i, j, colheight;
uint16_t *fbptr;
- for(i=1; i<FBWIDTH / 2; i++) {
+ for(i=0; i<FBWIDTH / 2; i++) {
fbptr = vox->fb + i;
- colh0 = FBHEIGHT - vox->coltop[i << 1];
- colh1 = FBHEIGHT - vox->coltop[(i << 1) + 1];
- colhboth = colh0 < colh1 ? colh0 : colh1;
+ colheight = FBHEIGHT - vox->coltop[i << 1];
- for(j=0; j<colhboth; j++) {
+ for(j=0; j<colheight; j++) {
*fbptr = color | ((uint16_t)color << 8);
- fbptr += FBWIDTH / 2;
- }
-
- if(colh0 > colh1) {
- for(j=colhboth; j<colh0; j++) {
- *fbptr |= color;
- fbptr += FBWIDTH / 2;
- }
- } else {
- for(j=colhboth; j<colh1; j++) {
- *fbptr |= (uint16_t)color << 8;
- fbptr += FBWIDTH / 2;
- }
+ fbptr += FBPITCH / 2;
}
}
}
+ARM_IWRAM
void vox_sky_grad(struct voxscape *vox, uint8_t chor, uint8_t ctop)
{
- int i, j, colh0, colh1, colhboth, t;
+ int i, j, colheight, t;
int d = FBHEIGHT - vox->horizon;
uint8_t grad[FBHEIGHT];
uint16_t *fbptr;
grad[i] = chor;
}
- for(i=1; i<FBWIDTH / 2; i++) {
+ for(i=0; i<FBWIDTH / 2; i++) {
fbptr = vox->fb + i;
- colh0 = FBHEIGHT - vox->coltop[i << 1];
- colh1 = FBHEIGHT - vox->coltop[(i << 1) + 1];
- colhboth = colh0 < colh1 ? colh0 : colh1;
+ colheight = FBHEIGHT - vox->coltop[i << 1];
- for(j=0; j<colhboth; j++) {
+ for(j=0; j<colheight; j++) {
*fbptr = grad[j] | ((uint16_t)grad[j] << 8);
- fbptr += FBWIDTH / 2;
+ fbptr += FBPITCH / 2;
}
+ }
+}
- if(colh0 > colh1) {
- for(j=colhboth; j<colh0; j++) {
- *fbptr |= grad[j];
- fbptr += FBWIDTH / 2;
- }
- } else {
- for(j=colhboth; j<colh1; j++) {
- *fbptr |= (uint16_t)grad[j] << 8;
- fbptr += FBWIDTH / 2;
- }
- }
+void vox_objects(struct voxscape *vox, struct vox_object *ptr, int count, int stride)
+{
+ int i;
+ struct vox_object *obj;
+
+ if(stride != 1 << OBJ_STRIDE_SHIFT) {
+ panic(get_pc(), "optimization requires %d byte vox obj (got %d)",
+ 1 << OBJ_STRIDE_SHIFT, stride);
+ }
+
+ vox->obj = ptr;
+ vox->num_obj = count;
+ vox->obj_stride = stride;
+
+ obj = ptr;
+ for(i=0; i<count; i++) {
+ obj->offs = obj->y * XSZ + obj->x;
+ obj = (struct vox_object*)((char*)obj + stride);
}
}