optimization: fixed spawn points on color texture
[gbajam22] / src / voxscape.c
index a9008ab..8ebc692 100644 (file)
@@ -6,17 +6,22 @@
 #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                    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
 
@@ -55,12 +60,20 @@ struct voxscape {
        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;
 
+       assert(xsz == XSZ && ysz == YSZ);
+
        if(!(vox = calloc(1, sizeof *vox))) {
                return 0;
        }
@@ -185,7 +198,6 @@ void vox_framebuf(struct voxscape *vox, int xres, int yres, void *fb, int horizo
        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;
@@ -215,10 +227,13 @@ void vox_proj(struct voxscape *vox, int fov, int znear, int zfar)
        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;
@@ -229,28 +244,39 @@ void vox_proj(struct voxscape *vox, int fov, int znear, int zfar)
  * 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;
        }
@@ -263,25 +289,29 @@ void vox_render_slice(struct voxscape *vox, int n)
        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 / 4);
+       y = vox->y + COS(vox->angle) * z - ystep * (FBWIDTH / 4);
 
-       x = vox->x - SIN(vox->angle) * z - xstep * (FBWIDTH / 2);
-       y = vox->y + COS(vox->angle) * z - ystep * (FBWIDTH / 2);
+       /*proj = (HSCALE << 8) / (vox->znear + n);*/
 
-       for(i=1; i<FBWIDTH / 2; i++) {
-               col = i * 2;
+       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 * 40 / (vox->znear + n) + vox->horizon;
+                       hval = ((hval * projlut[n]) >> 8) + vox->horizon;
                        if(hval > FBHEIGHT) hval = FBHEIGHT;
                        color = vox->color[offs];
                        last_offs = offs;
@@ -291,41 +321,22 @@ void vox_render_slice(struct voxscape *vox, int n)
                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 * 40 / (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;
@@ -335,37 +346,24 @@ void vox_render_slice(struct voxscape *vox, int n)
 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;
@@ -378,27 +376,34 @@ void vox_sky_grad(struct voxscape *vox, uint8_t chor, uint8_t ctop)
                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);
        }
 }