X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgamescr.c;h=416e99c74f0ba660e639c72e8cea6a5c575ca762;hb=7c20a027ada19adf37aea0f3326b9b4b060b3f1c;hp=23a8e21e8faf3e86245ae31cbe7c70edf44d4e47;hpb=11d447b3ef2de519e646802c0721e07cd5596133;p=gbajam21 diff --git a/src/gamescr.c b/src/gamescr.c index 23a8e21..416e99c 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -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 @@ -36,7 +36,7 @@ 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); @@ -60,6 +60,8 @@ 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; @@ -92,11 +94,13 @@ void gamescr(void) #define TUN_U(x) ((x) & 0x3f) #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; @@ -125,19 +129,21 @@ static void draw_tunnel(void) angle = TUN_U(tun >> 16); depth = TUN_V(tun >> 16); + shade = depth >> 7; tx = ~(angle - uoffs) & 0x1f; ty = ((depth >> 1) + zoffs) & 0x1f; - pptop = tex[(ty << 5) + tx]; + 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 >> 1) + zoffs) & 0x1f; - pptop |= (uint16_t)tex[(ty << 5) + tx] << 8; + 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 +158,21 @@ static void draw_tunnel(void) angle = TUN_U(tun); depth = TUN_V(tun); + shade = depth >> 7; tx = (angle - uoffs) & 0x1f; ty = ((depth >> 1) + zoffs) & 0x1f; - pptop = tex[(ty << 5) + tx]; + 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 >> 1) + zoffs) & 0x1f; - pptop |= (uint16_t)tex[(ty << 5) + tx] << 8; + 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;