#include "voxscape.h"
#include "debug.h"
+#define FBWIDTH 240
+#define FBHEIGHT 160
+
#define XLERP(a, b, t, fp) \
((((a) << (fp)) + ((b) - (a)) * (t)) >> fp)
{
int i;
- memset(vox->coltop, 0, vox->fbwidth * sizeof *vox->coltop);
+ 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 */
void vox_render_slice(struct voxscape *vox, int n)
{
- int i, j, hval, colstart, colheight, z;
+ int i, j, hval, colstart, colheight, col, z;
int32_t x, y, len, xstep, ystep;
uint8_t color;
uint16_t *fbptr;
z = vox->znear + n;
len = vox->slicelen[n] >> 8;
- xstep = ((COS(vox->angle) >> 8) * len) / vox->fbwidth;
- ystep = ((SIN(vox->angle) >> 8) * len) / vox->fbwidth;
+ xstep = (((COS(vox->angle) >> 4) * len) >> 4) / FBWIDTH;
+ ystep = (((SIN(vox->angle) >> 4) * len) >> 4) / FBWIDTH;
+
+ 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 * (vox->fbwidth >> 1);
- y = vox->y + COS(vox->angle) * z - ystep * (vox->fbwidth >> 1);
- /* TODO double column */
- for(i=0; i<vox->fbwidth/2; i++) {
+ for(i=0; i<FBWIDTH / 2; i++) {
+ col = i * 2;
hval = vox_height(vox, x, y) - vox->vheight;
- hval = hval * 160 / (vox->znear + n) + vox->horizon;
- if(hval > vox->fbheight) hval = vox->fbheight;
- if(hval > vox->coltop[i]) {
+ hval = hval * 40 / (vox->znear + n) + vox->horizon;
+ if(hval > FBHEIGHT) hval = FBHEIGHT;
+ if(hval > vox->coltop[col]) {
color = vox_color(vox, x, y);
- colstart = vox->fbheight - hval;
- colheight = hval - vox->coltop[i];
- fbptr = vox->fb + colstart * vox->fbwidth / 2 + i / 2;
+ colstart = FBHEIGHT - hval;
+ colheight = hval - vox->coltop[col];
+ fbptr = vox->fb + colstart * (FBWIDTH / 2) + i;
for(j=0; j<colheight; j++) {
- *fbptr = color | ((uint16_t)color << 8);
- fbptr += vox->fbwidth >> 1;
+ *fbptr |= color;
+ fbptr += FBWIDTH / 2;
}
- vox->coltop[i] = hval;
+ vox->coltop[col] = hval;
}
+ x += xstep;
+ y += ystep;
+ col++;
+ hval = vox_height(vox, x, y) - vox->vheight;
+ hval = hval * 40 / (vox->znear + n) + vox->horizon;
+ if(hval > FBHEIGHT) hval = FBHEIGHT;
+ if(hval > vox->coltop[col]) {
+ color = vox_color(vox, x, y);
+ 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;
+ }
+ vox->coltop[col] = hval;
+ }
x += xstep;
y += ystep;
}
void vox_sky_solid(struct voxscape *vox, uint8_t color)
{
- int i, j, colheight;
+ int i, j, colh0, colh1, colhboth;
uint16_t *fbptr;
- /* TODO double columns */
- for(i=0; i<vox->fbwidth/2; i++) {
+ for(i=0; i<FBWIDTH / 2; i++) {
fbptr = vox->fb + i;
- colheight = vox->fbheight - vox->coltop[i];
- for(j=0; j<colheight; j++) {
+ colh0 = FBHEIGHT - vox->coltop[i << 1];
+ colh1 = FBHEIGHT - vox->coltop[(i << 1) + 1];
+ colhboth = colh0 < colh1 ? colh0 : colh1;
+
+ for(j=0; j<colhboth; j++) {
*fbptr = color | ((uint16_t)color << 8);
- fbptr += vox->fbwidth >> 1;
+ 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;
+ }
}
}
}
void vox_sky_grad(struct voxscape *vox, uint8_t chor, uint8_t ctop)
{
- int i, j, colheight, t;
- int d = vox->fbheight - vox->horizon;
- uint8_t *grad;
+ int i, j, colh0, colh1, colhboth, t;
+ int d = FBHEIGHT - vox->horizon;
+ uint8_t grad[FBHEIGHT];
uint16_t *fbptr;
- grad = alloca(vox->fbheight * sizeof *grad);
-
for(i=0; i<d; i++) {
- t = (i << 8) / d;
- grad[i] = XLERP(ctop, chor, t, 8);
+ t = (i << 16) / d;
+ grad[i] = XLERP(ctop, chor, t, 16);
}
- for(i=d; i<vox->fbheight; i++) {
+ for(i=d; i<FBHEIGHT; i++) {
grad[i] = chor;
}
- /* TODO double columns */
- for(i=0; i<vox->fbwidth/2; i++) {
- fbptr = vox->fb + i / 2;
- colheight = vox->fbheight - vox->coltop[i];
- for(j=0; j<colheight; j++) {
+ 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;
+
+ for(j=0; j<colhboth; j++) {
*fbptr = grad[j] | ((uint16_t)grad[j] << 8);
- fbptr += vox->fbwidth >> 1;
+ fbptr += FBWIDTH / 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;
+ }
}
}
}