tunnel shading
[gbajam21] / src / gamescr.c
index 23a8e21..5305c8b 100644 (file)
@@ -92,11 +92,13 @@ void gamescr(void)
 
 #define TUN_U(x)       ((x) & 0x3f)
 #define TUN_V(x)       (((x) >> 6) & 0x3ff)
+#define TEXEL(x, y, lvl) \
+       tuncross_shade[((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 +127,21 @@ 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 +156,21 @@ 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;