turns
[gbajam22] / src / voxscape.c
index 60c2781..b57cad4 100644 (file)
 /* 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
 
 
 #define NO_LERP
@@ -232,22 +233,25 @@ 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++) {
+               /*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)) {
@@ -270,42 +274,14 @@ void vox_render_slice(struct voxscape *vox, int n)
        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;
-
-       x = vox->x - SIN(vox->angle) * z - xstep * (FBWIDTH / 2);
-       y = vox->y + COS(vox->angle) * z - ystep * (FBWIDTH / 2);
-
-       for(i=1; i<FBWIDTH / 2; i++) {
-               col = i * 2;
-               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;
+       xstep = (((COS(vox->angle) >> 4) * len) >> 4) / (FBWIDTH / 2);
+       ystep = (((SIN(vox->angle) >> 4) * len) >> 4) / (FBWIDTH / 2);
 
-                       for(j=0; j<colheight; j++) {
-                               *fbptr |= color;
-                               fbptr += FBWIDTH / 2;
-                       }
-                       vox->coltop[col] = hval;
-               }
-               x += xstep;
-               y += ystep;
+       x = vox->x - SIN(vox->angle) * z - xstep * (FBWIDTH / 4);
+       y = vox->y + COS(vox->angle) * z - ystep * (FBWIDTH / 4);
 
-               col++;
+       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;
@@ -322,11 +298,11 @@ 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 |= ((uint16_t)color << 8);
-                               fbptr += FBWIDTH / 2;
+                               *fbptr = color | ((uint16_t)color << 8);
+                               fbptr += FBPITCH / 2;
                        }
                        vox->coltop[col] = hval;
                }
@@ -338,37 +314,24 @@ 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;
@@ -381,27 +344,13 @@ 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;
-               }
-
-               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;
-                       }
+                       fbptr += FBPITCH / 2;
                }
        }
 }