Add textures

This commit is contained in:
Miloslav Číž 2018-09-03 14:22:52 +02:00
parent 7eecabd620
commit c41e9a8fd9

143
game.cpp
View file

@ -14,7 +14,95 @@
#include "Pokitto.h"
#include <stdlib.h>
#define SUBSAMPLE 3
#define SUBSAMPLE 2
const unsigned char image[] =
{ 32, 32 // width, height
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};
uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
{
int32_t index = clamp(
image[1] * ((image[1] * y) / UNITS_PER_SQUARE) +
(image[0] * x) / UNITS_PER_SQUARE,
0, image[0] * image[1] - 1);
return image[2 + index];
}
// r: 3 bits, g: 3 bits, b: 2 bits
inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
@ -46,9 +134,9 @@ public:
Character()
{
mCamera.position.x = 7695; // UNITS_PER_SQUARE * 4;
mCamera.position.y = 7697; //UNITS_PER_SQUARE * 5;
mCamera.direction = -500; //0;
mCamera.position.x = 14337; // UNITS_PER_SQUARE * 4;
mCamera.position.y = 7963; //UNITS_PER_SQUARE * 5;
mCamera.direction = -340; //0;
mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = 2756; //UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
@ -80,25 +168,15 @@ bool dither(uint8_t intensity, uint32_t x, uint32_t y)
inline void pixelFunc(PixelInfo pixel)
{
/*
uint8_t c = 3 + (pixel.isWall == 0 ? 12 : (pixel.hit.direction * 3));
uint8_t c;
Unit depth = pixel.depth - UNITS_PER_SQUARE;
#if 0
c = pixel.isWall ? pixel.hit.direction + 4 : 1;
if (depth < 0)
depth = 0;
int16_t d = depth / (UNITS_PER_SQUARE * 2);
if (d < 0)
d = 0;
if (d <= 2)
c -= d;
else
c = 0;
*/
for (uint8_t i = 0; i < SUBSAMPLE; ++i)
p.display.drawPixel(pixel.position.x * SUBSAMPLE + i,pixel.position.y,c);
#else
Unit depth = pixel.depth - UNITS_PER_SQUARE;
if (depth < 0)
@ -109,23 +187,22 @@ int intensity = 7 - (depth * 7) / (UNITS_PER_SQUARE * 5);
if (intensity < 0)
intensity = 0;
uint8_t c;
if (pixel.isWall)
{
switch (pixel.hit.direction)
{
case 0: c = rgbToIndex(intensity,0,0); break;
case 1: c = rgbToIndex(0,intensity,0); break;
case 2: c = rgbToIndex(0,0,intensity / 2); break;
case 3: c = rgbToIndex(intensity,intensity,0); break;
default: c = 0; break;
}
if ((pixel.hit.direction == 0 || pixel.hit.direction == 2))
intensity -= 2;
if (intensity < 0)
intensity = 0;
}
if (pixel.isWall)
c = sampleImage(image,pixel.hit.textureCoord,pixel.textureCoordY);
else
c = rgbToIndex(intensity,intensity,intensity / 2);
uint8_t *buf = p.display.screenbuffer;
buf += pixel.position.x * SUBSAMPLE;
@ -135,10 +212,8 @@ else
*buf++ = c;
*buf = c;
#endif
//for (uint8_t i = 0; i < SUBSAMPLE; ++i)
//p.display.drawPixel(pixel.position.x * SUBSAMPLE + i,pixel.position.y,c);
}
unsigned short pal[256];
@ -151,7 +226,7 @@ uint8_t a = 0;
for (uint8_t j = 0; j < 88; ++j)
for (uint8_t i = 0; i < 110; ++i)
{
p.display.drawPixel(i,j,a);
p.display.drawPixel(i,j,sampleImage(image,i * 10,j * 9));
++a;
}
return;