Improve texturing

This commit is contained in:
Miloslav Číž 2018-09-03 15:14:39 +02:00
parent d1458632e9
commit e230cf96fb

266
game.cpp
View file

@ -12,7 +12,6 @@
#include <stdio.h>
#include "raycastlib.h"
#include "Pokitto.h"
#include <stdlib.h>
#define SUBSAMPLE 2
@ -94,6 +93,162 @@ const unsigned char image[] =
,0x09,0x09
};
const unsigned char image2[] =
{ 32, 32 // width, height
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};
const unsigned char image3[] =
{ 32, 32 // width, height
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};
uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
{
int32_t index = clamp(
@ -110,12 +265,14 @@ inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
return (r & 0b00000111) | ((g & 0b00000111) << 3) | ((b & 0b00000011) << 6);
}
inline uint8_t darkenColor(uint8_t color, uint8_t intensity)
inline uint8_t addIntensity(uint8_t color, int intensity)
{
uint8_t r = color & 0b00000111;
uint8_t g = (color & 0b00111000) >> 3;
uint8_t b = (color & 0b11000000) >> 6;
if (intensity >= 0)
{
r += intensity;
r = r > 7 ? 7 : r;
@ -124,6 +281,14 @@ inline uint8_t darkenColor(uint8_t color, uint8_t intensity)
b += intensity / 2;
b = b > 3 ? 3 : b;
}
else
{
intensity *= -1;
r = (intensity > r) ? 0 : r - intensity;
g = (intensity > g) ? 0 : g - intensity;
b = (intensity / 2) > b ? 0 : b - (intensity / 2);
}
return rgbToIndex(r,g,b);
}
@ -152,11 +317,11 @@ public:
Character()
{
mCamera.position.x = 14337; // UNITS_PER_SQUARE * 4;
mCamera.position.y = 7963; //UNITS_PER_SQUARE * 5;
mCamera.direction = -340; //0;
mCamera.position.x = UNITS_PER_SQUARE * 4;
mCamera.position.y = UNITS_PER_SQUARE * 5;
mCamera.direction = 0;
mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = 2756; //UNITS_PER_SQUARE / 2;
mCamera.height = UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
mCamera.resolution.y = 88;
}
@ -171,30 +336,10 @@ Unit heightFunc(int16_t x, int16_t y)
return level.getHeight(x,y) * UNITS_PER_SQUARE / 4;
}
bool dither(uint8_t intensity, uint32_t x, uint32_t y)
{
switch (intensity)
{
case 0: return false; break;
case 1: return x % 2 == 0 && y % 2 == 0; break;
case 2: return x % 2 == y % 2; break;
case 3: return x % 2 != 0 || y % 2 != 0; break;
default: return true; break;
}
}
inline void pixelFunc(PixelInfo pixel)
{
uint8_t c;
#if 0
c = pixel.isWall ? pixel.hit.direction + 4 : 1;
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)
@ -205,8 +350,6 @@ int intensity = 7 - (depth * 7) / (UNITS_PER_SQUARE * 5);
if (intensity < 0)
intensity = 0;
if (pixel.isWall)
{
if ((pixel.hit.direction == 0 || pixel.hit.direction == 2))
@ -215,11 +358,11 @@ if (pixel.isWall)
if (intensity < 0)
intensity = 0;
c = sampleImage(image,pixel.hit.textureCoord,pixel.textureCoordY);
c = darkenColor(c,intensity);
c = sampleImage(image2,pixel.hit.textureCoord,pixel.textureCoordY);
c = addIntensity(c,intensity - 3);
}
else
c = rgbToIndex(intensity,intensity,intensity / 2);
c = rgbToIndex(intensity/2,intensity,intensity/3);
uint8_t *buf = p.display.screenbuffer;
@ -230,94 +373,33 @@ else
*buf++ = c;
*buf = c;
#endif
}
unsigned short pal[256];
void draw()
{
/*
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,sampleImage(image,i * 10,j * 9));
++a;
}
return;
*/
RayConstraints c;
c.maxHits = 16;
c.maxSteps = 16;
render(player.mCamera,heightFunc,pixelFunc,c);
/*
p.display.setCursor(1,1);
p.display.print(player.mCamera.position.x);
p.display.print(' ');
p.display.print(player.mCamera.position.y);
p.display.print(' ');
p.display.print(player.mCamera.height);
p.display.print(' ');
p.display.print(player.mCamera.direction);
*/
}
int main()
{
p.begin();
/*
int a,s,r,g,b;
for(a=0; a<=63; a++){
s = 0; r = a; g = 63-a; b = 0; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
s = 64; r = 63-a; g = 0; b = a; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
s = 128; r = 0; g = 0; b = 63-a; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
s = 192; r = 0; g = a; b = 0; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
}
*/
for (uint8_t r = 0; r < 8; ++r)
for (uint8_t g = 0; g < 8; ++g)
for (uint8_t b = 0; b < 4; ++b)
{
pal[rgbToIndex(r,g,b)] = p.display.RGBto565(36 * r, 36 * g, 85 * b);
}
/*
for (int i = 0; i < 16; ++i)
pal[i] = p.display.RGBto565(255-i,255-i,255-i);
pal[0] = p.display.RGBto565(0,0,0);
pal[1] = p.display.RGBto565(64,0,0);
pal[2] = p.display.RGBto565(128,0,0);
pal[3] = p.display.RGBto565(192,0,0);
pal[4] = p.display.RGBto565(0,64,0);
pal[5] = p.display.RGBto565(0,128,0);
pal[6] = p.display.RGBto565(0,192,0);
pal[7] = p.display.RGBto565(0,0,64);
pal[8] = p.display.RGBto565(0,0,128);
pal[9] = p.display.RGBto565(0,0,192);
pal[10] = p.display.RGBto565(64,64,0);
pal[11] = p.display.RGBto565(128,128,0);
pal[12] = p.display.RGBto565(192,192,0);
pal[13] = p.display.RGBto565(64,64,64);
pal[14] = p.display.RGBto565(128,128,128);
pal[15] = p.display.RGBto565(192,192,192);
*/
p.display.load565Palette(&pal[0]); // load a palette the same way as any other palette in any other screen mode
p.display.persistence = 1;
p.setFrameRate(60);
p.display.setFont(fontTiny);
while (p.isRunning())