Use mode 13

This commit is contained in:
Miloslav Číž 2018-09-03 10:56:48 +02:00
parent 2fa261cbc9
commit f46946036b

View file

@ -1,6 +1,8 @@
/**
WIP raycasting demo for Pokitto.
Don't forget to compile with -O3!
author: Miloslav "drummyfish" Ciz
license: CC0
*/
@ -12,6 +14,14 @@
#include "Pokitto.h"
#include <stdlib.h>
#define SUBSAMPLE 3
// r: 3 bits, g: 3 bits, b: 2 bits
inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
{
return (r & 0b00000111) | ((g & 0b00000111) << 3) | ((b & 0b00000011) << 6);
}
class Level
{
public:
@ -36,12 +46,12 @@ public:
Character()
{
mCamera.position.x = UNITS_PER_SQUARE * 4;
mCamera.position.y = UNITS_PER_SQUARE * 5;
mCamera.direction = 0;
mCamera.position.x = 7695; // UNITS_PER_SQUARE * 4;
mCamera.position.y = 7697; //UNITS_PER_SQUARE * 5;
mCamera.direction = -500; //0;
mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 36;
mCamera.height = 2756; //UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
mCamera.resolution.y = 88;
}
};
@ -69,6 +79,8 @@ 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));
Unit depth = pixel.depth - UNITS_PER_SQUARE;
@ -76,7 +88,7 @@ inline void pixelFunc(PixelInfo pixel)
if (depth < 0)
depth = 0;
int16_t d = depth / (UNITS_PER_SQUARE * 4);
int16_t d = depth / (UNITS_PER_SQUARE * 2);
if (d < 0)
d = 0;
@ -85,22 +97,55 @@ inline void pixelFunc(PixelInfo pixel)
c -= d;
else
c = 0;
*/
Unit depth = pixel.depth - UNITS_PER_SQUARE;
if (depth < 0)
depth = 0;
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;
}
}
else
c = rgbToIndex(intensity,intensity,intensity / 2);
//c -= min(2,pixel.depth / UNITS_PER_SQUARE);
uint8_t *buf = p.display.screenbuffer;
buf += pixel.position.x * 3;
buf += pixel.position.x * SUBSAMPLE;
buf += pixel.position.y * p.display.width;
*buf++ = c;
*buf++ = c;
for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)
*buf++ = c;
*buf = c;
//for (uint8_t i = 0; i < SUBSAMPLE; ++i)
//p.display.drawPixel(pixel.position.x * SUBSAMPLE + i,pixel.position.y,c);
}
unsigned short pal[256];
void draw()
{
/*
uint8_t a = 0;
for (uint8_t j = 0; j < 88; ++j)
@ -111,6 +156,7 @@ p.display.drawPixel(i,j,a);
}
return;
*/
RayConstraints c;
c.maxHits = 16;
@ -118,12 +164,16 @@ return;
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.x);
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()
@ -138,11 +188,18 @@ int main()
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);
@ -160,10 +217,12 @@ 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);