224 lines
4.7 KiB
C++
224 lines
4.7 KiB
C++
/**
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General definitions for Pokitto raycasting demos.
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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*/
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#ifndef RAYCAST_DEMO_GENERAL_HPP
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#define RAYCAST_DEMO_GENERAL_HPP
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#include "stdio.h" // for debugging raycastlibg
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#define VERTICAL_FOV UNITS_PER_SQUARE // redefine camera vertical FOV
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#include "raycastlib.h"
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#include "Pokitto.h"
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Pokitto::Core pokitto;
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#ifndef FPS
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#define FPS 30
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#endif
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#ifndef PLAYER_SPEED
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#define PLAYER_SPEED (2 * UNITS_PER_SQUARE)
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#endif
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#ifndef PLAYER_ROTATION_SPEED
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#define PLAYER_ROTATION_SPEED (UNITS_PER_SQUARE / 2)
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#endif
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#ifndef GRAVITY_ACCELERATION
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#define GRAVITY_ACCELERATION ((3 * UNITS_PER_SQUARE) / 2)
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#endif
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#define SCREEN_WIDTH 110
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#define SCREEN_HEIGHT 88
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#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
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#define MIDDLE_COLUMN (SCREEN_WIDTH / 2)
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#ifndef SUBSAMPLE
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#define SUBSAMPLE 2
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#endif
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#define SUBSAMPLED_WIDTH (SCREEN_WIDTH / SUBSAMPLE)
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#define TRANSPARENT_COLOR 0b00000111
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Unit zBuffer[SUBSAMPLED_WIDTH]; ///< 1D z-buffer for visibility determination.
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unsigned short palette[256];
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/**
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Gets (the index of) color by specified RGB components.
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@param r red, 3 bits (0 to 7)
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@param g green, 3 bits (0 to 7)
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@param b blue, 2 bits (0 to 3)
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@return palette index of the color
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*/
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inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
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{
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return (r & 0b00000111) | ((g & 0b00000111) << 3) | ((b & 0b00000011) << 6);
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}
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/**
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Inits and loads a general 256 color palette.
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*/
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void initPalette()
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{
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for (uint8_t r = 0; r < 8; ++r)
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for (uint8_t g = 0; g < 8; ++g)
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for (uint8_t b = 0; b < 4; ++b)
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palette[rgbToIndex(r,g,b)] =
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pokitto.display.RGBto565(36 * r, 36 * g, 85 * b);
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pokitto.display.load565Palette(palette);
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}
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/**
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Adds given intensity to a color.
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@param color input color
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@param intensity intensity to add, 3 bit (0 to 7)
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@return new color
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*/
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inline uint8_t addIntensity(uint8_t color, int intensity)
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{
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uint8_t r = color & 0b00000111;
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uint8_t g = (color & 0b00111000) >> 3;
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uint8_t b = (color & 0b11000000) >> 6;
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if (intensity >= 0)
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{
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r += intensity;
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r = r > 7 ? 7 : r;
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g += intensity;
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g = g > 7 ? 7 : g;
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b += intensity / 2;
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b = b > 3 ? 3 : b;
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}
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else
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{
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intensity *= -1;
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r = (intensity > r) ? 0 : r - intensity;
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g = (intensity > g) ? 0 : g - intensity;
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intensity /= 2;
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b = intensity > b ? 0 : b - intensity;
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}
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return rgbToIndex(r,g,b);
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}
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/**
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Samples an image by normalized coordinates - each coordinate is in range
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0 to UNITS_PER_SQUARE (from raycastlib).
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*/
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inline uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
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{
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// TODO: optimize
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x = wrap(x,UNITS_PER_SQUARE);
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y = wrap(y,UNITS_PER_SQUARE);
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int32_t index =
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image[1] * ((image[1] * x) / UNITS_PER_SQUARE) + (image[0] * y) /
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UNITS_PER_SQUARE;
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return image[2 + index];
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}
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void inline drawSprite(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, int16_t size)
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{
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// TODO: optimize
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x -= size / 2;
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y -= size / 2;
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Unit step = UNITS_PER_SQUARE / size;
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uint8_t c;
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int16_t jTo = size - max(0,y + size - 88);
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int16_t iTo = size - max(0,x + size - 110);
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for (Unit i = max(-1 * x,0); i < iTo; ++i)
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{
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int16_t xPos = x + i;
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if (zBuffer[xPos / SUBSAMPLE] <= depth)
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continue;
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for (Unit j = max(-1 * y,0); j < jTo; ++j)
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{
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c = sampleImage(sprite,(i * UNITS_PER_SQUARE) / size,(j * UNITS_PER_SQUARE) / size);
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if (c != TRANSPARENT_COLOR)
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pokitto.display.drawPixel(xPos,y + j,c);
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}
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}
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}
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class Player
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{
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public:
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Camera mCamera;
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Unit mVericalSpeed;
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Player()
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{
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mCamera.position.x = 0;
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mCamera.position.y = 0;
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mCamera.direction = 0;
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mCamera.height = UNITS_PER_SQUARE * 3;
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mCamera.resolution.x = SCREEN_WIDTH / SUBSAMPLE;
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mCamera.resolution.y = SCREEN_HEIGHT;
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mCamera.shear = 0;
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mVericalSpeed = 0;
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}
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void setPosition(Unit x, Unit y)
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{
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mCamera.position.x = x;
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mCamera.position.y = y;
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}
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void setPositionSquare(int16_t squareX, int16_t squareY)
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{
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setPosition(
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squareX * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2,
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squareY * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2);
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}
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};
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class Sprite
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{
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public:
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Sprite(const unsigned char *image, int16_t squareX, int16_t squareY, Unit z,
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Unit pixelSize):
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mImage(image),
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mPixelSize(pixelSize)
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{
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mPosition.x = squareX * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
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mPosition.y = squareY * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
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mHeight = z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
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}
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Sprite():
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mImage(0), mHeight(0), mPixelSize(1)
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{
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mPosition.x = 0;
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mPosition.y = 0;
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}
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const unsigned char *mImage;
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Vector2D mPosition;
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Unit mHeight;
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Unit mPixelSize;
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};
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#endif
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