Pokitto-Raycasting/demo2.cpp
Miloslav Číž 923bd0d31c Update demo2
2018-09-09 18:41:26 +02:00

650 lines
34 KiB
C++

/**
WIP raycasting demo for Pokitto.
Don't forget to compile with -O3!
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
*/
#define FPS 60
#define PLAYER_SPEED (UNITS_PER_SQUARE * 3)
#include "general.hpp"
#define LEVEL_X_RES 32
#define LEVEL_Y_RES 16
Player player;
#define SPRITES 3
#define SPRITE_MAX_DISTANCE 5 * UNITS_PER_SQUARE
#define JUMP_SPEED 500
Sprite sprites[SPRITES];
const unsigned char level[] =
{
/* 10 12 14 16 18 20 22 24 26 28 30
0 1 2 3 4 5 6 7 8 9 11 13 15 17 19 21 23 25 27 29 31 */
1,0,0,1,0,0,1,0,0,1,0,0,2,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0, // 0
0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,1,3,2,1,0,2,0,0,0,0,0,0,0,0, // 1
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,1,0,0,0,0,3,0,0,0,0,0,0,0,0, // 2
0,0,2,0,0,0,0,0,0,0,0,0,2,1,3,0,3,1,1,0,2,1,2,3,0,0,1,0,1,0,0,2, // 3
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2, // 4
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2, // 5
0,0,3,1,3,1,0,2,2,2,3,2,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 6
0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 7
0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,1,0,0,1,0,0, // 8
0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,1,1,1,0,1,1,1,1,1,0,0,1,1,1, // 9
0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1, // 10
0,0,0,0,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,1,0,0,0,0,0,3,0,1, // 11
1,3,1,0,1,1,1,1,1,1,2,0,2,2,3,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1, // 12
0,0,0,0,0,0,0,0,0,1,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,1, // 13
0,3,0,3,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1, // 14
0,0,0,0,0,0,0,0,0,1,0,0,0,0,2,0,0,0,0,0,0,0,0,1,0,3,0,3,0,3,0,1 // 15
};
const unsigned char texture1[] =
{ 32, 36 // width, height
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const unsigned char texture2[] =
{ 32, 36 // width, height
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};
const unsigned char texture3[] =
{ 32, 36 // width, height
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};
const unsigned char sprite1[] =
{ 32, 32 // width, height
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};
const unsigned char sprite2[] =
{ 32, 32 // width, height
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,0x00,0x00,0x00,0x00,0x00,0x00,0x15,0x15,0x15,0x15,0x15,0x15,0x00,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x00
,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07
};
const unsigned char *textures[] = {texture1, texture2, texture3};
Unit floorHeightAt(int16_t x, int16_t y)
{
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
return level[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] == 0 ?
0 : UNITS_PER_SQUARE * 2;
return UNITS_PER_SQUARE * 2;
}
Unit textureAt(int16_t x, int16_t y)
{
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
return max(level[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] - 1,0);
return 0;
}
uint8_t cFloor, cCeiling;
/**
Function for drawing a single pixel (like fragment shader).
*/
inline void pixelFunc(PixelInfo pixel)
{
if (pixel.position.y == MIDDLE_ROW)
zBuffer[pixel.position.x] = pixel.depth;
uint8_t c = 0;
if (pixel.isWall)
{
c = sampleImage(textures[pixel.hit.type],pixel.hit.textureCoord,pixel.textureCoordY);
c = addIntensity(c, 1 - pixel.depth / (UNITS_PER_SQUARE * 2) + (pixel.hit.direction % 2 == 0 ? 2 : 0));
}
else
c = pixel.isFloor ? cFloor: cCeiling;
uint8_t *buf = pokitto.display.screenbuffer;
buf += pixel.position.x * SUBSAMPLE;
buf += pixel.position.y * pokitto.display.width;
for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)
*buf++ = c;
*buf = c;
}
void draw()
{
RayConstraints c;
c.maxHits = 1;
c.maxSteps = 20;
c.computeTextureCoords = 1;
render(player.mCamera,floorHeightAt,0,textureAt,pixelFunc,c);
Unit previousDepth;
/*
// draw sprites
for (uint8_t i = 0; i < SPRITES; ++i)
{
if (dist(sprites[i].mPosition,player.mCamera.position) > SPRITE_MAX_DISTANCE)
continue;
PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera);
if (pos.depth > 0)
drawSprite(sprites[i].mImage,pos.position.x * SUBSAMPLE,pos.position.y,
pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth));
if (i != 0 && pos.depth > previousDepth)
{
Sprite tmp = sprites[i];
sprites[i] = sprites[i - 1];
sprites[i - 1] = tmp;
}
previousDepth = pos.depth;
}
*/
/*
pokitto.display.setColor(rgbToIndex(7,7,3));
pokitto.display.setCursor(1,1);
pokitto.display.print(player.mCamera.position.x);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.position.y);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.direction);
*/
}
int main()
{
initGeneral();
cFloor = rgbToIndex(0,1,1);
cCeiling = rgbToIndex(1,0,1);
player.setPositionSquare(6,5);
player.mCamera.height = CAMERA_COLL_HEIGHT_BELOW;
sprites[0] = Sprite(sprite1,10,5,1,100);
sprites[1] = Sprite(sprite1,14,5,1,100);
sprites[2] = Sprite(sprite2,15,19,1,150);
sprites[2].mHeight -= UNITS_PER_SQUARE / 2;
uint32_t previousTime = 0;
uint32_t dt;
while (pokitto.isRunning())
{
if (pokitto.update())
{
draw();
uint32_t timeNow = pokitto.getTime();
dt = timeNow - previousTime;
previousTime = timeNow;
int16_t horizontalStep = (dt * PLAYER_SPEED) / 1000;
int16_t rotationStep = (dt * PLAYER_ROTATION_SPEED) / 1000;
Vector2D d = angleToDirection(player.mCamera.direction);
Vector2D moveOffset;
moveOffset.x = 0;
moveOffset.y = 0;
d.x = (d.x * horizontalStep) / UNITS_PER_SQUARE;
d.y = (d.y * horizontalStep) / UNITS_PER_SQUARE;
if (d.x == 0 && d.y == 0)
{
d.x = d.x > 0 ? horizontalStep : -1 * horizontalStep;
d.y = d.y > 0 ? horizontalStep : -1 * horizontalStep;
}
bool strafe = pokitto.aBtn();
if (pokitto.upBtn())
{
moveOffset = d;
}
else if (pokitto.downBtn())
{
moveOffset.x = -1 * d.x;
moveOffset.y = -1 * d.y;
}
int addition = 0;
if (pokitto.rightBtn())
addition = 1;
else if (pokitto.leftBtn())
addition = -1;
if (strafe)
{
d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
d.x = (d.x * horizontalStep * addition) / UNITS_PER_SQUARE;
d.y = (d.y * horizontalStep * addition) / UNITS_PER_SQUARE;
moveOffset = d;
}
else
player.mCamera.direction += addition * rotationStep;
Unit prevHeight = player.mCamera.height;
moveCameraWithCollision(&player.mCamera,moveOffset,0,
floorHeightAt, 0, 0);
Unit heightDiff = player.mCamera.height - prevHeight;
}
}
return 0;
}