Pokitto-Raycasting/general.hpp
2018-09-15 12:10:32 +02:00

414 lines
9.7 KiB
C++

/**
General definitions common for Pokitto raycasting demos.
The demos use mode 13: 1 byte per pixel = 256 colors. Bitmaps (textures,
sprites, ...) are also in this format (use the provided python script to
convert png images).
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
*/
#ifndef RAYCAST_DEMO_GENERAL_HPP
#define RAYCAST_DEMO_GENERAL_HPP
#include "stdio.h" // for debugging raycastlibg
#define VERTICAL_FOV UNITS_PER_SQUARE // redefine camera vertical FOV
#include "raycastlib.h"
#include "Pokitto.h"
Pokitto::Core pokitto;
#ifndef FPS
#define FPS 30
#endif
#ifndef PLAYER_SPEED
#define PLAYER_SPEED (4 * UNITS_PER_SQUARE)
#endif
#ifndef PLAYER_ROTATION_SPEED
#define PLAYER_ROTATION_SPEED (UNITS_PER_SQUARE / 2)
#endif
#ifndef PLAYER_JUMP_SPEED
#define PLAYER_JUMP_SPEED 500
#endif
#ifndef HEAD_BOB_HEIGHT
#define HEAD_BOB_HEIGHT 100
#endif
#ifndef HEAD_BOB_STEP
#define HEAD_BOB_STEP 10
#endif
#ifndef GRAVITY_ACCELERATION
#define GRAVITY_ACCELERATION ((3 * UNITS_PER_SQUARE) / 2)
#endif
#define SCREEN_WIDTH 110
#define SCREEN_HEIGHT 88
#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
#define MIDDLE_COLUMN (SCREEN_WIDTH / 2)
#ifndef SUBSAMPLE
#define SUBSAMPLE 2
#endif
#define SUBSAMPLED_WIDTH (SCREEN_WIDTH / SUBSAMPLE)
#define TRANSPARENT_COLOR 0b00000111 /// Transparent color for sprites and GUI.
Unit zBuffer[SUBSAMPLED_WIDTH]; ///< 1D z-buffer for visibility determination.
unsigned short palette[256];
// helper macro for fast pixel drawing
#ifdef POK_SIM
#define putSubsampledPixel\
pokitto.display.drawPixel(pixel->position.x * SUBSAMPLE,pixel->position.y,c);\
pokitto.display.drawPixel(pixel->position.x * SUBSAMPLE + 1,pixel->position.y,c);
#else
// this code breaks the simulator
#define putSubsampledPixel\
uint8_t *buf = pokitto.display.screenbuffer;\
buf += pixel->position.x * SUBSAMPLE;\
buf += pixel->position.y * SCREEN_WIDTH;\
for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)\
*buf++ = c;\
*buf = c;
#endif
/**
Gets (the index of) color by specified RGB components.
@param r red, 3 bits (0 to 7)
@param g green, 3 bits (0 to 7)
@param b blue, 2 bits (0 to 3)
@return palette index of the color
*/
inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
{
return (r & 0b00000111) | ((g & 0b00000111) << 3) | ((b & 0b00000011) << 6);
}
/**
Inits and loads a general 256 color palette.
*/
void initPalette()
{
for (uint8_t r = 0; r < 8; ++r)
for (uint8_t g = 0; g < 8; ++g)
for (uint8_t b = 0; b < 4; ++b)
palette[rgbToIndex(r,g,b)] =
pokitto.display.RGBto565(36 * r, 36 * g, 85 * b);
pokitto.display.load565Palette(palette);
}
/**
Adds given intensity to a color.
@param color input color
@param intensity intensity to add, 3 bit (0 to 7)
@return new color
*/
inline uint8_t addIntensity(uint8_t color, int16_t 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;
g += intensity;
g = g > 7 ? 7 : g;
b += intensity / 2;
b = b > 3 ? 3 : b;
}
else
{
intensity *= -1;
r = (intensity > r) ? 0 : r - intensity;
g = (intensity > g) ? 0 : g - intensity;
intensity /= 2;
b = intensity > b ? 0 : b - intensity;
}
return rgbToIndex(r,g,b);
}
inline uint8_t addRGB(uint8_t color, int16_t red, int16_t green, int16_t blue)
{
int8_t r = color & 0b00000111;
int8_t g = (color & 0b00111000) >> 3;
int8_t b = (color & 0b11000000) >> 6;
r = clamp(r + red,0,7);
g = clamp(g + green,0,7);
b = clamp(b + blue,0,3);
return rgbToIndex(r,g,b);
}
/**
Samples an image by normalized coordinates - each coordinate is in range
0 to UNITS_PER_SQUARE (from raycastlib).
*/
inline uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
{
// TODO: optimize
x = wrap(x,UNITS_PER_SQUARE);
y = wrap(y,UNITS_PER_SQUARE);
int32_t index =
image[1] * ((image[0] * x) / UNITS_PER_SQUARE) + (image[0] * y) /
UNITS_PER_SQUARE;
return image[2 + index];
}
/**
Draws a scaled sprite on screen in an optimized way. The sprite has to be
square in resolution.
*/
void inline drawSpriteSquare(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, int16_t size)
{
if (size < 0 || size > 200 || // let's not mess up with the incoming array
sprite[0] != sprite[1]) // only draw square sprites
return;
int16_t samplingIndices[size];
// optimization: precompute the indices
for (Unit i = 0; i < size; ++i)
samplingIndices[i] = (i * sprite[0]) / size;
x -= size / 2;
y -= size / 2;
uint8_t c;
int16_t jTo = size - max(0,y + size - 88);
int16_t iTo = size - max(0,x + size - 110);
for (Unit i = max(-1 * x,0); i < iTo; ++i)
{
int16_t xPos = x + i;
if (zBuffer[xPos / SUBSAMPLE] <= depth)
continue;
int16_t columnLocation = 2 + samplingIndices[i] * sprite[0];
for (Unit j = max(-1 * y,0); j < jTo; ++j)
{
c = sprite[columnLocation + samplingIndices[j]];
if (c != TRANSPARENT_COLOR)
pokitto.display.drawPixel(xPos,y + j,c);
}
}
}
/// Faster than drawSprite.
void drawImage(const unsigned char *image, int16_t x, int16_t y)
{
// TODO: optimize
for (int16_t i = 0; i < image[0]; ++i)
{
int16_t xPos = x + i;
int16_t column = 2 + i * image[1];
for (int16_t j = 0; j < image[1]; ++j)
{
char c = image[column + j];
if (c != TRANSPARENT_COLOR)
pokitto.display.drawPixel(xPos,y + j,image[column + j]);
}
}
}
class Player
{
public:
Camera mCamera;
Unit mVericalSpeed;
bool mRunning;
Unit mHeadBob;
bool mHeadBobUp;
Player()
{
mCamera.position.x = 0;
mCamera.position.y = 0;
mCamera.direction = 0;
mCamera.height = UNITS_PER_SQUARE * 3;
mCamera.resolution.x = SCREEN_WIDTH / SUBSAMPLE;
mCamera.resolution.y = SCREEN_HEIGHT;
mCamera.shear = 0;
mVericalSpeed = 0;
mRunning = false;
mHeadBob = 0;
mHeadBobUp = true;
}
void setPosition(Unit x, Unit y)
{
mCamera.position.x = x;
mCamera.position.y = y;
}
void setPosition(Unit x, Unit y, Unit z, Unit direction)
{
mCamera.position.x = x;
mCamera.position.y = y;
mCamera.height = z;
mCamera.direction = direction;
}
void setPositionSquare(int16_t squareX, int16_t squareY)
{
setPosition(
squareX * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2,
squareY * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2);
}
void update(int16_t moveDirection, bool strafe, int16_t turnDirection, bool jump,
int16_t shearDirection, ArrayFunction floorHeightFunction,
ArrayFunction ceilingHeightFunction, bool computeHeight, uint32_t dt)
{
Vector2D moveOffset;
moveOffset.x = 0;
moveOffset.y = 0;
if (moveDirection != 0)
{
int16_t horizontalStep = (dt * PLAYER_SPEED * (mRunning ? 2 : 1)) / 1000 *
(moveDirection > 0 ? 1 : -1);
moveOffset = angleToDirection(mCamera.direction + (strafe ? UNITS_PER_SQUARE / 4 : 0));
moveOffset.x = (moveOffset.x * horizontalStep) / UNITS_PER_SQUARE;
moveOffset.y = (moveOffset.y * horizontalStep) / UNITS_PER_SQUARE;
mHeadBob += mHeadBobUp ? HEAD_BOB_STEP : -HEAD_BOB_STEP;
if (mHeadBob > HEAD_BOB_HEIGHT)
mHeadBobUp = false;
else if (mHeadBob < -HEAD_BOB_HEIGHT)
mHeadBobUp = true;
}
else
mHeadBob /= 2;
if (turnDirection != 0)
{
int16_t rotationStep = (dt * PLAYER_ROTATION_SPEED) / 1000;
mCamera.direction = wrap(mCamera.direction + turnDirection * rotationStep,UNITS_PER_SQUARE);
}
Unit prevHeight = mCamera.height;
moveCameraWithCollision(&mCamera,moveOffset,mVericalSpeed,
floorHeightFunction, ceilingHeightFunction, computeHeight ? 1 : 0, 0);
Unit heightDiff = mCamera.height - prevHeight;
if (heightDiff == 0)
mVericalSpeed = 0; // hit floor/ceiling
if (jump && mVericalSpeed == 0)
{
int16_t camX = divRoundDown(mCamera.position.x,UNITS_PER_SQUARE);
int16_t camY = divRoundDown(mCamera.position.y,UNITS_PER_SQUARE);
if (mCamera.height - CAMERA_COLL_HEIGHT_BELOW -
floorHeightFunction(camX,camY) < 2)
mVericalSpeed = PLAYER_JUMP_SPEED; // jump
}
if (shearDirection != 0)
mCamera.shear = clamp(mCamera.shear + shearDirection * 10,
-1 * mCamera.resolution.y, mCamera.resolution.y);
else
mCamera.shear /= 2;
if (computeHeight)
mVericalSpeed -= (dt * GRAVITY_ACCELERATION) / 1000; // gravity
}
};
class Sprite
{
public:
Sprite(const unsigned char *image, int16_t squareX, int16_t squareY, Unit z,
Unit pixelSize):
mImage(image),
mPixelSize(pixelSize)
{
mPosition.x = squareX * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
mPosition.y = squareY * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
mHeight = z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
}
Sprite():
mImage(0), mHeight(0), mPixelSize(1)
{
mPosition.x = 0;
mPosition.y = 0;
}
const unsigned char *mImage;
Vector2D mPosition;
Unit mHeight;
Unit mPixelSize;
};
void initGeneral()
{
pokitto.begin();
pokitto.setFrameRate(FPS);
pokitto.display.setFont(fontTiny);
pokitto.display.persistence = 1;
initPalette();
for (uint8_t i = 0; i < SUBSAMPLED_WIDTH; ++i)
zBuffer[i] = 0;
}
/**
Computes an average color of given texture.
*/
unsigned char computeAverageColor(const unsigned char *texture)
{
uint32_t sumR = 0;
uint32_t sumG = 0;
uint32_t sumB = 0;
uint32_t pixels = texture[0] * texture[1];
for (uint16_t i = 0; i < pixels; ++i)
{
sumR += texture[2 + i] & 0b00000111;
sumG += (texture[2 + i] & 0b00111000) >> 3;
sumB += (texture[2 + i] & 0b11000000) >> 6;
}
return rgbToIndex(sumR / pixels,sumG / pixels,sumB / pixels);
}
#endif