Pokitto-Raycasting/game.cpp
2018-09-03 15:14:39 +02:00

452 lines
20 KiB
C++

/**
WIP raycasting demo for Pokitto.
Don't forget to compile with -O3!
author: Miloslav "drummyfish" Ciz
license: CC0
*/
//#define RAYCAST_TINY
#include <stdio.h>
#include "raycastlib.h"
#include "Pokitto.h"
#define SUBSAMPLE 2
const unsigned char image[] =
{ 32, 32 // width, height
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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(
image[1] * ((image[1] * y) / UNITS_PER_SQUARE) +
(image[0] * x) / UNITS_PER_SQUARE,
0, image[0] * image[1] - 1);
return image[2 + index];
}
// 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);
}
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;
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;
b = (intensity / 2) > b ? 0 : b - (intensity / 2);
}
return rgbToIndex(r,g,b);
}
class Level
{
public:
int16_t getHeight(int16_t x, int16_t y)
{
if (x > 12 || y > 12)
return max(x,y) - 10;
if (y < 5 && y > 0)
{
return y > 2 ? x : -x;
}
return (x < 0 || y < 0 || x > 9 || y > 9) ? 4 : 0;
}
};
class Character
{
public:
Camera mCamera;
Character()
{
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 = UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
mCamera.resolution.y = 88;
}
};
Pokitto::Core p;
Character player;
Level level;
Unit heightFunc(int16_t x, int16_t y)
{
return level.getHeight(x,y) * UNITS_PER_SQUARE / 4;
}
inline void pixelFunc(PixelInfo pixel)
{
uint8_t c;
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;
if (pixel.isWall)
{
if ((pixel.hit.direction == 0 || pixel.hit.direction == 2))
intensity -= 2;
if (intensity < 0)
intensity = 0;
c = sampleImage(image2,pixel.hit.textureCoord,pixel.textureCoordY);
c = addIntensity(c,intensity - 3);
}
else
c = rgbToIndex(intensity/2,intensity,intensity/3);
uint8_t *buf = p.display.screenbuffer;
buf += pixel.position.x * SUBSAMPLE;
buf += pixel.position.y * p.display.width;
for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)
*buf++ = c;
*buf = c;
}
unsigned short pal[256];
void draw()
{
RayConstraints c;
c.maxHits = 16;
c.maxSteps = 16;
render(player.mCamera,heightFunc,pixelFunc,c);
}
int main()
{
p.begin();
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);
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())
{
if (p.update())
{
draw();
const int16_t step = max(UNITS_PER_SQUARE / 10,1);
const int16_t step2 = max(UNITS_PER_SQUARE / 50,1);
Vector2D d = angleToDirection(player.mCamera.direction);
d.x = (d.x * step) / UNITS_PER_SQUARE;
d.y = (d.y * step) / UNITS_PER_SQUARE;
if (d.x == 0 && d.y == 0)
{
d.x = d.x > 0 ? step : -step;
d.y = d.y > 0 ? step : -step;
}
if (p.upBtn())
{
player.mCamera.position.x += d.x;
player.mCamera.position.y += d.y;
}
else if (p.downBtn())
{
player.mCamera.position.x -= d.x;
player.mCamera.position.y -= d.y;
}
if (p.rightBtn())
player.mCamera.direction += step2;
else if (p.leftBtn())
player.mCamera.direction -= step2;
if (p.aBtn())
player.mCamera.height += step;
else if (p.bBtn())
player.mCamera.height -= step;
player.mCamera.height =
max(heightFunc(player.mCamera.position.x / UNITS_PER_SQUARE,player.mCamera.position.y / UNITS_PER_SQUARE) + UNITS_PER_SQUARE / 2,player.mCamera.height);
}
}
return 0;
}