Pokitto-Raycasting/game.cpp
2018-09-05 11:35:33 +02:00

656 lines
28 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
#define SCREEN_WIDTH 110
#define SCREEN_HEIGHT 88
#define SUBSAMPLED_WIDTH (SCREEN_WIDTH / SUBSAMPLE)
#define SUBSAMPLED_HEIGHT (SCREEN_HEIGHT / SUBSAMPLE)
#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
#define MIDDLE_COLUMN (SCREEN_WIDTH / 2)
#define SPRITES 6
Pokitto::Core p;
Unit zBuffer[SUBSAMPLED_WIDTH];
const unsigned char image[] =
{ 32, 32 // width, height
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const unsigned char image2[] =
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,0x1c,0x1c
};
const unsigned char image3[] =
{ 32, 32 // width, height
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,0x66,0x25
};
const unsigned char sprite[] =
{ 32, 32 // width, height
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x00,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff
,0x00,0x52,0xff,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x52,0x76,0x76,0x64
,0x00,0xff,0xff,0x00,0x64,0x76,0xff,0x52,0x64,0x00,0x00,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x52
,0x09,0x76,0x52,0x64,0x00,0xff,0xff,0x00,0x76,0xff,0xff,0x52,0x64,0x52
,0x64,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0x00,0x52,0x00,0x52,0x64,0x09,0x64,0x00,0xff,0xff,0x00,0xff,0xff
,0xff,0x52,0x52,0x64,0x52,0x64,0x64,0x00,0x00,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0x00,0x52,0x00,0x52,0x09,0x76,0x52,0x64,0x00,0xff
,0xff,0x00,0xff,0x76,0xff,0x52,0x64,0x64,0x64,0x64,0x64,0x64,0x64,0x00
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,0xff,0xff,0xff,0x00,0x00,0x52,0x52,0x52,0x52,0x52,0x52,0x52,0x76,0x76
,0x64,0x64,0x00,0x64,0x09,0x52,0x00,0xff,0xff,0x00,0x76,0x76,0xff,0x52
,0x64,0x52,0x00,0xff,0xff,0xff,0xff,0x00,0x52,0x64,0x64,0x52,0x52,0x52
,0x52,0x52,0x52,0x09,0x64,0x76,0x00,0x64,0x09,0x52,0x00,0xff,0xff,0x00
,0x76,0x64,0x76,0x52,0x52,0x64,0x00,0xff,0xff,0x00,0x00,0x64,0x64,0x64
,0x64,0x64,0x64,0x52,0x52,0x52,0x09,0x52,0x52,0x52,0x00,0x76,0x09,0x52
,0x00,0xff,0xff,0x00,0x76,0x76,0x76,0x52,0x52,0x52,0x00,0x00,0x00,0x76
,0x76,0x64,0x76,0x64,0x64,0x64,0x52,0x52,0x09,0x52,0x52,0x09,0x52,0x09
,0x00,0x64,0x52,0x52,0x00,0xff,0xff,0x00,0x64,0x76,0x76,0x52,0x52,0x52
,0x00,0x76,0xff,0x76,0x64,0x76,0x64,0x64,0x52,0x52,0x52,0x52,0x52,0x52
,0x52,0x09,0x09,0x00,0x00,0x64,0x09,0x64,0x00,0xff,0xff,0x00,0x76,0x76
,0xff,0x52,0x64,0xff,0xff,0x76,0x76,0x76,0x76,0x64,0x52,0x52,0x52,0x52
,0x52,0x52,0x52,0x00,0x00,0x00,0x00,0x09,0x00,0x52,0x52,0x52,0x00,0xff
,0xff,0x00,0x76,0x76,0xff,0xff,0xff,0x76,0x76,0x76,0x76,0x64,0x52,0x52
,0x52,0x09,0x52,0x52,0x52,0x00,0x00,0x00,0x00,0x00,0x00,0x09,0x00,0x64
,0x09,0x52,0x00,0xff,0xff,0x00,0x76,0x76,0x76,0x76,0x76,0x76,0x76,0x64
,0x52,0x52,0x09,0x52,0x52,0x52,0x52,0x00,0x00,0x00,0x00,0xff,0x00,0x00
,0x00,0x00,0x00,0x64,0x09,0x52,0x00,0xff,0xff,0x00,0x64,0x76,0x64,0x76
,0x76,0x64,0x52,0x09,0x52,0x09,0x52,0x09,0x52,0x00,0x00,0x00,0x00,0xff
,0xff,0xff,0x00,0x09,0x00,0x09,0x00,0x52,0x09,0x52,0x00,0xff,0xff,0x00
,0x76,0x64,0x76,0x64,0x52,0x09,0x09,0x09,0x09,0x52,0x52,0x00,0x00,0xff
,0xff,0x00,0x00,0xff,0xff,0xff,0x00,0x00,0x09,0x00,0x00,0x52,0x52,0x52
,0x00,0xff,0xff,0x00,0x64,0x64,0x52,0x09,0x09,0x09,0x09,0x52,0x52,0x00
,0x00,0xff,0xff,0xff,0xff,0x00,0x00,0xff,0xff,0x00,0x00,0x09,0x00,0x00
,0x00,0x64,0x09,0x52,0x00,0xff,0xff,0x00,0x09,0x09,0x09,0x09,0x09,0x52
,0x52,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x00,0xff,0x00,0x00
,0x00,0x00,0x00,0x00,0x00,0x52,0x09,0x52,0x00,0xff,0xff,0x00,0x09,0x09
,0x09,0x09,0x52,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00
,0x00,0x00,0x00,0x00,0xff,0x00,0x00,0x09,0x00,0x64,0x52,0x52,0x00,0xff
,0xff,0xff,0x00,0x00,0x52,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0x00,0x00,0x09,0x52
,0x52,0x52,0x00,0xff,0xff,0xff,0xff,0x00,0x00,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x00,0x00,0x00,0xff,0xff,0xff
,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x00,0x00
,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
,0xff,0xff
};
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[1] * x) / UNITS_PER_SQUARE) + (image[0] * y) /
UNITS_PER_SQUARE;
return image[2 + index];
}
void drawSprite(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, int16_t size)
{
// TODO: optimize
x -= size / 2;
y -= size / 2;
Unit step = UNITS_PER_SQUARE / size;
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;
for (Unit j = max(-1 * y,0); j < jTo; ++j)
{
c = sampleImage(sprite,(i * UNITS_PER_SQUARE) / size,(j * UNITS_PER_SQUARE) / size);
if (c != 0xff)
p.display.drawPixel(xPos,y + j,c);
}
}
}
// 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;
intensity /= 2;
b = intensity > b ? 0 : b - intensity;
}
return rgbToIndex(r,g,b);
}
class Sprite
{
public:
Vector2D mPosition;
Unit mHeight;
};
class Character
{
public:
Camera mCamera;
Character()
{
mCamera.position.x = 961;//UNITS_PER_SQUARE * 1;
mCamera.position.y = 7381;//UNITS_PER_SQUARE * 5;
mCamera.direction = -575;//200;
mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
mCamera.resolution.y = 88;
}
};
Character player;
Sprite sprites[SPRITES];
Unit floorHeight(int16_t x, int16_t y)
{
if (x > 12 || y > 12)
return (max(x,y) - 10) * UNITS_PER_SQUARE / 2;
if (y < 5 && y > 0)
{
return (y > 2 ? x : -x) * UNITS_PER_SQUARE / 2;
}
return ((x < 0 || y < 0 || x > 9 || y > 9) ? 4 : 0) * UNITS_PER_SQUARE / 2;
}
Unit ceilingHeight(int16_t x, int16_t y)
{
if (x > 12 || y > 12)
return (10 + (11 - max(x,y))) * UNITS_PER_SQUARE / 2;
return 10 * UNITS_PER_SQUARE;
}
inline void pixelFunc(PixelInfo pixel)
{
if (pixel.position.y == MIDDLE_ROW)
zBuffer[pixel.position.x] = pixel.depth;
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,floorHeight,ceilingHeight,pixelFunc,c);
Unit previousDepth;
for (uint8_t i = 0; i < SPRITES; ++i)
{
PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera);
if (pos.depth > 0)
drawSprite(sprite,pos.position.x * SUBSAMPLE,pos.position.y,
pos.depth,perspectiveScale(32,pos.depth));
if (i != 0 && pos.depth > previousDepth)
{
Sprite tmp = sprites[i];
sprites[i] = sprites[i - 1];
sprites[i - 1] = tmp;
}
previousDepth = pos.depth;
}
p.display.setColor(rgbToIndex(7,7,3));
p.display.setCursor(1,1);
p.display.print(player.mCamera.position.x);
p.display.print(" ");
p.display.print(player.mCamera.position.y);
p.display.print(" ");
p.display.print(player.mCamera.direction);
}
int main()
{
#define placeSprite(I,X,Y,Z)\
sprites[I].mPosition.x = X * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mPosition.y = Y * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mHeight = Z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
placeSprite(0,5,7,0)
placeSprite(1,6,7,0)
placeSprite(2,5,8,0)
placeSprite(3,6,8,0)
placeSprite(4,-1,-2,1)
placeSprite(5,12,5,1)
#undef placeSprite
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 / 5,1);
const int16_t step2 = max(UNITS_PER_SQUARE / 40,1);
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;
}
bool strafe = p.aBtn();
if (p.upBtn())
{
if (strafe)
player.mCamera.height += step;
else
{
player.mCamera.position.x += d.x;
player.mCamera.position.y += d.y;
}
}
else if (p.downBtn())
{
if (strafe)
player.mCamera.height -= step;
else
{
player.mCamera.position.x -= d.x;
player.mCamera.position.y -= d.y;
}
}
if (strafe)
{
d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
d.x = (d.x * step) / UNITS_PER_SQUARE;
d.y = (d.y * step) / UNITS_PER_SQUARE;
}
int addition = 0;
if (p.rightBtn())
addition = 1;
else if (p.leftBtn())
addition = -1;
if (strafe)
{
player.mCamera.position.x += addition * d.x;
player.mCamera.position.y += addition * d.y;
}
else
player.mCamera.direction += addition * step2;
player.mCamera.height =
max(floorHeight(player.mCamera.position.x / UNITS_PER_SQUARE,player.mCamera.position.y / UNITS_PER_SQUARE) + UNITS_PER_SQUARE / 2,player.mCamera.height);
}
}
return 0;
}