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| #define SCREEN_ASPECT 16./9. |
|
|
| #include "tr.h" |
|
|
| typedef coord_type hole_t; |
| #define get_scene() state.scene |
|
|
|
|
| #define BLINKY |
| #define SCORE_STEP 1 |
|
|
|
|
| full_state_t state; |
|
|
| hole_t plane_has_hole(hole_t x, hole_t z) |
| { |
| hole_t ret = 1.; |
| x=fixed_shr(x, 4); |
| z=fixed_shr(z, 5); |
|
|
| int16_t ix = round16(x); |
| int16_t iz = round16(z); |
| hole_t fracx = hole_t(ix)-x; |
| hole_t fracz = hole_t(iz)-z; |
| uint16_t hx = hash16(ix) >> 5; |
| uint16_t hz = hash16(iz) >> 5; |
|
|
| if((hx ^ hz) < int16_t(ix+600)) |
| { |
| hole_t ax = fixed_abs(fracx); |
| hole_t az = fixed_abs(fracz); |
| ret = (ax + az) - hole_t(RHOMBUS_SIZE); |
|
|
| } |
| return ret; |
| } |
|
|
|
|
| inline scene_colors_t scene_colors(IN(scene_t) scene) |
| { |
| uint2_t channel = scene.current_color_channel; |
|
|
| scene_colors_t r; |
| if(channel == 0) |
| { |
| r.sphere.diffuse_color = scene.sphere.material.diffuse_color.r; |
| r.sphere.reflect_color = scene.sphere.material.reflect_color.r; |
| r.plane.diffuse_color = scene.plane.material.diffuse_color.r; |
| r.plane.reflect_color = scene.plane.material.reflect_color.r; |
| r.plane_color1 = scene.plane.color1.r; |
| r.plane_color2 = scene.plane.color2.r; |
| r.fog = scene.fog.r; |
| } |
| else if(channel == 1) |
| { |
| r.sphere.diffuse_color = scene.sphere.material.diffuse_color.g; |
| r.sphere.reflect_color = scene.sphere.material.reflect_color.g; |
| r.plane.diffuse_color = scene.plane.material.diffuse_color.g; |
| r.plane.reflect_color = scene.plane.material.reflect_color.g; |
| r.plane_color1 = scene.plane.color1.g; |
| r.plane_color2 = scene.plane.color2.g; |
| r.fog = scene.fog.g; |
| } |
| else |
| { |
| r.sphere.diffuse_color = scene.sphere.material.diffuse_color.b; |
| r.sphere.reflect_color = scene.sphere.material.reflect_color.b; |
| r.plane.diffuse_color = scene.plane.material.diffuse_color.b; |
| r.plane.reflect_color = scene.plane.material.reflect_color.b; |
| r.plane_color1 = scene.plane.color1.b; |
| r.plane_color2 = scene.plane.color2.b; |
| r.fog = scene.fog.b; |
| } |
| return r; |
| } |
|
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|
|
|
|
| |
|
|
| struct point_and_dir |
| { |
| vec3 orig, dir; |
| }; |
|
|
| struct hit_out |
| { |
| float dist, borderdist; |
| point_and_dir hit; |
| }; |
|
|
|
|
| |
| hit_out sphere_hit(bool hit, IN(vec3) center, IN(point_and_dir) hitin, float t, float diff) |
| { |
| hit_out hitout; |
| hitout.dist = hit ? t : RAY_NOINT; |
| |
| { |
| hitout.hit.orig = hitin.orig + hitin.dir*hitout.dist; |
| hitout.hit.dir = normalize(hitout.hit.orig - center); |
| } |
| hitout.borderdist = diff; |
| return hitout; |
| } |
|
|
| hit_out ray_sphere_intersect(IN(vec3) center, IN(point_and_dir) hitin) |
| { |
| vec3 rc = hitin.orig - center; |
| float b = dot(rc, hitin.dir); |
| float c = dot(rc, rc) - SPHERE_RADIUS*SPHERE_RADIUS; |
| float diff = b*b - c; |
| bool nothit = is_negative(diff); |
| |
| float t = RAY_NOINT; |
| if(!nothit) |
| { |
| t = -(b + sqrt(diff)); |
| nothit = is_negative(t); |
| if (nothit) |
| diff = -diff; |
| } |
|
|
|
|
| return sphere_hit(!nothit, center, hitin, t, diff); |
| } |
|
|
| hit_out ray_plane_intersect(IN(plane_t) plane, IN(point_and_dir) hitin) |
| { |
| hit_out hitout; |
| hitout.dist = RAY_NOINT; |
| hitout.borderdist = 0.; |
| vec3 plane_center = object_coord_to_float3(plane.center); |
| float d; |
| vec3 pt; |
| hole_t hole_margin = 0; |
| vec3 o; |
| if (hitin.dir.y != 0.) |
| |
| |
| { |
| |
| d = float_fast_div_u(hitin.orig.y-plane_center.y, -hitin.dir.y); |
| pt = hitin.orig + hitin.dir*d; |
| if (d>EPS) |
| { |
| o = pt - plane_center; |
| hole_margin = plane_has_hole(hole_t(o.x), hole_t(o.z)); |
| if(!fixed_is_negative(hole_margin)) |
| { |
| hitout.dist = d; |
| hitout.hit.orig = pt; |
| vec3 N = VECTOR_NURMAL_UPWARDS; |
| hitout.hit.dir = N; |
| } |
| hitout.borderdist = float(hole_margin); |
| } |
| } |
| return hitout; |
| } |
|
|
| color_basic_t sphere_effect(IN(hit_out) hit, IN(render_material_t) hit_material) |
| { |
| color_basic_t rcolor = hit_material.diffuse_color; |
| IN(scene_t) scene = get_scene(); |
| IN(scene_colors_t) colors = scene_colors(scene); |
| IN(sphere_t) s = scene.sphere; |
| uint16_t frame = scene.frame; |
|
|
| uint8_t tick = frame>>1; |
| if((tick & 0x3F) != 1 || ((hash16(tick)>>13) & 1) != 0) |
| { |
| |
| float dy = (hit.hit.dir.y-float_shift(float(s.center.y),-6)*1.5); |
| float dx = float_shift(float_abs(hit.hit.dir.z-hit.hit.dir.x)-.6, -1)*1.25; |
| float d = dx*dx+dy*dy; |
| coord_type mindist = fixed_shr(s.heat, 4) + .25*.25; |
| if(coord_type(d) < mindist) |
| rcolor = d < .15*.15 ? color_basic_t(0.) : color_basic_t(1.2); |
|
|
| } |
| return rcolor; |
| } |
|
|
|
|
|
|
| color_basic_t plane_effect(IN(hit_out) hit) |
| { |
| IN(scene_t) scene = get_scene(); |
| IN(scene_colors_t) colors = scene_colors(scene); |
| IN(plane_t) plane = scene.plane; |
|
|
| color_basic_t rcolor = colors.plane.diffuse_color; |
| vec3 plane_center = object_coord_to_float3(plane.center); |
|
|
| float hitx = hit.hit.orig.x - plane_center.x; |
| float hitz = hit.hit.orig.z - plane_center.z; |
| float ox = float_shift(hitx, -FLOOR_SHIFT); |
| float oz = float_shift(hitz, -FLOOR_SHIFT); |
| |
| int16_t ix = round16(ox); |
| int16_t iz = round16(oz); |
|
|
| static const color_type bk = .3; |
| color_basic_t color2 = colors.plane_color2; |
|
|
| rcolor = ((ix ^ iz) & 1) != 0 ? colors.plane_color1 : color2; |
|
|
| if(hit.borderdist < HOLE_BORDER) |
| { |
| rcolor = colors.plane.diffuse_color; |
| } |
|
|
| return rcolor; |
| } |
|
|
| color_basic_t background_color(float dir_y) |
| { |
| color_type y = is_negative(dir_y) ? color_type(0.) : color_type(dir_y*dir_y); |
| return color_basic_t(y); |
| } |
|
|
| color_basic_t light_intensity(IN(vec3) hit) |
| { |
| |
| coord_type lz = (coord_type(hit.z)-LIGHT_Z)*coord_type(1./LIGHT_Y); |
| coord_type lx = coord_type(hit.x)*coord_type(1./LIGHT_Y); |
| coord_type dl = lx*lx + 1. + lz*lz; |
| return color_basic_t(inversesqrt(float(dl))); |
| } |
|
|
| color_basic_t cast_ray_nested(IN(point_and_dir) hitin) |
| { |
| IN(scene_t) scene = get_scene(); |
| IN(scene_colors_t) colors = scene_colors(scene); |
|
|
| render_material_t hit_material; |
| hit_material = colors.sphere; |
| hit_out hitout = ray_sphere_intersect(object_coord_to_float3(scene.sphere.center), hitin); |
|
|
| hit_out hitplane = ray_plane_intersect(scene.plane, hitin); |
|
|
| if (hitplane.dist < hitout.dist) |
| { |
| |
| hitout = hitplane; |
| hit_material = colors.plane; |
| hit_material.diffuse_color = plane_effect(hitout); |
| } |
| |
|
|
| color_basic_t rcolor = color_basic_t(0.); |
| |
| if (hitout.dist >= float_shift(1., DIST_SHIFT)) |
| rcolor = background_color(hitin.dir.y); |
| else |
| rcolor = hit_material.diffuse_color*light_intensity(hitout.hit.orig); |
| return rcolor; |
| } |
|
|
| color_basic_t shade(IN(color_basic_t) background, IN(vec3) dir, IN(hit_out) hit, IN(render_material_t) hit_material, color_type minfog) |
| { |
| IN(scene_t) scene = get_scene(); |
| IN(scene_colors_t) colors = scene_colors(scene); |
| color_basic_t rcolor = background; |
|
|
| float fogmix = float_shift(hit.dist, -DIST_SHIFT); |
| if (fogmix < 1.) |
| { |
| point_and_dir hitreflect; |
| hitreflect.orig = hit.hit.orig; |
| hitreflect.dir = reflect(dir, hit.hit.dir); |
| color_basic_t reflect_color = cast_ray_nested(hitreflect); |
| color_basic_t li = light_intensity(hit.hit.orig); |
| color_basic_t diffuse_color = hit_material.diffuse_color * (li + AMBIENT_INTENSITY); |
| color_basic_t comb_color = diffuse_color + reflect_color*hit_material.reflect_color; |
| rcolor = color_select(color_max(color_type(fogmix), minfog), colors.fog, comb_color); |
| } |
|
|
| return rcolor; |
| } |
|
|
| bool is_star(float x, float y) |
| { |
| return ((hashf(x)>>2) & (hashf(y)>>2)) > 0x3E00; |
| } |
|
|
| color_basic_t cast_ray(IN(point_and_dir) hitin) |
| { |
| IN(scene_t) scene = get_scene(); |
| IN(scene_colors_t) colors = scene_colors(scene); |
| |
| float ys = float_abs(float_shift(hitin.dir.y, 1)); |
| bool has_star = is_star(hitin.dir.x, hitin.dir.y); |
| color_basic_t sky = has_star ? color_basic_t(STAR_INTENSITY) : background_color(hitin.dir.y); |
| color_type mix = ys<1. ? color_type(1)-color_type(ys): color_type(0); |
| color_basic_t bfog = color_select(mix, colors.fog, sky); |
|
|
| hit_out hitsphere = ray_sphere_intersect(object_coord_to_float3(scene.sphere.center), hitin); |
| render_material_t sphere_material = colors.sphere; |
| sphere_material.diffuse_color = sphere_effect(hitsphere, colors.sphere); |
|
|
| hit_out hitplane = ray_plane_intersect(scene.plane, hitin); |
| render_material_t planematerial; |
| planematerial = colors.plane; |
| planematerial.diffuse_color = plane_effect(hitplane); |
| bool planehit = hitplane.dist < hitsphere.dist; |
| render_material_t hit_material; |
| hit_material = planehit ? planematerial : sphere_material; |
|
|
| hit_out hitout = planehit ? hitplane : hitsphere; |
| color_type c = planehit ? mix : color_type(0.); |
| color_basic_t rcolor = shade(bfog, hitin.dir, hitout, hit_material, c); |
| return rcolor; |
| } |
|
|
|
|
| color_basic_t render_pixel_internal(screen_coord_t x, screen_coord_t y) |
| { |
| IN(scene_t) scene = get_scene(); |
| IN(scene_colors_t) colors = scene_colors(scene); |
|
|
| point_and_dir hitin; |
| hitin.orig = object_coord_to_float3(scene.camera); |
| vec3 camera_dir = {float(x), float(y), float(-1.)}; |
| hitin.dir = normalize(camera_dir); |
| return cast_ray(hitin); |
| } |
|
|
|
|
|
|
|
|
| full_state_t reset_state(uint16_t score) |
| { |
| full_state_t state; |
| material_t gold; |
| gold.diffuse_color = K_gold_color; |
| gold.reflect_color = K_gold_reflect_color; |
|
|
| material_t floor_material; |
| floor_material.diffuse_color = K_floor_difusse; |
| floor_material.reflect_color = K_floor_reflect; |
|
|
| state.scene.plane.center = K_plane_center_start; |
| state.scene.plane.material = floor_material; |
| state.scene.plane.color1 = K_plane_color1; |
| state.scene.plane.color2 = K_plane_color2; |
|
|
| state.scene.sphere.center = K_sphere_center_start; |
| state.scene.sphere.material = gold; |
| state.scene.sphere.heat = 0.; |
| state.scene.camera = K_camera_pos_start; |
| state.scene.frame = 0; |
| state.scene.scorebar = 0; |
| state.scene.fog = K_fog_color; |
|
|
| state.plane_y = coord_type(state.scene.plane.center.y); |
| state.sphere_x = coord_type(state.scene.sphere.center.x); |
| state.sphere_z = coord_type(state.scene.sphere.center.z); |
| state.gold_color = gold.diffuse_color; |
| state.gold_reflect_color = gold.reflect_color; |
| state.lava_color = K_lava_color; |
|
|
| state.sphere_y = coord_type(state.scene.sphere.center.y); |
| state.heat = state.scene.sphere.heat; |
| state.camera_y = coord_type(state.scene.camera.y); |
| state.camera_z = coord_type(state.scene.camera.z); |
| state.plane_x = coord_type(FLOOR_X); |
| state.sphere_xvel = 0.; |
| state.sphere_yvel = 0.; |
| state.won = false; |
| state.score = score; |
|
|
| return state; |
| } |
|
|
| full_state_t full_update(INOUT(full_state_t) state, bool reset, bool button_state) |
| { |
| uint16_t score = state.score; |
| if(reset) score = 0; |
|
|
| state.plane_x = state.plane_x + state.sphere_xvel; |
|
|
| state.sphere_yvel = state.sphere_yvel + GRAVITY_CONSTANT; |
| state.sphere_y = state.sphere_y - state.sphere_yvel; |
|
|
| coord_type underground = (state.sphere_y - SPHERE_RADIUS) - FLOOR_Y; |
|
|
| if(state.won) |
| state.sphere_yvel = fixed_shr(underground, 4); |
|
|
| if(fixed_is_negative(underground)) |
| { |
| state.sphere_xvel = state.sphere_xvel - XVEL_CONSTANT; |
| coord_type coord_x = state.sphere_x - state.plane_x; |
| coord_type coord_z = state.sphere_z - state.plane_x; |
|
|
|
|
| bool half_up = state.sphere_y > state.plane_y; |
| if(half_up && state.won == false) |
| { |
|
|
| |
| if(plane_has_hole(coord_x, coord_z) > -HOLE_GUARD_MARGIN) |
| { |
| state.score = state.score+SCORE_STEP; |
| if(state.score >= MAXSCORE && state.won!=true) |
| state.won = true; |
| if(button_state) |
| { |
| state.sphere_yvel = -JUMP_CONSTANT; |
| state.sphere_xvel = -XVEL_DEFAULT; |
| } |
| else |
| state.sphere_yvel = -GRAVITY_CONSTANT_LIGHT; |
| } |
| } |
| else |
| { |
| state.camera_z = state.camera_z-fixed_shr(underground, ZOOMOUT_CONSTANT); |
| } |
| } |
| state.camera_y = state.camera_y + fixed_shr(state.sphere_y - state.camera_y, 5); |
|
|
|
|
| |
| state.lose = fixed_is_negative(underground) && ((-int16_t(underground) >> 10) != 0); |
|
|
| state.diffuse_color = state.gold_color; |
| state.reflect_color = state.gold_reflect_color; |
|
|
| state.scorebar = state.won ? 0 : state.score; |
|
|
|
|
| if(state.lose) |
| reset = true; |
|
|
| if(reset) |
| state = reset_state(score); |
|
|
| state.scene.sphere.center.y = state.sphere_y; |
| state.scene.sphere.heat = state.heat; |
| state.scene.camera.y = state.camera_y; |
| state.scene.camera.z = state.camera_z; |
| state.scene.plane.center.x = state.plane_x; |
| state.scene.plane.center.z = state.plane_x; |
| state.scene.sphere.material.diffuse_color = state.diffuse_color; |
| state.scene.sphere.material.reflect_color = state.reflect_color; |
| state.scene.sphere.yvel = state.sphere_yvel; |
| state.scene.scorebar = state.scorebar; |
| state.scene.frame = state.scene.frame + 1; |
| |
| return state; |
| } |
|
|
| inline pixel_t render_pixel(uint16_t i, uint16_t j |
| , pixel_t pix_in |
| ) |
| { |
| IN(scene_t) scene = get_scene(); |
|
|
| int16_t cx = i << 1; |
| cx = cx - (FRAME_WIDTH + 1); |
| int16_t cy = j << 1; |
| cy = (FRAME_HEIGHT + 1) - cy; |
| const float W = (float)FRAME_WIDTH; |
| const float H = (float)FRAME_HEIGHT; |
| static const screen_coord_t ax = 1024.*(SCREEN_ASPECT)/W; |
| static const screen_coord_t ay = 1024./H; |
| screen_coord_t x = fixed_shr(cx, 10+1) * ax; |
| screen_coord_t y = fixed_shr(cy, 10+1) * ay; |
|
|
| pixel_t pix; |
|
|
| static const uint16_t score_factor = 2048*(FRAME_WIDTH-2*SCORE_MARGINS)/MAXSCORE; |
| uint16_t scorebar = score_factor*scene.scorebar >> 11; |
| if(i >= SCORE_MARGINS && i < SCORE_MARGINS + scorebar && j > SCORE_MARGINS && j < 2*SCORE_MARGINS) |
| { |
| pix.r = 0; pix.g = 200; pix.b = 0; |
| } |
| else |
| { |
| pix = pix_in; |
| color_type c = render_pixel_internal(x, y); |
| uint16_t c9 = (uint16_t)fixed_asshort(c, 8); |
| uint8_t c8 = (uint8_t) ((c9 & ~0xFF) ? (uint8_t)0xFF:(uint8_t)c9); |
| if(scene.current_color_channel == 0) |
| pix.r = c8; |
| else if(scene.current_color_channel == 1) |
| pix.g = c8; |
| else |
| pix.b = c8; |
| } |
|
|
| return pix; |
| } |
|
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