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/*
"SPHERY VS. SHAPES" by Victor Suarez Rovere and Manuel Suarez
Copyright (C) 2021 Victor Suarez Rovere <suarezvictor@gmail.com>
HOW TO PLAY:
Press the left mouse button or the UP KEY to jump.
Score increases when you're on floor, you win when the bar is full.
*/
//#define GOD_MODE
//#define NON_INTERACTIVE
//#define SOFT_SHADOW 1 //2 for smoother border transition
//#define LEVELS
//#define ALTERNATE_UI 3 //level of graphics detail
//ALTERNATE_UI=1 640x480: synths in Arty35T @35.60 MHz, 2199/33280 cells, 0 latency)
//ALTERNATE_UI=2 640x480: synths in Arty35T @27.43 MHz, 3479/33280 cells, 0 latency)
//ALTERNATE_UI=3 640x480: synths in Arty35T @25.74 MHz, 7651/33280 cells, 5 latency)
#define RT_SMALL_UI //enable to reduce raytracing complexity (without RT, 31619(comb only) / 20800 max, with RT ~23702 board=???)
//RT_SMALL_UI 640x480: synths in Arty35T @27.63 MHz, about 27000/33280 cells, 28 latency)
//#define DITHER
//#define ANTIALIAS 6 //default 6, smooth 4
//#define SCREEN_ASPECT 16./9. //or for example 10./9.
#define SCREEN_ASPECT 3./2. //or for example 10./9.
#include "tr.h"
#ifndef SHADER
typedef coord_type hole_t; //TODO: move
#define get_scene() state.scene
#else
scene_t get_scene();
#define hole_t coord_type //TODO: move
#endif
#if defined(ALTERNATE_UI) && ALTERNATE_UI < 2
#undef HEAT_CONSTANT
#endif
#define BLINKY
#ifdef GOD_MODE
//#define NON_INTERACTIVE
#define SCORE_STEP 3
#elif defined(NON_INTERACTIVE)
#define SCORE_STEP 0
#else
#define SCORE_STEP 1
#endif
#ifdef NON_INTERACTIVE
#undef HOLE_BORDER
#undef BLINKY
#undef HEAT_CONSTANT
#define GOD_MODE
#endif
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);
#ifdef RHOMBUS_SIZE
ret = (ax + az) - hole_t(RHOMBUS_SIZE);
#endif
#ifdef LEVELS
#ifndef SHADER //this simplifies automatic conversion to C
if((ix & 0x240)==0x240 || ((ix & ~0x7FF) != 0) )
ret = 0.; //no hole
else
#endif
{
bool fx = (hx & 1) != 0;
bool fz = ((hz>>1) & 1) != 0;
bool hard = (ix & 0x200) != 0;
#ifdef CIRCLE_SIZE
if((((ix & 0xC0) == 0xC0) && (fx ^ fz)))
ret = fracx*fracx + fracz*fracz - CIRCLE_SIZE*CIRCLE_SIZE; //circles
else
#endif
{
#ifdef SQUARE_SIZE
if(hard) //rhombus or squares
ret = fixed_max(ax, az) - hole_t(SQUARE_SIZE);
#else
ret = fixed_max(ax, az) - SQUARE_SIZE;
#endif
}
}
#endif //levels
}
return ret;
}
#ifndef COLOR_DECOMP
inline scene_colors_t scene_colors(IN(scene_t) scene)
{
scene_colors_t r;
r.sphere = scene.sphere.material;
r.plane = scene.plane.material;
r.plane_color1 = scene.plane.color1;
r.plane_color2 = scene.plane.color2;
r.fog = scene.fog;
return r;
}
#else
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;
}
#endif //COLOR_DECOMP
#ifndef ALTERNATE_UI
//raytracer math inspired on tinyraytracer https://github.com/ssloy/tinyraytracer
struct point_and_dir
{
vec3 orig, dir;
#ifdef ANTIALIAS
float dist; //FIXME: move appropiately
#endif
};
struct hit_out
{
float dist, borderdist;
point_and_dir hit;
#ifdef ANTIALIAS
float accdist;
#endif
};
#ifdef ANTIALIAS
float calc_accdist(IN(point_and_dir) hitin, IN(hit_out) hitout)
{
float din = hitin.dist + hitout.dist;
float d = float_shift(din, -(ANTIALIAS+6));
return d;
}
#endif
//#warning: this seems to add cells to synth, FIXME: inline and define 'hit_out hitout;' at top
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;
//if(hit) //always calculated to save hardware muxes
{
hitout.hit.orig = hitin.orig + hitin.dir*hitout.dist;
hitout.hit.dir = normalize(hitout.hit.orig - center);
#ifdef ANTIALIAS
hitout.accdist = calc_accdist(hitin, hitout);
#endif
}
hitout.borderdist = diff;
return hitout;
}
hit_out ray_sphere_intersect(IN(vec3) center, IN(point_and_dir) hitin)
{
#ifndef SPHERE_MOTIONBLUR
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;
}
#else
vec3 rc = hitin.orig - center;
vec3 ro = hitin.orig;
vec3 rd = hitin.dir;
float ve_y(s.yvel*4);
//vec3 ve(0., float(s.yvel), 0); //velocity vector
//motion blur formula from https://www.shadertoy.com/view/MdB3Dw
float A = dot(rc,rd);
float B = dot(rc,rc) - SPHERE_RADIUS*SPHERE_RADIUS;
float C = ve_y*ve_y;
float D = rc.y*ve_y;
float E = rd.y*ve_y;
//float C = dot(ve,ve);
//float D = dot(rc,ve);
//float E = dot(rd,ve);
float aab = A*A - B;
float eec = E*E - C;
float aed = A*E - D;
diff = aed*aed - eec*aab;
if(diff > 0.)
{
float tk = sqrt(diff);
float ta = float_max( 0.0, (aed+tk)/eec );
float tb = float_min( 1.0, (aed-tk)/eec );
float s_ = (tb-ta); //time coverage (factor 2.0 removed)
//diff = s_*SPHERE_RADIUS*SPHERE_RADIUS;
diff = B;
if( ta < tb )
{
ta = (ta+tb)*0.5;
float sqarg = (A-E*ta)*(A-E*ta) - (B+C*ta*ta-2.0*D*ta);
float sq = sqrt( sqarg);
t = -(A-E*ta) - sq;
if(t > 0.)
{
hitout.dist = t;
hitout.accdist = calc_accdist(hitin, hitout);
hitout.hit = hitin.orig + hitin.dir*hitout.dist;
vec3 spveta = {sp.x, sp.y+ve_y*ta, sp.z};
hitout.N = normalize(hitout.hit - spveta);
//hitout.N = normalize(hitout.hit - (sp+ve*ta));
}
}
}
#endif
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; //FIXME: parser needs initialization
vec3 o;
if (hitin.dir.y != 0.) // avoids division by zero
//if (is_negative(hitin.dir.y)) // avoids division by zero
//if (float_abs(hitin.dir.y) > EPS) // avoid division by zero
{
//d = -(hitin.orig.y-plane_center.y)/hitin.dir.y;
d = float_fast_div_u(hitin.orig.y-plane_center.y, -hitin.dir.y);
pt = hitin.orig + hitin.dir*d;
if (d>EPS) //strict gt
{
o = pt - plane_center;
#ifndef NON_INTERACTIVE
hole_margin = plane_has_hole(hole_t(o.x), hole_t(o.z));
if(!fixed_is_negative(hole_margin))
#endif
{
hitout.dist = d;
#ifdef ANTIALIAS
hitout.accdist = calc_accdist(hitin, hitout);
#endif
hitout.hit.orig = pt;
vec3 N = VECTOR_NURMAL_UPWARDS;
hitout.hit.dir = N; //points upwards
}
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;
#ifdef BLINKY
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)
{
//eyeballs
float dy = (hit.hit.dir.y-float_shift(float(s.center.y),-6)*1.5); //FIXME: optimize constants 1.5, 1.25
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);
}
#endif
return rcolor;
}
#ifdef ANTIALIAS
inline color_type plane_alpha(float borderdist, float dist_z)
{
return color_type(borderdist/dist_z); //float_shift(borderdist/dist_z, -1);
}
float triang(float x )
{
float h = x-float(int(x));
return float_abs(h-.5);
}
#endif
#ifdef SOFT_SHADOW
color_type sphere_shadow(float x, float y, float z)
{
color_type r = 1.;
float d = x*x+z*z;
if(!is_negative(y) && d < SPHERE_RADIUS*SPHERE_RADIUS*4.)
{
d = d - SPHERE_RADIUS*SPHERE_RADIUS;
#if ALTERTNATE_UI > 4
if(is_negative(c))
r = .5;
#else
const float SHADOW_K = .5;
float v = d*float_fast_reciprocal_u(y)*SHADOW_K;
r = color_type(v)+.5;
if(fixed_is_negative(r)) r = 0.;
if(r > 1.) r = 1.;
#if SOFT_SHADOW > 1
r=r*r*(color_type(3.)-(r+r)); //smooths it
#endif
#endif
}
return r;
}
#endif
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); //FIXME: same coordinates in this game
float oz = float_shift(hitz, -FLOOR_SHIFT);
int16_t ix = round16(ox);
int16_t iz = round16(oz);
static const color_type bk = .3;
#if !defined(COLOR_DECOMP) && defined(LEVELS)
color_basic_t color2 = {
(ix & 0x400)!=0 ? bk : colors.plane_color2.r,
(ix & 0x200)!=0 ? bk : colors.plane_color2.g,
(ix & 0x100)!=0 ? bk : colors.plane_color2.b
}; //FIXME: move logic to levels
#else
color_basic_t color2 = colors.plane_color2;
#endif
rcolor = ((ix ^ iz) & 1) != 0 ? colors.plane_color1 : color2;
#ifdef ANTIALIAS
color_basic_t rcolor2 = ((ix ^ iz) & 1) == 0 ? colors.plane_color1 : color2;
float hitdist = hit.accdist;
float opax = triang(ox)/float_shift(hitdist, 1);
float opaz = triang(oz)/float_shift(hitdist, 1);
if(opax > 1.) opax = 1.; if(opax < -1.) opax = -1.;
if(opaz > 1.) opaz = 1.; if(opaz < -1.) opaz = -1.;
float_type opa = opaz*opax+.5;
if(is_negative(opa))
{
rcolor = rcolor2;
//rcolor.x = 1.;
}
else if(opa > 1.)
{
rcolor = rcolor;
//rcolor.y = 1.;
}
else
{
//rcolor = color_select(color_type(opa), rcolor, rcolor2);
float r = opa*float(rcolor.x)-(opa-1.)*float(rcolor2.x);
float g = opa*float(rcolor.y)-(opa-1.)*float(rcolor2.y);
float b = opa*float(rcolor.z)-(opa-1.)*float(rcolor2.z);
rcolor.x = color_type(r);
rcolor.y = color_type(g);
rcolor.z = color_type(b);
//rcolor.z = 1.;
}
#endif
#ifdef HOLE_BORDER
if(hit.borderdist < HOLE_BORDER)
{
#ifndef ANTIALIAS
rcolor = colors.plane.diffuse_color;
#else
float dh = HOLE_BORDER-hit.borderdist;
if(dh < hit.accdist)
{
color_type opacity = plane_alpha(dh, hit.accdist);
rcolor = color_select(opacity, colors.plane.diffuse_color, rcolor); //border inside floor
}
else
rcolor = colors.plane.diffuse_color;
#endif
}
#endif
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)
{
#if 0
//this float version takes 2148 FPGA cells
float lz = hit.z-LIGHT_Z;
float dl = hit.x*hit.x + LIGHT_Y*LIGHT_Y + lz*lz;
return color_type(inversesqrt(dl)*LIGHT_Y) + AMBIENT_INTENSITY;
#else
//light_intensity optimized for fixe points
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))); //FIXME: implement RSQRT for fixed points
#endif
}
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);
#ifdef RT_SMALL_UI
return background_color(hitin.dir.y);
#else
render_material_t hit_material;
hit_material = colors.sphere;//this is what's reflected on the floor
#if 1<PLANE_MAXRECURSIVITY
hit_out hitout = ray_sphere_intersect(object_coord_to_float3(scene.sphere.center), hitin);
#else
#error not tested
hit_out hitout;
hitout.dist = RAY_NOINT;
#endif
#if 1<SPHERE_MAXRECURSIVITY
hit_out hitplane = ray_plane_intersect(scene.plane, hitin);
if (hitplane.dist < hitout.dist)
{
//this controls what's reflected on the sphere
hitout = hitplane;
hit_material = colors.plane;
#ifdef ANTIALIAS
hitout.accdist = float_shift(hitout.accdist, 2); //blur ball reflection
#endif
hit_material.diffuse_color = plane_effect(hitout);
}
#endif
color_basic_t rcolor = color_basic_t(0.);
//#warning solve need to initialize
if (hitout.dist >= float_shift(1., DIST_SHIFT))
rcolor = background_color(hitin.dir.y); //has other direction
else
rcolor = hit_material.diffuse_color*light_intensity(hitout.hit.orig);
return rcolor;
#endif
}
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); //no need to accumulated dist
if (fogmix < 1.)
{
point_and_dir hitreflect;
hitreflect.orig = hit.hit.orig;
hitreflect.dir = reflect(dir, hit.hit.dir);
#ifdef ANTIALIAS
hitreflect.dist = hit.dist; //to accumulate distance
#endif
color_basic_t reflect_color = cast_ray_nested(hitreflect);
color_basic_t li = light_intensity(hit.hit.orig);
#ifdef SOFT_SHADOW
float sx = hit.hit.orig.x - SPHERE_X;
float sy = (float)scene.sphere.center.y;
float sz = hit.hit.orig.z - SPHERE_Z;
li = li*sphere_shadow(sx, sy, sz);
#endif
color_basic_t diffuse_color = hit_material.diffuse_color * (li + color_type(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));
#ifndef RT_SMALL_UI
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);
#else
color_basic_t bfog = color_basic_t(ys);
color_type mix = 1.;
#endif
hit_out hitsphere = ray_sphere_intersect(object_coord_to_float3(scene.sphere.center), hitin);
render_material_t sphere_material = colors.sphere; //FIXME: needed?
sphere_material.diffuse_color = sphere_effect(hitsphere, colors.sphere);
#ifndef RT_SMALL_UI
hit_out hitplane = ray_plane_intersect(scene.plane, hitin);
#else
hit_out hitplane; hitplane.dist = RAY_NOINT;
#endif
render_material_t planematerial;
planematerial = colors.plane; //FIXME: needed?
planematerial.diffuse_color = plane_effect(hitplane);
#ifndef ANTIALIAS
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); //no fog for sphere
#else //ANTIALIAS=true
//#warning why non default constructor?
color_basic_t rcolor = color_basic_t(0.);
#ifndef RT_SMALL_UI
color_basic_t planecolor = shade(bfog, hitin.dir, hitplane, planematerial, mix); //FIXME: bfog
float sphere_plane_dist = hitplane.dist - hitsphere.dist;
if(hitplane.dist != RAY_NOINT && hitplane.borderdist < hitplane.accdist)
{
color_type planeopacity = plane_alpha(hitplane.borderdist, hitplane.accdist);
planecolor = color_select(planeopacity, planecolor, bfog); //border next to hole
}
if(is_negative(sphere_plane_dist))
{
//plane & plane border
rcolor = planecolor;
}
else
#endif //RT_SMALL_UI
{
color_basic_t spherecolor = shade(bfog, hitin.dir, hitsphere, colors.sphere, 0.);
float aaradius = float_shift(hitsphere.dist, ANTIALIAS-13);
float opacity = hitsphere.borderdist*aaradius;
float da = sphere_plane_dist*aaradius; //FIXME: this shouldn't compresses in y axis when plane is near to the horizontal
if(da >= 0. && da < 1.) //sphere & floor intersection
{
opacity = opacity*da;
}
if(opacity > 1.) opacity = 1.;
if(is_negative(opacity)) opacity = 0.; //FIXME: define clamp function
rcolor = color_select(color_type(opacity), spherecolor, planecolor);
}
#endif //ANTIALIAS
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);
#ifdef ANTIALIAS
hitin.dist = 0.; //start dist
#endif
return cast_ray(hitin);
}
#else // ALTERNATE_UI = true
uint12_t star_vel(uint12_t a, uint8_t b)
{
uint12_t r = a;
if(b & 1) r = r + a;
if(b & 2) r = r + (a<<1);
if(b & 4) r = r + (a<<2);
return r >> 4;
}
color_basic_t background_color_alt(screen_coord_t x, screen_coord_t y, uint16_t frame, uint16_t off, coord_type z)
{
fixed_type dir_y = (y-.5)*fixed_abs(x*x-1.);
color_basic_t c = (dir_y < 0 ? color_type(0.) : color_type(dir_y*dir_y));
if(z < 4)
{
int16_t cy = (int16_t) fixed_shl(y*z, 9);
int16_t cx = (int16_t) fixed_shl(x*z, 9) + star_vel(off, cy & 7); //add some movement
uint16_t pix_hash = hash16(cx ^ hash16(cy)); //FIXME: pixel hash shold be part of the scene
if((pix_hash & 0xFFC0) == 0) //add star
c = color_basic_t(fixed_shr(((pix_hash<<2) + frame) & 0x7F, 9) + STAR_INTENSITY);
}
return c;
}
color_basic_t render_floor_alt(screen_coord_t x, screen_coord_t y, coord_type px, coord_type py, coord_type pz, color_basic_t c)
{
//#warning check why fixed types cannot be left uninitialized
coord_type inv_y = 0.;
uint8_t ux;
uint8_t uz;
bool drawfog = false;
if (y != 0. && fixed_is_negative(y) == fixed_is_negative(py)) //FIXME: floor is not drawn correctly
{
inv_y = fixed_shl(py, FLOOR_SHIFT)/y;
coord_type ix = inv_y*x-px;
coord_type iz = inv_y + pz;
#ifndef NON_INTERACTIVE
hole_t hole_d = plane_has_hole(ix, coord_type(0)-iz);
if(!fixed_is_negative(hole_d)) //internal area
#endif
{
//if((short(inv_y) >> 10) == 0)
if(inv_y < 512)
{
ux = (short)ix;
uz = (short)iz;
c = ((ux ^ uz)>>FLOOR_SHIFT) & 1 ? K_plane_color2 : K_plane_color1;
#ifdef HOLE_BORDER
if(hole_d < HOLE_BORDER)
c = K_floor_difusse;
#endif
}
drawfog = true;
}
}
else
drawfog = true;
if(drawfog)
c = color_select(fixed_abs(y), c, K_fog_color);
return c;
}
color_basic_t render_pixel_internal_alt(screen_coord_t x, screen_coord_t y)
{
IN(scene_t) scene = get_scene();
IN(scene_colors_t) colors = scene_colors(scene);
coord_type dz = coord_type(scene.camera.z-SPHERE_Z);
coord_type dx = coord_type(x*dz - (scene.sphere.center.x)); //-scene.camera.x
coord_type dy = coord_type(y*dz - (scene.sphere.center.y-scene.camera.y));
#if ALTERNATE_UI > 1
color_basic_t c = background_color_alt(x, y, scene.frame, -(int16_t)scene.plane.center.x, dz*coord_type(.5/CAMERA_Z));
#else
color_basic_t c = K_fog_color;
#endif
bool drawfloor = true;
//draw sphere
static const float SPHERE_R = (-.707)*SPHERE_Z/SPHERE_RADIUS; //FIXME: check if code generator parenthesizes it
if((dx > -SPHERE_R) && (dx < SPHERE_R) && (dy > -SPHERE_R) && (dy < SPHERE_R)) //FIXME: use >=, <=
{
//inside bounding box
if(dx*dx + dy*dy < SPHERE_R*SPHERE_R)
{
c = scene.sphere.material.diffuse_color; //K_gold_color
//else c.b = 1.; //uncomment to display bounding box
drawfloor = scene.sphere.center.y + dy < FLOOR_Y;
}
}
#if ALTERNATE_UI > 2
if(drawfloor)
{
#ifdef PIPELINEC_SUGAR
const float FRAME_HEIGHT_FLOAT = FRAME_HEIGHT;
const float CAMERA_FACTOR = -2.*CAMERA_Z/FRAME_HEIGHT_FLOAT;
#else
static const float CAMERA_FACTOR = -2.*CAMERA_Z/FRAME_HEIGHT;
#endif
c = render_floor_alt(x, y,
scene.plane.center.x, //-scene.camera.x
scene.camera.y*coord_type(CAMERA_FACTOR),
scene.plane.center.z-scene.camera.z, c);
}
#endif
return c;
}
#endif
#ifdef DITHER
inline uint8_t mask_code(uint8_t v) {
v = ((v&1)<<3) | ((v&2)<<1) | ((v&4)>>1) | ((v&8)>>3); //bit reverse
return v ^ (v>>1); //gray
}
inline uint9_t dither(uint8_t x, uint8_t y, uint9_t v)
{
return ((mask_code(y^mask_code(x/*^mask_code(frame)*/))) + v ) & 0x1F0;
//return v & 0x1F0; //simple threshold
}
#endif
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; //PLANE_Y is always 0
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; //z=x
bool half_up = state.sphere_y > state.plane_y;
if(half_up && state.won == false)
{
#ifdef HEAT_CONSTANT
state.heat = state.heat + HEAT_CONSTANT;
#endif
#ifndef GOD_MODE
//TODO: if the plane has a hole can be calculated at rendering time and reused!
if(plane_has_hole(coord_x, coord_z) > -HOLE_GUARD_MARGIN) // > about -.1 gives margin for the ball size
#endif
{
state.score = state.score+SCORE_STEP;
if(state.score >= MAXSCORE && state.won!=true)
state.won = true;
#ifdef GOD_MODE
button_state = state.sphere_xvel < -XVEL_CONSTANT*20. || fixed_is_negative(state.sphere_yvel);
#elif defined(NON_INTERACTIVE)
button_state = true;
#endif
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); //lose => fadeout
}
}
state.camera_y = state.camera_y + fixed_shr(state.sphere_y - state.camera_y, 5);
#ifdef HEAT_CONSTANT
state.heat = state.heat - color_type(fixed_shr(state.heat, 4)); //cools down
#endif
//write all outputs
state.lose = fixed_is_negative(underground) && ((-int16_t(underground) >> 10) != 0); //underground < -2048.
#ifdef HEAT_CONSTANT // && ALTERNATE_UI > 1
state.diffuse_color = color_select(state.heat, state.lava_color, state.gold_color);
state.reflect_color = state.gold_reflect_color*(color_type(1.) - fixed_shr(state.heat, 2));
#else
state.diffuse_color = state.gold_color;
state.reflect_color = state.gold_reflect_color;
#endif
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; //FIXME: move to state update function to make this function wires-only
state.scene.frame = state.scene.frame + 1;
return state;
}
#ifndef SHADER
inline pixel_t render_pixel(uint16_t i, uint16_t j
#ifdef COLOR_DECOMP
, pixel_t pix_in
#endif
)
{
IN(scene_t) scene = get_scene();
#ifndef PIPELINEC_SUGAR
int16_t cx = (i<<1)-FRAME_WIDTH-1;
int16_t cy = -((j<<1)-FRAME_HEIGHT-1);
#else
int16_t cx = i << 1;
cx = cx - (FRAME_WIDTH + 1);
int16_t cy = j << 1;
cy = (FRAME_HEIGHT + 1) - cy;
#endif
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; //ignores alpha
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; // pix = color(0., 200./255., 0.);
}
else
{
#ifndef COLOR_DECOMP
#ifdef ALTERNATE_UI
color c = render_pixel_internal_alt(x, y);
///*if((i ^ j) & (1<<7))*/ if(cx>0) c = render_pixel_internal(x, y, scene, scene_colors(scene)); //uncomment for checkerboard
#else
color c = render_pixel_internal(x, y);
#endif
uint16_t r = (uint16_t)fixed_asshort(c.r, 8);
uint16_t g = (uint16_t)fixed_asshort(c.g, 8);
uint16_t b = (uint16_t)fixed_asshort(c.b, 8);
#ifdef DITHER
r = dither(i^j, i, r);
g = dither(i+j, j, g);
b = dither(i, j, b); //i+j, i or i, j or j, i
#endif
pix.r = (r >= 256) ? uint8_t(255):uint8_t(r);
pix.g = (g >= 256) ? uint8_t(255):uint8_t(g);
pix.b = (b >= 256) ? uint8_t(255):uint8_t(b);
#else //COLOR_DECOMP
pix = pix_in;
color_type c = render_pixel_internal(x, y);
uint9_t c9 = (uint9_t)fixed_asshort(c, 8);
//uint8_t c8 = (uint8_t) ((c9 & ~0xFF) ? (uint8_t)0xFF:(uint8_t)c9); //opt version, works?
uint8_t c8 = c9 >= 0x100 ? (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;
#endif //COLOR_DECOMP
}
return pix;
}
#else
scene_t get_scene()
{
full_state_t s = reset_state(0);
//simulate frame advances
int maxt = int(u_time*60);
for(int i=0; i < maxt % 300; ++i)
s = full_update(s, false, false);
return s.scene;
}
#endif //SHADER