/* "SPHERY VS. SHAPES" by Victor Suarez Rovere and Manuel Suarez Copyright (C) 2021 Victor Suarez Rovere 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. #include "tr.h" typedef coord_type hole_t; //TODO: move #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; } //raytracer math inspired on tinyraytracer https://github.com/ssloy/tinyraytracer struct point_and_dir { vec3 orig, dir; }; struct hit_out { float dist, borderdist; point_and_dir hit; }; //#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); } 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; //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; 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; //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; 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); } 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); //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; 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) { //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 } 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;//this is what's reflected on the floor 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) { //this controls what's reflected on the sphere hitout = hitplane; hit_material = colors.plane; hit_material.diffuse_color = plane_effect(hitout); } 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; } 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); 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; //FIXME: needed? 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; //FIXME: needed? 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); //no fog for sphere 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; //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) { //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 { 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); //lose => fadeout } } state.camera_y = state.camera_y + fixed_shr(state.sphere_y - state.camera_y, 5); //write all outputs state.lose = fixed_is_negative(underground) && ((-int16_t(underground) >> 10) != 0); //underground < -2048. 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; //FIXME: move to state update function to make this function wires-only 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; //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 { 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; }