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67
assets.h
67
assets.h
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@ -67,6 +67,73 @@ struct
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const uint8_t *image;
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} LCR_currentImage;
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/*
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Font characters are kind of "segmented display" characters, encoded with 16
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bits (each for one segment) like this (numbered from LSB):
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__0__ __2__
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|\12 |\13 |
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1| \ 5| \ 9|
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| \ | \ |
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|__4\_|__6\_|
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|\14 |\15 |
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3| \ 7| \ 11|
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| \ | \ |
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|__8\_|_10\_|
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*/
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uint16_t LCR_getFontChar(char c)
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{
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#define _F(a,b,c,d,e,f,g,h,i,j) return (1 << a) | (1 << b) | (1 << c) | (1 <<\
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d) | (1 << e) | (1 << f) | (1 << g) | (1 << h) | (1 << i) | (1 << j); break;
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switch (c)
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{
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case 'O': case 'o':
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case '0': _F( 0, 2, 1, 9, 3,11, 8,10,10,10)
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case '1': _F( 0, 5, 7, 8,10,10,10,10,10,10)
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case 'Z': case 'z':
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case '2': _F( 0, 2, 9, 4, 6, 3, 8,10,10,10)
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case '3': _F( 0, 2, 9, 6,11, 8,10,10,10,10)
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case '4': _F( 1, 4, 6, 9,11,11,11,11,11,11)
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case 'S': case 's':
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case '5': _F( 0, 2, 1, 4, 6,11, 8,10,10,10)
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case '6': _F( 0, 2, 1, 3, 8,10,11, 6, 4, 4)
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case '7': _F( 0, 2, 9,11,11,11,11,11,11,11)
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case '8': _F( 0, 2, 1, 9, 4, 6, 3,11, 8,10)
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case '9': _F( 0, 2, 1, 9, 4, 6,11, 8,10,10)
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case 'A': case 'a': _F( 0, 1,13, 4, 6, 3,11,11,11,11)
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case 'B': case 'b': _F( 0, 1,13, 4, 6, 3,11, 8,10,10)
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case 'C': case 'c': _F( 0, 2, 1, 3, 8,10,10,10,10,10)
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case 'D': case 'd': _F( 0, 1, 3, 8,10,13,11,11,11,11)
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case 'E': case 'e': _F( 0, 2, 1, 3, 4, 8,10,10,10,10)
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case 'F': case 'f': _F( 0, 2, 1, 3, 4, 4, 4, 4, 4, 4)
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case 'G': case 'g': _F( 0, 2, 1, 3, 8,10,11, 6, 6, 6)
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case 'H': case 'h': _F( 1, 3, 4, 6, 9,11,11,11,11,11)
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case 'I': case 'i': _F( 0, 2, 5, 7, 8,10,10,10,10,10)
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case 'J': case 'j': _F( 9,11,10,14,14,14,14,14,14,14)
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case 'K': case 'k': _F( 1, 3, 4,15, 5, 2, 2, 2, 2, 2)
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case 'L': case 'l': _F( 1, 3, 8,10,10,10,10,10,10,10)
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case 'M': case 'm': _F( 1, 3,12, 5, 2, 9,11,11,11,11)
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case 'N': case 'n': _F( 1, 3,12,15, 9,11,11,11,11,11)
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case 'P': case 'p': _F( 0, 2, 1, 9, 4, 6, 3, 3, 3, 3)
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case 'Q': case 'q': _F( 0, 2, 1, 9, 3,11, 8,10,15,15)
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case 'R': case 'r': _F( 0, 2, 1, 9, 4, 6, 3,15,15,15)
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case 'T': case 't': _F( 0, 2, 5, 7, 7, 7, 7, 7, 7, 7)
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case 'U': case 'u': _F( 1, 3, 8,10,11, 9, 9, 9, 9, 9)
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case 'V': case 'v': _F( 1,14,10,11, 9, 9, 9, 9, 9, 9)
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case 'W': case 'w': _F( 1,14,10,11, 7, 9, 9, 9, 9, 9)
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case 'X': case 'x': _F(12,15, 3, 4, 6, 9, 9, 9, 9, 9)
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case 'Y': case 'y': _F(12, 6, 9, 7, 8, 8, 8, 8, 8, 8)
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case ':': _F( 4, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case '.': _F( 8, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case ',': _F( 7, 7, 7, 7, 7, 7, 7, 7, 7, 7)
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default: return 0; break;
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}
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#undef _F
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}
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#define LCR_IMAGE_WALL_CONCRETE 0
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#define LCR_IMAGE_WALL_WOOD 1
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#define LCR_IMAGE_GROUND_CONCRETE 2
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@ -31,4 +31,6 @@
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/** Maximum number of triangles of a block shape. */
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#define LCR_MAP_BLOCK_SHAPE_MAX_BYTES 80
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#define LCR_FONT_PIXEL_SIZE (1 + LCR_EFFECTIVE_RESOLUTION_X / 512)
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#endif
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2
game.h
2
game.h
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@ -365,6 +365,8 @@ LCR_GameUnit physicsInterpolationParam = LCR_GAME_UNIT -
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LCR_rendererDraw();
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LCR_rendererDrawText("abcdefghijklmnopqrstuvwxyz",10,20,0,2);
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if (LCR_game.debugDraw)
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{
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LCR_GameUnit camTr[7];
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54
renderer.h
54
renderer.h
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@ -31,6 +31,8 @@
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#define LCR_RENDERER_MODEL_COUNT 10
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#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
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#define LCR_RENDERER_FONT_SEGMENT_SIZE 4
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/** For some reason the map model is a bit misaligned with physics world, this
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kinda hotfixes it -- later try to discover source of this bug. TODO */
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#define _LCR_MAP_MODEL_SCALE 1034
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@ -112,6 +114,58 @@ void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
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S3L_F) / LCR_GAME_UNIT,S3L_F);
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}
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void _LCR_rendererDrawFontPixel(int x, int y, uint16_t color)
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{
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#if LCR_FONT_PIXEL_SIZE == 1
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LCR_drawPixelXYSafe(x,y,color);
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#else
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if ((x >= 0) && (y >= 0) &&
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(x < LCR_EFFECTIVE_RESOLUTION_X - LCR_FONT_PIXEL_SIZE) &&
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(y < LCR_EFFECTIVE_RESOLUTION_Y - LCR_FONT_PIXEL_SIZE))
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for (int i = x; i < x + LCR_FONT_PIXEL_SIZE; ++i)
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for (int j = y; j < y + LCR_FONT_PIXEL_SIZE; ++j)
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LCR_drawPixelXYSafe(i,j,color);
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#endif
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}
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void LCR_rendererDrawText(const char *text, int x, int y, uint16_t color,
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int size)
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{
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size *= LCR_RENDERER_FONT_SEGMENT_SIZE;
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while (*text)
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{
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uint16_t c = LCR_getFontChar(*text);
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for (int b = 0; b < 3; ++b) // horizontal and vertical segments
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for (int a = 0; a < 2; ++a)
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{
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if (c & 0x01)
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for (int i = 0; i < size; ++i)
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_LCR_rendererDrawFontPixel(x + a * size + i,y + b * size,color);
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if (c & 0x02)
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for (int i = 0; i < size; ++i)
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_LCR_rendererDrawFontPixel(x + b * size,y + a * size + i,color);
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c >>= 2;
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}
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for (int b = 0; b < 2; ++b) // diagonal segments
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for (int a = 0; a < 2; ++a)
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{
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if (c & 0x01)
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for (int i = 0; i < size; ++i)
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_LCR_rendererDrawFontPixel(x + a * size + i,y + b * size + i,color);
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c >>= 1;
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}
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x += 2 * size + 3 * size / 4;
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text++;
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}
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}
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void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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{
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// once we get a new triangle, we precompute things for it:
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