Add resolution subdivision

This commit is contained in:
Miloslav Ciz 2025-02-02 01:21:02 +01:00
parent ccbb9dfdc3
commit e47704dbb0
3 changed files with 62 additions and 39 deletions

View file

@ -1,5 +1,6 @@
=========== GENERAL ==============
- bug: background horizon position depends on resolution! fix
- make a small txt game menual
- test:
- long replay

62
game.h
View file

@ -52,12 +52,12 @@
format (described in the map module) etc.
*/
#define LCR_KEY_UP 0x00
#define LCR_KEY_RIGHT 0x01
#define LCR_KEY_DOWN 0x02
#define LCR_KEY_LEFT 0x03
#define LCR_KEY_A 0x04 ///< confirm, restart race
#define LCR_KEY_B 0x05 ///< cancel, open menu
#define LCR_KEY_UP 0x00
#define LCR_KEY_RIGHT 0x01
#define LCR_KEY_DOWN 0x02
#define LCR_KEY_LEFT 0x03
#define LCR_KEY_A 0x04 ///< confirm, restart race
#define LCR_KEY_B 0x05 ///< cancel, open menu
#define LCR_KEYS_TOTAL 6
@ -201,19 +201,26 @@ uint8_t LCR_gameGetNextAudioSample(void);
// forward decls of pixel drawing functions for the renderer
/**
Internal function for drawing pixels, takes into account setting etc., should
be used instead of directly calling LCR_drawPixel.
*/
static inline void LCR_gameDrawPixel(unsigned long index, uint16_t color);
/**
Internal pixel drawing function that puts a pixel at specified screen coords
without checking for safety (it's faster but can only be done if we know for
sure we're not drawing outside the screen).
*/
void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y, uint16_t color);
static inline void LCR_gameDrawPixelXYUnsafe(unsigned int x, unsigned int y,
uint16_t color);
/**
Internal pixel drawing function that checks for out-of-screen coordinates. Use
this if the pixel can potentially lie of screen (however if you know it won't,
use the normal unsafe function in sake of performance).
*/
static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
static inline void LCR_gameDrawPixelXYSafe(unsigned int x, unsigned int y,
uint_fast16_t color);
#include "general.h"
@ -311,14 +318,32 @@ uint8_t LCR_gameMusicOn(void)
#endif
}
void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
void LCR_gameDrawPixel(unsigned long index, uint16_t color)
{
#if LCR_SETTING_RESOLUTION_SUBDIVIDE <= 1
LCR_drawPixel(index,color);
#else
index = ((index / LCR_EFFECTIVE_RESOLUTION_X) * LCR_SETTING_RESOLUTION_X +
(index % LCR_EFFECTIVE_RESOLUTION_X)) * LCR_SETTING_RESOLUTION_SUBDIVIDE;
for (int y = 0; y < LCR_SETTING_RESOLUTION_SUBDIVIDE; ++y)
{
for (int x = 0; x < LCR_SETTING_RESOLUTION_SUBDIVIDE; ++x)
{
LCR_drawPixel(index,color);
index++;
}
index += LCR_SETTING_RESOLUTION_X - LCR_SETTING_RESOLUTION_SUBDIVIDE;
}
#endif
}
void LCR_gameDrawPixelXYUnsafe(unsigned int x, unsigned int y,
uint16_t color)
{
#if LCR_SETTING_RESOLUTION_SUBDIVIDE == 1
LCR_drawPixel(y * LCR_SETTING_RESOLUTION_X + x,color);
#else
// TODO
#endif
LCR_gameDrawPixel(y * LCR_EFFECTIVE_RESOLUTION_X + x,color);
}
void _LCR_physicdDebugDrawPixel(uint16_t x, uint16_t y, uint8_t color)
@ -330,15 +355,15 @@ void _LCR_physicdDebugDrawPixel(uint16_t x, uint16_t y, uint8_t color)
for (int j = -1; j <= 2; ++j)
for (int i = -1; i <= 2; ++i)
LCR_drawPixelXYUnsafe(x + i,y + j,c);
LCR_gameDrawPixelXYUnsafe(x + i,y + j,c);
}
}
static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
static inline void LCR_gameDrawPixelXYSafe(unsigned int x, unsigned int y,
uint_fast16_t color)
{
if (x < LCR_EFFECTIVE_RESOLUTION_X && y < LCR_EFFECTIVE_RESOLUTION_Y)
LCR_drawPixelXYUnsafe(x,y,color);
LCR_gameDrawPixelXYUnsafe(x,y,color);
}
void LCR_gameSetState(uint8_t state)
@ -969,9 +994,6 @@ void LCR_checkBeatenMaps(void)
}
}
void LCR_gameEnd(void)
{
LCR_LOG0("ending");

View file

@ -19,8 +19,8 @@
for far away areas with "something" we just draw some 2D rectangles.
*/
#define S3L_RESOLUTION_X LCR_SETTING_RESOLUTION_X
#define S3L_RESOLUTION_Y LCR_SETTING_RESOLUTION_Y
#define S3L_RESOLUTION_X LCR_EFFECTIVE_RESOLUTION_X
#define S3L_RESOLUTION_Y LCR_EFFECTIVE_RESOLUTION_Y
#define S3L_PIXEL_FUNCTION _LCR_pixelFunc3D
#define S3L_PERSPECTIVE_CORRECTION 2
#define S3L_NEAR_CROSS_STRATEGY 1
@ -160,14 +160,14 @@ void LCR_rendererSetGhostVisibility(uint8_t visible)
void _LCR_rendererDrawFontPixel(int x, int y, uint16_t color)
{
#if LCR_FONT_PIXEL_SIZE == 1
LCR_drawPixelXYSafe(x,y,color);
LCR_gameDrawPixelXYSafe(x,y,color);
#else
if ((x >= 0) && (y >= 0) &&
(x < LCR_EFFECTIVE_RESOLUTION_X - LCR_FONT_PIXEL_SIZE) &&
(y < LCR_EFFECTIVE_RESOLUTION_Y - LCR_FONT_PIXEL_SIZE))
for (int i = x; i < x + LCR_FONT_PIXEL_SIZE; ++i)
for (int j = y; j < y + LCR_FONT_PIXEL_SIZE; ++j)
LCR_drawPixelXYSafe(i,j,color);
LCR_gameDrawPixelXYSafe(i,j,color);
#endif
}
@ -314,7 +314,7 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
LCR_renderer.flatAndTransparent += pixel->triangleIndex % 4;
}
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
LCR_gameDrawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
#else // LCR_SETTING_POTATO_GRAPHICS
// once we get a new triangle, we precompute things for it:
@ -432,7 +432,7 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
if (LCR_renderer.flatAndTransparent)
{
if (pixel->x % 2 == pixel->y % 2)
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
LCR_gameDrawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
else
S3L_zBufferWrite(pixel->x,pixel->y,S3L_MAX_DEPTH);
/* ^ Clear z-buffer if we didn't draw the pixel. Without this further
@ -470,7 +470,7 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
LCR_renderer.texSubsampleCount--;
#endif
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,_LCR_pixelColor);
LCR_gameDrawPixelXYUnsafe(pixel->x,pixel->y,_LCR_pixelColor);
#endif // LCR_SETTING_POTATO_GRAPHICS
}
@ -1255,7 +1255,7 @@ void LCR_rendererDrawRect(int x, int y, unsigned int w, unsigned int h,
for (unsigned int i = 0; i < h; ++i)
{
for (unsigned int j = ((i % 2) == parity); j < w; j += 2)
LCR_drawPixel(index + j,color);
LCR_gameDrawPixel(index + j,color);
index += LCR_EFFECTIVE_RESOLUTION_X;
}
@ -1265,7 +1265,7 @@ void LCR_rendererDrawRect(int x, int y, unsigned int w, unsigned int h,
{
for (unsigned int j = 0; j < w; ++j)
{
LCR_drawPixel(index,color);
LCR_gameDrawPixel(index,color);
index++;
}
@ -1366,7 +1366,7 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
{
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(pixelIndex,topColor);
LCR_gameDrawPixel(pixelIndex,topColor);
pixelIndex++;
}
@ -1409,7 +1409,7 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
while (x < LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(startIndex + x,color);
LCR_gameDrawPixel(startIndex + x,color);
x += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
}
}
@ -1431,7 +1431,7 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
if (y >= 0)
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(pixelIndex,topColor);
LCR_gameDrawPixel(pixelIndex,topColor);
pixelIndex++;
}
@ -1449,7 +1449,7 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
{
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(pixelIndex,bottomColor);
LCR_gameDrawPixel(pixelIndex,bottomColor);
pixelIndex++;
}
@ -1775,7 +1775,7 @@ void LCR_rendererBlitImage(uint8_t index, unsigned int x, unsigned int y,
uint16_t color = LCR_getNextImagePixel();
if (color != transparentColor)
LCR_drawPixel(i,color);
LCR_gameDrawPixel(i,color);
i += scale;
}
@ -1795,7 +1795,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
while (i < stripHeight * LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(i,0x4a8c
LCR_gameDrawPixel(i,0x4a8c
#if LCR_SETTING_POTATO_GRAPHICS
);
#else
@ -1811,7 +1811,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
#if LCR_SETTING_POTATO_GRAPHICS
while (i < stripHeight * LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(i,0x73ae);
LCR_gameDrawPixel(i,0x73ae);
++i;
}
#else
@ -1822,7 +1822,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(i,(x > LCR_EFFECTIVE_RESOLUTION_X / 4 - limit &&
LCR_gameDrawPixel(i,(x > LCR_EFFECTIVE_RESOLUTION_X / 4 - limit &&
(x < LCR_EFFECTIVE_RESOLUTION_X - LCR_EFFECTIVE_RESOLUTION_X / 4 + limit)
? 0x73ae : 0x31a6) + ((x + y) % 8));
i++;
@ -1832,7 +1832,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
while (i < LCR_EFFECTIVE_RESOLUTION_Y * LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(i,0xce9c
LCR_gameDrawPixel(i,0xce9c
#if LCR_SETTING_POTATO_GRAPHICS
);
#else
@ -1862,7 +1862,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
for (int y = i - 10; y < i + LCR_rendererComputeTextHeight(3) + 10; ++y)
for (int x = LCR_EFFECTIVE_RESOLUTION_X / 4;
x < LCR_EFFECTIVE_RESOLUTION_X - LCR_EFFECTIVE_RESOLUTION_X / 4; ++x)
LCR_drawPixelXYSafe(x,y,0x5c1b + 4 * ((x & 0x10) == (y & 0x10)));
LCR_gameDrawPixelXYSafe(x,y,0x5c1b + 4 * ((x & 0x10) == (y & 0x10)));
LCR_rendererDrawText(s,(LCR_EFFECTIVE_RESOLUTION_X -
LCR_rendererComputeTextWidth(s,3)) / 2,i,