Add level rendering

This commit is contained in:
Lucas S. Vieira 2024-07-28 02:59:16 -03:00
parent b44cbe5006
commit 8c36d08617
12 changed files with 409 additions and 34 deletions

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assets/FRAMEBUFFER.psx Normal file
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0,0,0,0,0,0,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View file

@ -1,6 +0,0 @@
<tim_project>
<properties buffer_res="2" buffer_order="0"/>
<tim_group name="global">
<tim file="SONIC.TIM"/>
</tim_group>
</tim_project>

45
include/level.h Normal file
View file

@ -0,0 +1,45 @@
#ifndef LEVEL_H
#define LEVEL_H
#include <stdint.h>
#include <psxgpu.h>
/* TODO: ALL LEVEL DATA SHOULD PROBABLY BE USING A LEVEL-WIDE ARENA ALLOCATOR. */
typedef struct {
uint16_t tile_width;
uint16_t num_tiles;
uint16_t frame_side;
uint16_t *frames;
} TileMapping;
typedef TileMapping TileMap16;
typedef TileMapping TileMap128;
typedef struct {
uint8_t width;
uint8_t height;
uint16_t *tiles;
} LevelLayerData;
typedef struct {
uint8_t num_layers;
uint8_t _unused0;
LevelLayerData *layers;
uint16_t crectx, crecty;
uint16_t prectx, precty;
uint16_t clutmode, _unused1;
} LevelData;
void load_map(TileMapping *mapping, const char *filename);
void free_map(TileMapping *mapping);
void load_lvl(LevelData *lvl, const char *filename);
void free_lvl(LevelData *lvl);
void render_lvl(
LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
int32_t cam_x, int32_t cam_y);
#endif

View file

@ -16,7 +16,9 @@
// Size of the buffer GPU commands and primitives are written to. If the program
// crashes due to too many primitives being drawn, increase this value.
#define BUFFER_LENGTH 8192
//#define BUFFER_LENGTH 8192
#define BUFFER_LENGTH 40960
//#define BUFFER_LENGTH 65532
/* Framebuffer/display list class */
@ -38,7 +40,7 @@ void set_clear_color(uint8_t r, uint8_t g, uint8_t b);
void swap_buffers();
void *get_next_prim();
uint32_t *get_ot_at(uint32_t otz);
void increment_prim(size_t size);
void increment_prim(uint32_t size);
void sort_prim(void *prim, uint32_t otz);
void draw_text(int x, int y, int z, const char *text);

View file

@ -19,6 +19,5 @@ uint16_t get_short_be(uint8_t *bytes, uint32_t *b);
uint16_t get_short_le(uint8_t *bytes, uint32_t *b);
uint32_t adler32(const char *s);
uint32_t cityhash32_sub24(const char *s);
#endif

View file

@ -63,11 +63,18 @@ load_chara(Chara *chara, const char *filename, TIM_IMAGE *tim)
chara->anims[i].start, chara->anims[i].end);
}
/*chara->crectx = tim->crect->x;
chara->crecty = tim->crect->y;
chara->prectx = tim->prect->x;
chara->precty = tim->prect->y;*/
printf("%d %d\n", tim->prect->x, tim->prect->y);
/* chara->crectx = tim->crect->x; */
/* chara->crecty = tim->crect->y; */
/* chara->prectx = tim->prect->x; */
/* chara->precty = tim->prect->y; */
/* printf("prect: %d %d %d %d, %x\n", */
/* tim->prect->x, tim->prect->y, */
/* tim->prect->w, tim->prect->h, */
/* getTPage(tim->mode & 0x3, 1, tim->prect->x, tim->prect->y)); */
/* printf("crect: %d %d %d %d, %x\n", */
/* tim->crect->x, tim->crect->y, */
/* tim->crect->w, tim->crect->h, */
/* getClut(tim->crect->x, tim->crect->y)); */
chara->crectx = 320;
chara->crecty = 256;
chara->prectx = 320;
@ -148,7 +155,7 @@ chara_render_frame(Chara *chara, int16_t framenum, int16_t vx, int16_t vy, uint8
} else {
setUVWH(poly, u0, v0, tw, th);
}
sort_prim(poly, 1);
sort_prim(poly, 3); // 3 = sprite and background layer
}
}
}

265
src/level.c Normal file
View file

@ -0,0 +1,265 @@
#include "level.h"
#include <stdlib.h>
#include <stdio.h>
#include "util.h"
#include "render.h"
void
load_map(TileMapping *mapping, const char *filename)
{
uint8_t *bytes;
uint32_t b, length;
bytes = file_read(filename, &length);
if(bytes == NULL) {
printf("Error reading MAP file %s from the CD.\n", filename);
return;
}
b = 0;
mapping->tile_width = get_short_be(bytes, &b);
mapping->num_tiles = get_short_be(bytes, &b);
mapping->frame_side = get_short_be(bytes, &b);
uint32_t frames_per_tile = mapping->frame_side * mapping->frame_side;
uint32_t total_frames = frames_per_tile * mapping->num_tiles;
mapping->frames = malloc(total_frames * sizeof(uint16_t));
printf("Total allocated frames: %lu B\n", total_frames * sizeof(uint16_t));
for(uint32_t i = 0; i < total_frames; i++) {
mapping->frames[i] = get_short_be(bytes, &b);
}
free(bytes);
}
void
free_map(TileMapping *mapping)
{
free(mapping->frames);
}
void
load_lvl(LevelData *lvl, const char *filename)
{
uint8_t *bytes;
uint32_t b, length;
bytes = file_read(filename, &length);
if(bytes == NULL) {
printf("Error reading LVL file %s from the CD.\n", filename);
return;
}
b = 0;
lvl->num_layers = get_byte(bytes, &b);
lvl->_unused0 = 0; b += 1;
lvl->layers = malloc(lvl->num_layers * sizeof(LevelLayerData));
printf("Allocated layers table: %lu B\n", lvl->num_layers * sizeof(LevelLayerData));
for(uint8_t n_layer = 0; n_layer < lvl->num_layers; n_layer++) {
LevelLayerData *layer = &lvl->layers[n_layer];
layer->width = get_byte(bytes, &b);
layer->height = get_byte(bytes, &b);
uint16_t num_tiles = (uint16_t)layer->width * (uint16_t)layer->height;
layer->tiles = malloc(num_tiles * sizeof(uint16_t));
printf("Allocated tiles for layer: %lu B\n", num_tiles * sizeof(uint16_t));
for(uint16_t i = 0; i < num_tiles; i++) {
layer->tiles[i] = get_short_be(bytes, &b);
}
}
lvl->prectx = 448;
lvl->precty = 0;
lvl->crectx = 448;
lvl->crecty = 256;
lvl->clutmode = 0; // 4-bit CLUT
lvl->_unused1 = 0;
free(bytes);
}
void
free_lvl(LevelData *lvl)
{
for(uint8_t i = 0; i < lvl->num_layers; i++) {
free(lvl->layers[i].tiles);
}
free(lvl->layers);
}
void
_render_8(
LevelData *lvl,
int16_t vx, int16_t vy, int16_t otz,
uint16_t frame)
{
uint16_t
v0_idx = frame >> 5,
u0_idx = frame - (v0_idx << 5);
uint8_t
u0 = (u0_idx << 3),
v0 = (v0_idx << 3);
SPRT_8 *sprt = get_next_prim();
increment_prim(sizeof(SPRT_8));
setSprt8(sprt);
setXY0(sprt, vx, vy);
setRGB0(sprt, 128, 128, 128);
setUV0(sprt, u0, v0);
setClut(sprt, lvl->crectx, lvl->crecty);
sort_prim(sprt, otz);
}
void
_render_16(
LevelData *lvl, TileMap16 *map16,
int16_t vx, int16_t vy, int16_t otz,
uint16_t frame)
{
// Frames per tile: 2 * 2 = 4
uint16_t *tileframes = &map16->frames[frame << 2];
for(int16_t idx = 0; idx < 4; idx++) {
if(tileframes[idx] == 0) continue;
int16_t
deltax = (idx % 2),
deltay = (idx >> 1);
_render_8(
lvl,
vx + (deltax << 3),
vy + (deltay << 3),
otz,
tileframes[idx]);
}
// Draw debug lines
/* LINE_F2 line; */
/* setLineF2(&line); */
/* setXY2(&line, vx, vy, vx, vy + 16); */
/* setRGB0(&line, 255, 255, 0); */
/* DrawPrim((void *)&line); */
/* setXY2(&line, vx, vy, vx + 16, vy); */
/* DrawPrim((void *)&line); */
/* setXY2(&line, vx + 16, vy, vx + 16, vy + 16); */
/* DrawPrim((void *)&line); */
/* setXY2(&line, vx, vy + 16, vx + 16, vy + 16); */
/* DrawPrim((void *)&line); */
}
void
_render_128(
LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
int16_t vx, int16_t vy, int16_t otz,
uint16_t frame)
{
// 128x128 has 8x8 tiles of 16x16.
// Since this is a constant, we will then write the optimized code
// just like _render_16.
// Frames per tile: 8 * 8 = 64 => rshift << 6
uint16_t *tileframes = &map128->frames[frame << 6];
for(int16_t idx = 0; idx < 64; idx++) {
if(tileframes[idx] == 0) continue;
int16_t
deltax = (idx % 8),
deltay = (idx >> 3);
_render_16(lvl, map16,
vx + (deltax << 4),
vy + (deltay << 4),
otz,
tileframes[idx]);
}
// Draw debug lines
/* LINE_F2 line; */
/* setLineF2(&line); */
/* setRGB0(&line, 0, 255, 255); */
/* setXY2(&line, vx, vy, vx, vy + 128); */
/* DrawPrim((void *)&line); */
/* setXY2(&line, vx, vy, vx + 128, vy); */
/* DrawPrim((void *)&line); */
/* setXY2(&line, vx + 128, vy, vx + 128, vy + 128); */
/* DrawPrim((void *)&line); */
/* setXY2(&line, vx, vy + 128, vx + 128, vy + 128); */
/* DrawPrim((void *)&line); */
}
#define CLAMP_SUM(X, N, MAX) ((X + N) > MAX ? MAX : (X + N))
void
_render_layer(
LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
int16_t vx, int16_t vy, int16_t otz,
uint8_t layer)
{
LevelLayerData *l = &lvl->layers[layer];
// vx and vy are the camera center.
// We need to use these values to calculate:
// - what are the coordinates for top left corner;
// - what is the tile (x, y) containing this top-left corner point;
// - the deltas that we should apply relative to the own tile's top-left
// corner.
// Correct vx / vy to the top left corner
vx -= CENTERX; vy -= CENTERY;
// Find tile X and Y indices. Integer division by 128
int16_t tilex, tiley;
tilex = vx >> 7; tiley = vy >> 7;
// Find pixel deltas for X and Y coordinates that are figuratively
// subtracted from each tile's top left corner
int16_t deltax, deltay;
deltax = vx - (tilex << 7);
deltay = vy - (tiley << 7);
// We need to figure out the number of tiles we need to draw on X
// and Y coordinates. This is because we may well be extrapolating
// those tiles!
int16_t num_tiles_x, num_tiles_y;
num_tiles_x = (SCREEN_XRES >> 7) + 1;
num_tiles_y = (SCREEN_YRES >> 7) + 1;
// Clamp number of tiles
int16_t max_tile_x, max_tile_y;
max_tile_x = CLAMP_SUM(tilex, num_tiles_x, (int16_t)l->width);
max_tile_y = CLAMP_SUM(tiley, num_tiles_y, (int16_t)l->height);
// Now iterate over tiles and render them.
uint16_t a = 0;
for(int16_t iy = tiley; iy <= max_tile_y; iy++) {
for(int16_t ix = tilex; ix <= max_tile_x; ix++) {
a++;
int16_t frame_idx = (iy * l->width) + ix;
//printf("Chunk: %d @ %u (%u)\n", a, frame_idx, l->tiles[frame_idx]);
_render_128(lvl, map128, map16,
((ix - tilex) << 7) - deltax,
((iy - tiley) << 7) - deltay,
otz,
l->tiles[frame_idx]);
}
}
}
void
render_lvl(
LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
int32_t cam_x, int32_t cam_y)
{
int16_t cx = (cam_x >> 12),
cy = (cam_y >> 12);
_render_layer(lvl, map128, map16, cx, cy, 3, 0);
_render_layer(lvl, map128, map16, cx, cy, 2, 1);
DR_TPAGE *tpage = get_next_prim();
increment_prim(sizeof(DR_TPAGE));
setDrawTPage(tpage, 0, 1, getTPage(0, 1, lvl->prectx, lvl->precty));
sort_prim(tpage, OT_LENGTH - 1);
}

View file

@ -6,6 +6,7 @@
#include <psxgte.h>
#include <psxcd.h>
#include <inline_c.h>
#include <hwregs_c.h>
#include "render.h"
#include "util.h"
@ -13,6 +14,17 @@
#include "sound.h"
#include "input.h"
#include "player.h"
#include "level.h"
/* typedef struct { */
/* int irq_count, last_irq_count, irqs_per_sec; */
/* } TimerState; */
/* static volatile TimerState timer_state; */
/* static void timer0_handler(void) { */
/* timer_state.irq_count++; */
/* } */
/* #define SPRTSZ 56 */
@ -44,7 +56,10 @@ static VECTOR pos = { 0, 0, 450 };
static VECTOR scale = { ONE, ONE, ONE };
static MATRIX world = { 0 };
static Player player;
static Player player;
static TileMap16 map16;
static TileMap128 map128;
static LevelData leveldata;
#define BGM001_NUM_CHANNELS 2
#define BGM001_LOOP_SECTOR 7100
@ -55,6 +70,8 @@ static uint8_t cur_bgm = 0;
static uint8_t music_num_channels = BGM001_NUM_CHANNELS;
static uint8_t music_channel = 0;
static VECTOR cam_pos = { 0 };
void
engine_init()
{
@ -79,6 +96,21 @@ engine_init()
0
};
// Load level data
timfile = file_read("\\LEVELS\\R0\\TILES.TIM;1", &filelength);
if(timfile) {
load_texture(timfile, &tim);
free(timfile);
}
load_map(&map16, "\\LEVELS\\R0\\MAP16.MAP;1");
load_map(&map128, "\\LEVELS\\R0\\MAP128.MAP;1");
load_lvl(&leveldata, "\\LEVELS\\R0\\Z1.LVL;1");
//cam_pos.vx = 1216 * ONE;
//cam_pos.vy = 448 * ONE;
cam_pos.vx = CENTERX * ONE;
cam_pos.vy = CENTERY * ONE;
// Start playback after we don't need the CD anymore.
sound_stop_xa();
music_num_channels = BGM001_NUM_CHANNELS;
@ -129,7 +161,25 @@ engine_update()
sound_xa_set_channel(music_channel);
}
player_update(&player);
#define SPD (8 * ONE)
if(pad_pressing(PAD_RIGHT)) {
cam_pos.vx += SPD;
}
if(pad_pressing(PAD_LEFT)) {
cam_pos.vx -= SPD;
}
if(pad_pressing(PAD_UP)) {
cam_pos.vy -= SPD;
}
if(pad_pressing(PAD_DOWN)) {
cam_pos.vy += SPD;
}
//player_update(&player);
}
void
@ -137,7 +187,9 @@ engine_draw()
{
//chara_render_test(&player.chara);
player_draw(&player);
render_lvl(&leveldata, &map128, &map16, cam_pos.vx, cam_pos.vy);
// Gouraud-shaded SQUARE
/* POLY_G4 *poly = (POLY_G4 *) get_next_prim(); */
/* setPolyG4(poly); */
@ -192,14 +244,16 @@ engine_draw()
// Sound debug
char buffer[255] = { 0 };
snprintf(buffer, 255,
"VMD %4s\n"
"MUS %2u/2\n"
"CHN %1u/%1u\n"
"%08u",
GetVideoMode() == MODE_PAL ? "PAL" : "NTSC",
cur_bgm + 1,
music_channel + 1,
music_num_channels,
elapsed_sectors);
draw_text(240, 12, 0, buffer);
draw_text(240, 12, 0, buffer);
}
int

View file

@ -76,7 +76,7 @@ get_next_prim()
}
void
increment_prim(size_t size)
increment_prim(uint32_t size)
{
ctx.next_packet += size;
}