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d573101459
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1 changed files with 20 additions and 12 deletions
28
demo2.cpp
28
demo2.cpp
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@ -23,15 +23,22 @@
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//#define RENDER_PRECISE
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//#define RENDER_PRECISE
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/* ^ Turns on rendering using a more precise but slower algorithm. This can
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/* ^ Turns on rendering using a more precise but slower algorithm. This can
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be seen at less shaky head bobbing when moving. However the latter
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be seen at less shaky head bobbing when moving. However the latter
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algorithm doesn't support rolling doors (these will be turned off). */
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algorithm doesn't support some features (rooling doors, floor textures,
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...). */
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//#define NO_TEXTURES
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//#define NO_TEXTURES
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/* ^ Turns off textures and only uses colors, which increases FPS. */
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/* ^ Turns off textures and only uses colors, which increases FPS. */
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//#define RCL_COMPUTE_FLOOR_TEXCOORDS 1
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#define RCL_COMPUTE_FLOOR_TEXCOORDS 1
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/* ^ Turns on computation of texture coordinates for the floor in raycastlib
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/* ^ Turns on computation of texture coordinates for the floor in raycastlib
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and makes this demo render the textures. */
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and makes this demo render the textures. */
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#define FLOOR_TEXTURE_SCALE 2
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/* ^ Scales the floor texture if RCL_COMPUTE_FLOOR_TEXCOORDS is on. */
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//#define HEAD_BOB
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/* ^ Turns on head bobbing. */
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//#define NO_SHADING
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//#define NO_SHADING
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/* ^ Turns off shading (fog) which increases FPS. */
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/* ^ Turns off shading (fog) which increases FPS. */
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@ -952,9 +959,12 @@ inline void pixelFunc(RCL_PixelInfo *pixel)
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if (!pixel->isWall)
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if (!pixel->isWall)
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{
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{
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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if (pixel->isFloor)
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c = pixel->depth > RCL_UNITS_PER_SQUARE * 5 ?
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c = pixel->depth > RCL_UNITS_PER_SQUARE * 5 ?
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textureAverageColors[1] :
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textureAverageColors[1] :
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sampleImage(textures[1],pixel->texCoords.x,pixel->texCoords.y);
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sampleImage(textures[1],pixel->texCoords.x / FLOOR_TEXTURE_SCALE,pixel->texCoords.y / FLOOR_TEXTURE_SCALE);
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else
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c = 0; // looks better :)
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#else
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#else
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c = pixel->isFloor ? cFloor: cCeiling;
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c = pixel->isFloor ? cFloor: cCeiling;
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#endif
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#endif
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@ -1008,7 +1018,9 @@ void draw()
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c.maxHits = 1;
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c.maxHits = 1;
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c.maxSteps = 20;
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c.maxSteps = 20;
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#ifdef HEAD_BOB
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player.mCamera.height += player.mHeadBob;
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player.mCamera.height += player.mHeadBob;
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#endif
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#ifdef RENDER_PRECISE
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#ifdef RENDER_PRECISE
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RCL_render(player.mCamera,floorHeightAt,0,textureAt,c);
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RCL_render(player.mCamera,floorHeightAt,0,textureAt,c);
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@ -1016,7 +1028,9 @@ void draw()
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RCL_renderSimple(player.mCamera,floorHeightAt,textureAt,rollAt,c);
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RCL_renderSimple(player.mCamera,floorHeightAt,textureAt,rollAt,c);
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#endif
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#endif
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#ifdef HEAD_BOB
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player.mCamera.height -= player.mHeadBob;
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player.mCamera.height -= player.mHeadBob;
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#endif
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if (shotFired)
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if (shotFired)
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{
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{
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@ -1043,7 +1057,7 @@ int main()
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player.setPositionSquare(6,5);
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player.setPositionSquare(6,5);
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player.mCamera.height = RCL_CAMERA_COLL_HEIGHT_BELOW;
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player.mCamera.height = RCL_CAMERA_COLL_HEIGHT_BELOW;
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player.mCamera.resolution.y = INFO_BAR_START + 1;
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player.mCamera.resolution.y = INFO_BAR_START + 2;
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uint32_t previousTime = 0;
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uint32_t previousTime = 0;
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uint32_t dt;
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uint32_t dt;
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@ -1089,12 +1103,6 @@ int main()
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bool strafe = pokitto.aBtn();
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bool strafe = pokitto.aBtn();
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if (pokitto.aBtn())
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player.mCamera.height += 50;
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if (pokitto.bBtn())
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player.mCamera.height -= 50;
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if (!strafe)
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if (!strafe)
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{
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{
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if (pokitto.upBtn())
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if (pokitto.upBtn())
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