This commit is contained in:
Miloslav Číž 2018-09-18 11:25:34 +02:00
parent d573101459
commit 67992ff2eb

View file

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