Add texture ceiling
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c97448e9a8
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c752646293
2 changed files with 58 additions and 20 deletions
66
demo2.cpp
66
demo2.cpp
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@ -33,6 +33,10 @@
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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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//#define TEXTURE_CEILING
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/* ^ Turns on texture on ceiling (RCL_COMPUTE_FLOOR_TEXCOORDS must be turned
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on as well for this to work). */
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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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@ -83,6 +87,8 @@ Player player;
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#define INFO_BAR_START 70
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#define TEXTURE_MAX_DISTANCE (RCL_UNITS_PER_SQUARE * 6)
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#define RESOLUTION_Y (INFO_BAR_START + 1)
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// temporary defines for better visibility of walls and floors below
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#define D 6
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#define o 0
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@ -897,39 +903,55 @@ inline void pixelFunc(RCL_PixelInfo *pixel)
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if (pixel->position.y == MIDDLE_ROW)
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zBuffer[pixel->position.x] = pixel->depth;
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uint8_t c = 0;
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uint8_t color = 0;
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#ifndef NO_MIRROR
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if (pixel->position.y == 0)
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mirror = 0;
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#endif
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bool drawCeiling = false;
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int16_t intensity = 0;
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if (!pixel->isWall)
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{
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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if (pixel->isFloor)
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{
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if (pixel->texCoords.y > 3 * RCL_UNITS_PER_SQUARE) // leave astrip of untextured floor
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c = pixel->depth > RCL_UNITS_PER_SQUARE * 5 ?
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color = pixel->depth > RCL_UNITS_PER_SQUARE * 5 ?
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textureAverageColors[1] :
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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 = cFloor;
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color = cFloor;
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#ifdef TEXTURE_CEILING
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drawCeiling = true;
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#endif
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}
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else
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c = 0; // looks better :)
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{
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#ifdef TEXTURE_CEILING
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// don't draw ceiling here, we'll draw it along with floor
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return;
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#else
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c = pixel->isFloor ? cFloor: cCeiling;
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color = 0; // looks better :)
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#endif
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}
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#else
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color = pixel->isFloor ? cFloor: cCeiling;
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#endif
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#ifndef NO_MIRROR
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int16_t intensity = pixel->isFloor ?
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intensity = pixel->isFloor ?
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-1 * (pixel->depth - mirror * 64) / RCL_UNITS_PER_SQUARE : 0;
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#else
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int16_t intensity = -1 * pixel->depth / (RCL_UNITS_PER_SQUARE * 2);
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intensity = -1 * pixel->depth / (RCL_UNITS_PER_SQUARE * 2);
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#endif
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c = addIntensity(c,intensity);
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color = addIntensity(color,intensity);
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mirror++;
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}
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@ -938,9 +960,9 @@ inline void pixelFunc(RCL_PixelInfo *pixel)
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RCL_Unit textureScroll = pixel->hit.type != 4 ? 0 : 16 * pokitto.frameCount;
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#ifdef NO_TEXTURES
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c = textureAverageColors[pixel->hit.type];
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color = textureAverageColors[pixel->hit.type];
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#else
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c = pixel->depth < TEXTURE_MAX_DISTANCE ?
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color = pixel->depth < TEXTURE_MAX_DISTANCE ?
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sampleImage(textures[pixel->hit.type],pixel->texCoords.x + textureScroll,pixel->texCoords.y) :
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textureAverageColors[pixel->hit.type];
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#endif
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@ -948,20 +970,36 @@ inline void pixelFunc(RCL_PixelInfo *pixel)
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#ifndef NO_SHADING
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if (previousColumn == pixel->position.x)
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{
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c = addIntensity(c,pixelIntensity);
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color = addIntensity(color,pixelIntensity);
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}
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else
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{
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// optimization: precompute intensity for the whole column
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pixelIntensity = 1 - pixel->depth / (RCL_UNITS_PER_SQUARE * 2) + (pixel->hit.direction % 2 == 0 ? 2 : 0);
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previousColumn = pixel->position.x;
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c = addIntensity(c,pixelIntensity);
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color = addIntensity(color,pixelIntensity);
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}
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#endif
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}
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putSubsampledPixel(pixel,c);
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putSubsampledPixel(pixel->position.x,pixel->position.y,color);
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#ifdef TEXTURE_CEILING
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if (drawCeiling)
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{
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/* here we sample a different texture for ceiling, but if the texture is
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same as floor, just reuse the color sampled above to save on the
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sampling and intensity addition */
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color = pixel->depth > RCL_UNITS_PER_SQUARE * 5 ?
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textureAverageColors[0] :
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sampleImage(textures[0],pixel->texCoords.x / FLOOR_TEXTURE_SCALE,pixel->texCoords.y / FLOOR_TEXTURE_SCALE);
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color = addIntensity(color,intensity);
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putSubsampledPixel(pixel->position.x,RESOLUTION_Y - pixel->position.y - 1,color);
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}
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#endif
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}
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void draw()
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@ -1008,7 +1046,7 @@ int main()
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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.resolution.y = INFO_BAR_START + 2;
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player.mCamera.resolution.y = RESOLUTION_Y;
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uint32_t previousTime = 0;
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uint32_t dt;
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12
general.hpp
12
general.hpp
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@ -77,19 +77,19 @@ RCL_RayConstraints defaultConstraints;
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unsigned short palette[256];
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#ifdef POK_SIM
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inline void putSubsampledPixel(RCL_PixelInfo *pixel, uint8_t color)
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inline void putSubsampledPixel(int32_t x, int32_t y, uint8_t color)
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{
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pokitto.display.drawPixel(pixel->position.x * SUBSAMPLE,pixel->position.y,color);
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pokitto.display.drawPixel(pixel->position.x * SUBSAMPLE + 1,pixel->position.y,color);
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pokitto.display.drawPixel(x * SUBSAMPLE,y,color);
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pokitto.display.drawPixel(x * SUBSAMPLE + 1,y,color);
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}
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#else
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// This code breaks the simulator.
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inline void putSubsampledPixel(RCL_PixelInfo *pixel, uint8_t color)
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inline void putSubsampledPixel(int32_t x, int32_t y, uint8_t color)
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{
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uint8_t *buf = pokitto.display.screenbuffer;
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buf += pixel->position.x * SUBSAMPLE;
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buf += pixel->position.y * SCREEN_WIDTH;
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buf += x * SUBSAMPLE;
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buf += y * SCREEN_WIDTH;
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for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)
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*buf++ = color;
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