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Optimize texture coords
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parent
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commit
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1 changed files with 49 additions and 10 deletions
57
raycastlib.h
57
raycastlib.h
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@ -88,6 +88,13 @@
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#define CAMERA_COLL_STEP_HEIGHT (UNITS_PER_SQUARE / 2)
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#endif
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#ifndef MIN_TEXTURE_STEP
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#define MIN_TEXTURE_STEP 12 /**< Specifies the minimum step in pixels that can
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be used to compute texture coordinates in a
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fast way. Smallet step will trigger a more
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expensive way of computing texture coords. */
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#endif
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#define logVector2D(v)\
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printf("[%d,%d]\n",v.x,v.y);
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@ -113,7 +120,6 @@
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logVector2D(p.position);\
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printf(" depth: %d\n", p.depth);\
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printf(" wall: %d\n", p.isWall);\
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printf(" textCoordY: %d\n", p.textureCoordY);\
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printf(" hit: ");\
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logHitResult(p.hit);\
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}\
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@ -170,7 +176,8 @@ typedef struct
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int8_t isHorizon; ///< Whether the pixel is floor going towards horizon.
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Unit depth; ///< Corrected depth.
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HitResult hit; ///< Corresponding ray hit.
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Unit textureCoordY; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
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Vector2D texCoords; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
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coordinates. */
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} PixelInfo;
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typedef struct
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@ -902,6 +909,8 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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PixelInfo p;
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p.position.x = x;
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p.texCoords.x = 0;
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p.texCoords.y = 0;
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Unit i;
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@ -995,7 +1004,11 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{\
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p.position.y = i;\
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p.hit = hit;\
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p.textureCoordY = (wallPosition * UNITS_PER_SQUARE) / wallLength; \
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if (COMPUTE_WALL_TEXCOORDS == 1)\
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{\
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p.texCoords.x = hit.textureCoord;\
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p.texCoords.y = (wallPosition * UNITS_PER_SQUARE) / wallLength;\
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}\
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wallPosition++;\
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_pixelFunction(&p);\
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}\
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@ -1145,18 +1158,44 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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p.hit.textureCoord -= p.hit.doorRoll;
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#endif
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while (y < wallEnd)
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{
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p.position.y = y;
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Unit coordStep = 1;
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#if COMPUTE_WALL_TEXCOORDS == 1
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p.textureCoordY = (coordHelper * UNITS_PER_SQUARE) / wallHeightScreen;
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p.texCoords.x = p.hit.textureCoord;
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coordStep = UNITS_PER_SQUARE / wallHeightScreen;
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p.texCoords.y = coordStep * coordHelper;
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#endif
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_pixelFunction(&p);
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if (coordStep < MIN_TEXTURE_STEP) /* instead of branching inside a critical
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loop, have two versions of the loop and
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branch early (here) */
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{
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while (y < wallEnd)
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{
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// more expensive and accurate version of texture coords computation
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++y;
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p.position.y = y;
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#if COMPUTE_WALL_TEXCOORDS == 1
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p.texCoords.y = (UNITS_PER_SQUARE * coordHelper) / wallHeightScreen;
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#endif
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_pixelFunction(&p);
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++coordHelper;
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++y;
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}
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}
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else
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{
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while (y < wallEnd)
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{
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// cheaper texture coord computation
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p.position.y = y;
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_pixelFunction(&p);
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#if COMPUTE_WALL_TEXCOORDS == 1
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p.texCoords.y += coordStep;
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#endif
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++y;
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}
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}
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// draw floor
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