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Optimize texture coords

This commit is contained in:
Miloslav Číž 2018-09-16 17:21:34 +02:00
parent 00e5cff5b1
commit 0caeb1c1ac

View file

@ -1000,18 +1000,33 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\ Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
wallLength = wallLength != 0 ? wallLength : 1;\ wallLength = wallLength != 0 ? wallLength : 1;\
Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) inc (-1);\ Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) inc (-1);\
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\ Unit coordStep = UNITS_PER_SQUARE / wallLength;\
{\ p.texCoords.y = wallPosition * coordStep;\
p.position.y = i;\ if (coordStep < MIN_TEXTURE_STEP) /* two versions of the loop */ \
p.hit = hit;\ for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
if (COMPUTE_WALL_TEXCOORDS == 1)\ { /* more expensive texture coord computing */\
{\ p.position.y = i;\
p.texCoords.x = hit.textureCoord;\ p.hit = hit;\
p.texCoords.y = (wallPosition * UNITS_PER_SQUARE) / wallLength;\ if (COMPUTE_WALL_TEXCOORDS == 1)\
{\
p.texCoords.x = hit.textureCoord;\
p.texCoords.y = (wallPosition * UNITS_PER_SQUARE)/wallLength;\
}\
wallPosition++;\
_pixelFunction(&p);\
}\
else\
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
{ /* cheaper texture coord computing */\
p.position.y = i;\
p.hit = hit;\
if (COMPUTE_WALL_TEXCOORDS == 1)\
{\
p.texCoords.x = hit.textureCoord;\
p.texCoords.y += coordStep;\
}\
_pixelFunction(&p);\
}\ }\
wallPosition++;\
_pixelFunction(&p);\
}\
if (pref##PosY comp limit)\ if (pref##PosY comp limit)\
pref##PosY = limit;\ pref##PosY = limit;\
pref##Z1World = pref##Z2World; /* for the next iteration */\ pref##Z1World = pref##Z2World; /* for the next iteration */\