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Get rid of weird type
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5df1b4f4ac
commit
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1 changed files with 16 additions and 21 deletions
37
raycastlib.h
37
raycastlib.h
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@ -27,15 +27,10 @@
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units in a square's length. This effectively
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serves the purpose of a fixed-point arithmetic. */
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#define UNIT_INFINITY 5000000;
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typedef int32_t int_maybe32_t;
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typedef uint32_t uint_maybe32_t;
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#else
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#define UNITS_PER_SQUARE 64
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typedef int16_t Unit;
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#define UNIT_INFINITY 32767;
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typedef int16_t int_maybe32_t;
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typedef uint16_t uint_maybe32_t;
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#endif
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#ifndef USE_COS_LUT
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@ -218,7 +213,7 @@ Vector2D normalize(Vector2D v);
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/// Computes a cos of an angle between two vectors.
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Unit vectorsAngleCos(Vector2D v1, Vector2D v2);
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uint16_t sqrtInt(uint_maybe32_t value);
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uint16_t sqrtInt(Unit value);
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Unit dist(Vector2D p1, Vector2D p2);
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Unit len(Vector2D v);
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@ -445,17 +440,17 @@ Vector2D angleToDirection(Unit angle)
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return result;
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}
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uint16_t sqrtInt(uint_maybe32_t value)
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uint16_t sqrtInt(Unit value)
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{
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profileCall(sqrtInt);
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uint_maybe32_t result = 0;
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uint_maybe32_t a = value;
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Unit result = 0;
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Unit a = value;
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#ifdef RAYCAST_TINY
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uint_maybe32_t b = 1u << 14;
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Unit b = 1u << 14;
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#else
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uint_maybe32_t b = 1u << 30;
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Unit b = 1u << 30;
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#endif
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while (b > a)
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@ -480,13 +475,13 @@ Unit dist(Vector2D p1, Vector2D p2)
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{
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profileCall(dist);
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int_maybe32_t dx = p2.x - p1.x;
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int_maybe32_t dy = p2.y - p1.y;
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Unit dx = p2.x - p1.x;
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Unit dy = p2.y - p1.y;
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dx = dx * dx;
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dy = dy * dy;
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return sqrtInt((uint_maybe32_t) (dx + dy));
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return sqrtInt((Unit) (dx + dy));
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}
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Unit len(Vector2D v)
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@ -496,7 +491,7 @@ Unit len(Vector2D v)
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v.x *= v.x;
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v.y *= v.y;
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return sqrtInt(((uint_maybe32_t) v.x) + ((uint_maybe32_t) v.y));
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return sqrtInt(((Unit) v.x) + ((Unit) v.y));
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}
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int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
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@ -528,7 +523,7 @@ void castRaySquare(Ray *localRay, Vector2D *nextCellOff, Vector2D *collOff)
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nextCellOff->c1 = n;\
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collOff->c1 = criticalLine.start.c1 - localRay->start.c1;\
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collOff->c2 = \
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(((int_maybe32_t) collOff->c1) * localRay->direction.c2) /\
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(((Unit) collOff->c1) * localRay->direction.c2) /\
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((localRay->direction.c1 == 0) ? 1 : localRay->direction.c1);\
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}
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@ -722,7 +717,7 @@ Camera _camera;
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Unit _horizontalDepthStep = 0;
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Unit _startFloorHeight = 0;
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Unit _startCeilHeight = 0;
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int_maybe32_t _camResYLimit = 0;
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Unit _camResYLimit = 0;
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Unit _middleRow = 0;
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ArrayFunction _floorFunction = 0;
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ArrayFunction _ceilFunction = 0;
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@ -767,8 +762,8 @@ Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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// last written Y position, can never go backwards
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int_maybe32_t fPosY = _camera.resolution.y;
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int_maybe32_t cPosY = -1;
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Unit fPosY = _camera.resolution.y;
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Unit cPosY = -1;
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// world coordinates
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Unit fZ1World = _startFloorHeight;
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@ -777,10 +772,10 @@ 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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int_maybe32_t i;
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Unit i;
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// we'll be simulatenously drawing the floor and the ceiling now
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for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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for (Unit j = 0; j <= hitCount; ++j)
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{ // ^ = add extra iteration for horizon plane
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int8_t drawingHorizon = j == hitCount;
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