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Add horizon info
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1 changed files with 3 additions and 0 deletions
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@ -137,6 +137,7 @@ typedef struct
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Vector2D position; ///< On-screen position.
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Vector2D position; ///< On-screen position.
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int8_t isWall; ///< Whether the pixel is a wall or a floor/ceiling.
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int8_t isWall; ///< Whether the pixel is a wall or a floor/ceiling.
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int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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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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Unit depth; ///< Corrected depth.
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HitResult hit; ///< Corresponding ray hit.
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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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Unit textureCoordY; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
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@ -789,6 +790,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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p.isWall = 0;
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p.isWall = 0;
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p.isFloor = 1;
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p.isFloor = 1;
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p.isHorizon = 0;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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@ -877,6 +879,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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p.isWall = 0;
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p.isWall = 0;
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p.isFloor = 1;
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p.isFloor = 1;
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p.isHorizon = 1;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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Unit horizon = (y2 < _middleRow || _ceilFunction == 0) ? _middleRow : y2;
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Unit horizon = (y2 < _middleRow || _ceilFunction == 0) ? _middleRow : y2;
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