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Fix texturing (no negative coords)
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2 changed files with 30 additions and 6 deletions
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@ -13,6 +13,8 @@
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#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 5)
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#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE // redefine camera vertical FOV
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#define RCL_TEXTURE_VERTICAL_STRETCH 1
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#define RCL_PIXEL_FUNCTION pixelFunc
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#include "../raycastlib.h"
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@ -579,7 +581,7 @@ void pixelFunc(RCL_PixelInfo *pixel)
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int32_t index = pixel->position.y * SCREEN_WIDTH + pixel->position.x;
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pixels[index] = r | g | b;
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pixels[index] = color;//r | g | b;
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pixelCounter[index]++;
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}
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32
raycastlib.h
32
raycastlib.h
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@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.82
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version: 0.84
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*/
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#include <stdint.h>
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@ -266,6 +266,7 @@ typedef struct
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int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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int8_t isHorizon; ///< If the pixel belongs to horizon segment.
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RCL_Unit depth; ///< Corrected depth.
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RCL_Unit wallHeight;///< Only for wall pixels, says its height.
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RCL_Unit height; ///< World height (mostly for floor).
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RCL_HitResult hit; ///< Corresponding ray hit.
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RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
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@ -1142,7 +1143,8 @@ static inline int16_t _RCL_drawWall(
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RCL_Unit limit = RCL_clamp(yTo,limit1,limit2);
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RCL_Unit wallLength = yTo - yFrom - 1;
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RCL_Unit wallLength = RCL_absVal(yTo - yFrom - 1);
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wallLength = RCL_nonZero(wallLength);
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RCL_Unit wallPosition = RCL_absVal(yFrom - yCurrent) - increment;
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@ -1158,6 +1160,19 @@ static inline int16_t _RCL_drawWall(
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pixelInfo->texCoords.y = RCL_COMPUTE_WALL_TEXCOORDS ?
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wallPosition * coordStep : 0;
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if (increment < 0)
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{
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coordStep *= -1;
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pixelInfo->texCoords.y =
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#if RCL_TEXTURE_VERTICAL_STRETCH == 1
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RCL_UNITS_PER_SQUARE - pixelInfo->texCoords.y;
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#else
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height - pixelInfo->texCoords.y;
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#endif
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wallPosition = wallLength - wallPosition;
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}
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#if RCL_ACCURATE_WALL_TEXTURING == 1
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if (1)
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#else
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@ -1175,13 +1190,15 @@ static inline int16_t _RCL_drawWall(
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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#if RCL_TEXTURE_VERTICAL_STRETCH == 1
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pixelInfo->texCoords.y = (wallPosition * RCL_UNITS_PER_SQUARE) / wallLength;
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pixelInfo->texCoords.y =
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(wallPosition * RCL_UNITS_PER_SQUARE) / wallLength;
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#else
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pixelInfo->texCoords.y = (wallPosition * height) / wallLength;
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#endif
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#endif
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wallPosition++;
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wallPosition += increment;
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RCL_PIXEL_FUNCTION(pixelInfo);
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}
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}
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@ -1236,6 +1253,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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RCL_PixelInfo p;
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p.position.x = x;
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p.height = 0;
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p.wallHeight = 0;
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p.texCoords.x = 0;
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p.texCoords.y = 0;
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@ -1294,6 +1312,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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// draw floor until wall
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p.isFloor = 1;
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p.height = fZ1World + _RCL_camera.height;
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p.wallHeight = 0;
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#if RCL_COMPUTE_FLOOR_DEPTH == 1
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p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep;
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@ -1336,6 +1355,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.isFloor = 1;
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p.texCoords.x = hit.textureCoord;
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p.height = fZ1World + _RCL_camera.height;
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p.wallHeight = fWallHeight;
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// draw floor wall
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@ -1366,6 +1386,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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p.isFloor = 0;
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p.height = cZ1World + _RCL_camera.height;
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p.wallHeight = cWallHeight;
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limit = _RCL_drawWall(cPosY,cZ1Screen,cZ2Screen,
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-1,fPosY - 1,
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@ -1373,7 +1394,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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#if RCL_TEXTURE_VERTICAL_STRETCH == 1
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RCL_UNITS_PER_SQUARE
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#else
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cZ2World - cZ1World
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cZ1World - cZ2World
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#endif
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,1,&p);
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@ -1398,6 +1419,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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RCL_PixelInfo p;
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p.position.x = x;
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p.wallHeight = RCL_UNITS_PER_SQUARE;
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if (hitCount > 0)
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{
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