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Add RCL_nonZero

This commit is contained in:
Miloslav Číž 2018-09-21 11:07:29 +02:00
parent 0d37d51bef
commit 758559780f

View file

@ -479,6 +479,8 @@ RCL_Unit RCL_clamp(RCL_Unit value, RCL_Unit valueMin, RCL_Unit valueMax)
return valueMin;
}
#define RCL_nonZero(v) ((v) != 0 ? (v) : 1) ///< To prevent zero divisions.
static inline RCL_Unit RCL_absVal(RCL_Unit value)
{
RCL_profileCall(RCL_absVal);
@ -955,8 +957,8 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
RCL_vectorsAngleCos(RCL_angleToDirection(camera->direction),
ray->direction)) / RCL_UNITS_PER_SQUARE;
return result == 0 ? 1 : result;
// ^ prevent division by zero
return RCL_nonZero(result);
// ^ prevent division by zero
}
void _columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
@ -1078,7 +1080,7 @@ void _columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
{\
limit = RCL_clamp(pref##Z2Screen,l1,l2);\
RCL_Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
wallLength = wallLength != 0 ? wallLength : 1;\
wallLength = RCL_nonZero(wallLength);\
RCL_Unit wallPosition =\
RCL_absVal(pref##Z1Screen - pref##PosY) inc (-1);\
RCL_Unit coordStep = RCL_COMPUTE_WALL_TEXCOORDS ? \
@ -1122,7 +1124,7 @@ void _columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
// draw floor wall
if (fPosY > 0) // still pixels left?
if (fPosY > 0) // still pixels left?
{
p.isFloor = 1;
drawVertical(f,cPosY + 1,_RCL_camera.resolution.y,>,-)
@ -1134,7 +1136,7 @@ void _columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
{
p.isFloor = 0;
drawVertical(c,-1,fPosY - 1,<,+)
} // ^ puposfully allow outside screen bounds here
} // ^ puposfully allow outside screen bounds here
#undef drawVertical
}
@ -1266,12 +1268,11 @@ void _columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
p.hit.textureCoord -= p.hit.doorRoll;
#endif
RCL_Unit coordStep = 1;
RCL_Unit coordStep = 1;
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
p.texCoords.x = p.hit.textureCoord;
coordStep = RCL_UNITS_PER_SQUARE /
(wallHeightScreen != 0 ? wallHeightScreen : 1);
coordStep = RCL_UNITS_PER_SQUARE / RCL_nonZero(wallHeightScreen);
p.texCoords.y = coordStep * coordHelper;
#endif
@ -1286,7 +1287,7 @@ RCL_Unit coordStep = 1;
p.position.y = y;
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
p.texCoords.y = (RCL_UNITS_PER_SQUARE * coordHelper) /
(wallHeightScreen != 0 ? wallHeightScreen : 1);
RCL_nonZero(wallHeightScreen);
#endif
RCL_PIXEL_FUNCTION(&p);
++coordHelper;
@ -1441,7 +1442,7 @@ RCL_Vector2D RCL_normalize(RCL_Vector2D v)
RCL_Vector2D result;
RCL_Unit l = RCL_len(v);
l = l != 0 ? l : 1;
l = RCL_nonZero(l);
result.x = (v.x * RCL_UNITS_PER_SQUARE) / l;
result.y = (v.y * RCL_UNITS_PER_SQUARE) / l;
@ -1495,10 +1496,10 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
RCL_Unit cos = RCL_cosInt(RCL_HORIZONTAL_FOV_HALF);
RCL_Unit b = (result.depth * RCL_sinInt(RCL_HORIZONTAL_FOV_HALF)) /
(cos == 0 ? 1 : cos);
RCL_nonZero(cos);
// sin/cos = tan
result.position.x = (a * middleColumn) / (b == 0 ? 1 : b);
result.position.x = (a * middleColumn) / RCL_nonZero(b);
result.position.x = middleColumn - result.position.x;
return result;