diff --git a/raycastlib.h b/raycastlib.h index 69a964b..fcef01f 100644 --- a/raycastlib.h +++ b/raycastlib.h @@ -32,7 +32,7 @@ serves the purpose of a fixed-point arithmetic. */ #define UNIT_INFINITY 5000000; #else - #define UNITS_PER_SQUARE 128 + #define UNITS_PER_SQUARE 16 typedef int16_t Unit; #define UNIT_INFINITY 32000; #define USE_DIST_APPROX 2 diff --git a/testSDL.c b/testSDL.c index 571c832..e27250b 100644 --- a/testSDL.c +++ b/testSDL.c @@ -8,6 +8,10 @@ #include #include +//#define RAYCAST_TINY + +#define USE_DIST_APPROX 2 + // redefine some parameters #define FPS 40 #define GRAVITY_ACCELERATION (UNITS_PER_SQUARE * 3) @@ -874,7 +878,8 @@ void pixelFunc(PixelInfo *pixel) else c = pixel->isFloor ? 0b00010001 : 0b00001010; - int intensity = pixel->depth - 8 * UNITS_PER_SQUARE; +// int intensity = pixel->depth - 8 * UNITS_PER_SQUARE; +int intensity = pixel->depth - 8 * UNITS_PER_SQUARE; intensity = intensity < 0 ? 0 : intensity; intensity = (intensity * 32) / UNITS_PER_SQUARE; @@ -912,11 +917,10 @@ else void draw() { -clearScreen(); RayConstraints c; - c.maxHits = 16; - c.maxSteps = 20; + c.maxHits = 32; + c.maxSteps = 32; c.computeTextureCoords = 1; render(camera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c); @@ -934,10 +938,11 @@ clearScreen(); PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,camera); +/* if (pos.depth > 0) drawSpriteSquare(sprites[i].mImage,pos.position.x,pos.position.y, pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth)); - +*/ /* trick: sort the sprites by distance with bubble sort as we draw - the order will be correct in a few frames */ if (i != 0 && pos.depth > previousDepth) @@ -977,7 +982,6 @@ int main() placeSprite(6,sprite3,16,12,1,3000); #undef placeSprite - camera.position.x = UNITS_PER_SQUARE * 5; camera.position.y = UNITS_PER_SQUARE * 4; camera.shear = 0; @@ -1005,6 +1009,12 @@ int main() if (counter <= 0) { writePixelCounter(); + printf("cam: x = %d, y = %d, z = %d, r = %d, s = %d\n", + camera.position.x, + camera.position.y, + camera.height, + camera.direction, + camera.shear); counter = 512; } else