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Use fewer units for tiny

This commit is contained in:
Miloslav Číž 2018-09-14 15:37:27 +02:00
parent e1a285c7c4
commit 9c0a2f2e5f
2 changed files with 17 additions and 7 deletions

View file

@ -32,7 +32,7 @@
serves the purpose of a fixed-point arithmetic. */ serves the purpose of a fixed-point arithmetic. */
#define UNIT_INFINITY 5000000; #define UNIT_INFINITY 5000000;
#else #else
#define UNITS_PER_SQUARE 128 #define UNITS_PER_SQUARE 16
typedef int16_t Unit; typedef int16_t Unit;
#define UNIT_INFINITY 32000; #define UNIT_INFINITY 32000;
#define USE_DIST_APPROX 2 #define USE_DIST_APPROX 2

View file

@ -8,6 +8,10 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <stdio.h> #include <stdio.h>
//#define RAYCAST_TINY
#define USE_DIST_APPROX 2
// redefine some parameters // redefine some parameters
#define FPS 40 #define FPS 40
#define GRAVITY_ACCELERATION (UNITS_PER_SQUARE * 3) #define GRAVITY_ACCELERATION (UNITS_PER_SQUARE * 3)
@ -874,6 +878,7 @@ void pixelFunc(PixelInfo *pixel)
else else
c = pixel->isFloor ? 0b00010001 : 0b00001010; 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 < 0 ? 0 : intensity;
intensity = (intensity * 32) / UNITS_PER_SQUARE; intensity = (intensity * 32) / UNITS_PER_SQUARE;
@ -912,11 +917,10 @@ else
void draw() void draw()
{ {
clearScreen();
RayConstraints c; RayConstraints c;
c.maxHits = 16; c.maxHits = 32;
c.maxSteps = 20; c.maxSteps = 32;
c.computeTextureCoords = 1; c.computeTextureCoords = 1;
render(camera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c); render(camera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c);
@ -934,10 +938,11 @@ clearScreen();
PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,camera); PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,camera);
/*
if (pos.depth > 0) if (pos.depth > 0)
drawSpriteSquare(sprites[i].mImage,pos.position.x,pos.position.y, drawSpriteSquare(sprites[i].mImage,pos.position.x,pos.position.y,
pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth)); pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth));
*/
/* trick: sort the sprites by distance with bubble sort as we draw - the /* trick: sort the sprites by distance with bubble sort as we draw - the
order will be correct in a few frames */ order will be correct in a few frames */
if (i != 0 && pos.depth > previousDepth) if (i != 0 && pos.depth > previousDepth)
@ -977,7 +982,6 @@ int main()
placeSprite(6,sprite3,16,12,1,3000); placeSprite(6,sprite3,16,12,1,3000);
#undef placeSprite #undef placeSprite
camera.position.x = UNITS_PER_SQUARE * 5; camera.position.x = UNITS_PER_SQUARE * 5;
camera.position.y = UNITS_PER_SQUARE * 4; camera.position.y = UNITS_PER_SQUARE * 4;
camera.shear = 0; camera.shear = 0;
@ -1005,6 +1009,12 @@ int main()
if (counter <= 0) if (counter <= 0)
{ {
writePixelCounter(); 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; counter = 512;
} }
else else