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Adjust floor texturing
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1 changed files with 6 additions and 10 deletions
16
raycastlib.h
16
raycastlib.h
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@ -1102,7 +1102,7 @@ static inline int16_t _RCL_drawHorizontal(
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{\
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dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\
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dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\
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pixPos = yCurrent - _RCL_middleRow - 1;\
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pixPos = yCurrent - _RCL_middleRow;\
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rayCameraCos = RCL_vectorsAngleCos(\
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RCL_angleToDirection(_RCL_camera.direction),ray->direction);\
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}\
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@ -1589,16 +1589,11 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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this will contain precomputed
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distance to the camera */
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RCL_Unit camHeightScreenSize =
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#ifdef RCL_RAYCAST_TINY
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(cam.height
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#else
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(((cam.height >> 6) << 6) // prevent weird floor movement with rounding
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#endif
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* cam.resolution.y) / RCL_UNITS_PER_SQUARE;
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(cam.height * cam.resolution.y) / RCL_UNITS_PER_SQUARE;
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for (uint16_t i = 0; i < halfResY; ++i) // precompute the distances
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floorPixelDistances[i] =
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RCL_perspectiveScaleInverse(camHeightScreenSize,i);
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RCL_perspectiveScaleInverse(camHeightScreenSize,i + 1);
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// pass to _RCL_columnFunctionSimple
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_RCL_floorPixelDistances = floorPixelDistances;
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@ -1700,9 +1695,10 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize)
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{
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return scaledSize != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE) /
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(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
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// ^ take the middle
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((RCL_VERTICAL_FOV * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
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: 0;
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: RCL_INFINITY;
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}
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void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
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