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Fix floor texturing bug

This commit is contained in:
Miloslav Číž 2018-09-25 07:48:16 +02:00
parent ba69c44ead
commit bca49edeb1

View file

@ -40,11 +40,11 @@
RCL_UNITS_PER_SQUARE units in a square's
length. This effectively serves the purpose of
a fixed-point arithmetic. */
#define RCL_INFINITY 5000000;
#define RCL_INFINITY 5000000
#else
#define RCL_UNITS_PER_SQUARE 32
typedef int16_t RCL_Unit;
#define RCL_INFINITY 32000;
#define RCL_INFINITY 2000000000
#define RCL_USE_DIST_APPROX 2
#endif
@ -138,10 +138,12 @@
#endif
#endif
#define HORIZON_DEPTH (11 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
has (the floor depth is only
approximated with the help
of this constant). */
#define RCL_HORIZON_DEPTH (11 * RCL_UNITS_PER_SQUARE) /**< What depth the
horizon has (the floor
depth is only
approximated with the
help of this
constant). */
#ifndef RCL_VERTICAL_DEPTH_MULTIPLY
#define RCL_VERTICAL_DEPTH_MULTIPLY 2 /**< Defines a multiplier of height
difference when approximating floor/ceil
@ -1240,8 +1242,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
if (!drawingHorizon)
{
hit = hits[j];
// RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
distance = hit.distance;
distance = hit.distance;
fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
fZ2World = fWallHeight - _RCL_camera.height;
@ -1365,8 +1366,8 @@ distance = hit.distance;
}
}
void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
RCL_Ray ray)
void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
uint16_t x, RCL_Ray ray)
{
RCL_Unit y = 0;
RCL_Unit wallHeightScreen = 0;
@ -1431,9 +1432,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
if (goOn)
{
// dist = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
dist = hit.distance;
dist = hit.distance;
int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);
@ -1449,6 +1448,24 @@ dist = hit.distance;
RCL_normalizedWallHeight;
}
}
else
{
RCL_HitResult hit;
hit.distance = RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE;
/* ^ horizon is at infinity, but we can't use too big infinity
(RCL_INFINITY) because it would overflow in the following mult. */
hit.position.x = (ray.direction.x * hit.distance) / RCL_UNITS_PER_SQUARE;
hit.position.y = (ray.direction.y * hit.distance) / RCL_UNITS_PER_SQUARE;
hit.direction = 0;
hit.textureCoord = 0;
hit.arrayValue = 0;
hit.doorRoll = 0;
hit.type = 0;
p.hit = hit;
}
// draw ceiling
@ -1457,9 +1474,6 @@ dist = hit.distance;
p.isHorizon = 1;
p.depth = 1;
RCL_Unit limit = RCL_min(wallStart,_RCL_middleRow);
// ^ in case there is no wall
y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
@ -1474,11 +1488,13 @@ dist = hit.distance;
#endif
p.texCoords.x = p.hit.textureCoord;
p.texCoords.y = 0;
limit = _RCL_drawWall(y,wallStart,wallStart + wallHeightScreen - 1,-1,
_RCL_camResYLimit,p.hit.arrayValue,1,&p);
RCL_Unit limit = _RCL_drawWall(y,wallStart,wallStart + wallHeightScreen - 1,
-1,_RCL_camResYLimit,p.hit.arrayValue,1,&p);
y = RCL_max(y,limit); // take max, in case no wall was drawn
y = RCL_max(y,_RCL_middleRow + 1);
// draw floor
@ -1520,7 +1536,7 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
RCL_divRoundDown(cam.position.y,RCL_UNITS_PER_SQUARE)) -1 * cam.height
: RCL_INFINITY;
_RCL_horizontalDepthStep = HORIZON_DEPTH / cam.resolution.y;
_RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y;
RCL_castRaysMultiHit(cam,_RCL_floorCeilFunction,typeFunction,
_RCL_columnFunctionComplex,constraints);
@ -1540,7 +1556,7 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
(_RCL_camera.resolution.y * (_RCL_camera.height - RCL_UNITS_PER_SQUARE)) /
RCL_UNITS_PER_SQUARE;
_RCL_horizontalDepthStep = HORIZON_DEPTH / cam.resolution.y;
_RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y;
constraints.maxHits =
_RCL_rollFunction == 0 ?