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Fix floor texturing
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c903d801f8
commit
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2 changed files with 11 additions and 13 deletions
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@ -1249,7 +1249,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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RCL_Unit fPosY = _RCL_camera.resolution.y;
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RCL_Unit cPosY = -1;
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// world coordinates
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// world coordinates (relative to camera height though)
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RCL_Unit fZ1World = _RCL_startFloorHeight;
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RCL_Unit cZ1World = _RCL_startCeil_Height;
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@ -1261,7 +1261,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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// we'll be simulatenously drawing the floor and the ceiling now
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for (RCL_Unit j = 0; j <= hitCount; ++j)
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{ // ^ = add extra iteration for horizon plane
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{ // ^ = add extra iteration for horizon plane
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int8_t drawingHorizon = j == hitCount;
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RCL_HitResult hit;
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@ -1320,6 +1320,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.depth = 0;
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#endif
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p.hit = hit;
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limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
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// ^ purposfully allow outside screen bounds
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@ -1352,7 +1354,6 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.isWall = 1;
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p.depth = distance;
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p.isFloor = 1;
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p.hit = hit;
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p.texCoords.x = hit.textureCoord;
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p.height = 0; // don't compute this, no use
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17
testSDL.c
17
testSDL.c
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@ -12,11 +12,7 @@
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//#define RCL_USE_DIST_APPROX 2
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// redefine some parameters
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#define FPS 40
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#define GRAVITY_ACCELERATION (RCL_UNITS_PER_SQUARE * 3)
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#define PLAYER_JUMP_SPEED 700
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#define RCL_CAMERA_COLL_HEIGHT_BELOW ((3 * RCL_UNITS_PER_SQUARE) / 2)
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#define RCL_COMPUTE_FLOOR_TEXCOORDS 1
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#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 5)
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#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE // redefine camera vertical FOV
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@ -878,7 +874,7 @@ void pixelFunc(RCL_PixelInfo *pixel)
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if (pixel->isWall)
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c = sampleImage(textures[pixel->hit.type],pixel->texCoords.x,pixel->texCoords.y);
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else
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c = pixel->isFloor ? 0b00010001 : 0b00001010;
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c = sampleImage(textures[0],pixel->texCoords.x,pixel->texCoords.y); //pixel->isFloor ? 0b00010001 : 0b00001010;
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// int intensity = pixel->depth - 8 * RCL_UNITS_PER_SQUARE;
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int intensity = pixel->depth - 8 * RCL_UNITS_PER_SQUARE;
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@ -913,6 +909,7 @@ if (pixel->isWall)
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else
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c = pixel->isFloor ? 0x00FF0000 : 0x00F00000;
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*/
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pixels[index] = r | g | b;
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pixelCounter[index]++;
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}
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@ -983,11 +980,11 @@ int main()
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placeSprite(6,sprite3,16,12,1,3000);
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#undef placeSprite
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camera.position.x = RCL_UNITS_PER_SQUARE * 5;
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camera.position.y = RCL_UNITS_PER_SQUARE * 4;
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camera.position.x = 25699;
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camera.position.y = 10717;
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camera.shear = 0;
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camera.direction = 0;
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camera.height = RCL_UNITS_PER_SQUARE * 2;
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camera.direction = -205;
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camera.height = 2048;
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camera.resolution.x = SCREEN_WIDTH;
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camera.resolution.y = SCREEN_HEIGHT;
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