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https://git.coom.tech/drummyfish/raycastlib.git
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Move texcoords to compile time
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parent
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commit
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1 changed files with 25 additions and 18 deletions
41
raycastlib.h
41
raycastlib.h
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@ -38,6 +38,10 @@
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#define USE_DIST_APPROX 2
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#define USE_DIST_APPROX 2
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#endif
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#endif
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#ifndef COMPUTE_WALL_TEXCOORDS
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#define COMPUTE_WALL_TEXCOORDS 1
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#endif
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#ifndef USE_COS_LUT
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#ifndef USE_COS_LUT
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#define USE_COS_LUT 0 /**< type of look up table for cos function:
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#define USE_COS_LUT 0 /**< type of look up table for cos function:
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0: none (compute)
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0: none (compute)
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@ -173,7 +177,6 @@ typedef struct
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{
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{
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uint16_t maxHits;
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uint16_t maxHits;
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uint16_t maxSteps;
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uint16_t maxSteps;
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uint8_t computeTextureCoords; ///< Turns texture coords on/off.
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} RayConstraints;
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} RayConstraints;
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/**
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/**
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@ -346,7 +349,6 @@ Unit _camResYLimit = 0;
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Unit _middleRow = 0;
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Unit _middleRow = 0;
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ArrayFunction _floorFunction = 0;
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ArrayFunction _floorFunction = 0;
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ArrayFunction _ceilFunction = 0;
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ArrayFunction _ceilFunction = 0;
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uint8_t _computeTextureCoords = 0;
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Unit _fHorizontalDepthStart = 0;
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Unit _fHorizontalDepthStart = 0;
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Unit _cHorizontalDepthStart = 0;
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Unit _cHorizontalDepthStart = 0;
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int16_t _cameraHeightScreen = 0;
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int16_t _cameraHeightScreen = 0;
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@ -735,30 +737,38 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
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if (no.y > 0)
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if (no.y > 0)
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{
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{
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h.direction = 0;
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h.direction = 0;
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h.textureCoord = constraints.computeTextureCoords ?
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#if COMPUTE_WALL_TEXCOORDS == 1
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wrap(currentPos.x,UNITS_PER_SQUARE) : 0;
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h.textureCoord = wrap(currentPos.x,UNITS_PER_SQUARE);
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#endif
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}
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}
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else if (no.x > 0)
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else if (no.x > 0)
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{
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{
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h.direction = 1;
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h.direction = 1;
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h.textureCoord = constraints.computeTextureCoords ?
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#if COMPUTE_WALL_TEXCOORDS == 1
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wrap(UNITS_PER_SQUARE - currentPos.y,UNITS_PER_SQUARE) : 0;
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h.textureCoord =
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wrap(UNITS_PER_SQUARE - currentPos.y,UNITS_PER_SQUARE);
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#endif
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}
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}
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else if (no.y < 0)
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else if (no.y < 0)
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{
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{
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h.direction = 2;
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h.direction = 2;
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h.textureCoord = constraints.computeTextureCoords ?
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#if COMPUTE_WALL_TEXCOORDS == 1
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wrap(UNITS_PER_SQUARE - currentPos.x,UNITS_PER_SQUARE) : 0;
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h.textureCoord =
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wrap(UNITS_PER_SQUARE - currentPos.x,UNITS_PER_SQUARE);
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#endif
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}
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}
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else
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else
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{
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{
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h.direction = 3;
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h.direction = 3;
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h.textureCoord = constraints.computeTextureCoords ?
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#if COMPUTE_WALL_TEXCOORDS == 1
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wrap(currentPos.y,UNITS_PER_SQUARE) : 0;
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h.textureCoord = wrap(currentPos.y,UNITS_PER_SQUARE);
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#endif
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}
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}
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#if COMPUTE_WALL_TEXCOORDS == 1
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if (_rollFunction != 0)
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if (_rollFunction != 0)
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h.doorRoll = _rollFunction(currentSquare.x,currentSquare.y);
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h.doorRoll = _rollFunction(currentSquare.x,currentSquare.y);
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#endif
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hitResults[*hitResultsLen] = h;
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hitResults[*hitResultsLen] = h;
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@ -1040,7 +1050,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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uint8_t goOn = 1;
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uint8_t goOn = 1;
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if (_rollFunction != 0)
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if (_rollFunction != 0 && COMPUTE_WALL_TEXCOORDS == 1)
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{
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{
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if (hit.arrayValue == 0)
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if (hit.arrayValue == 0)
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{
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{
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@ -1131,7 +1141,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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p.isFloor = 1;
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p.isFloor = 1;
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p.depth = dist;
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p.depth = dist;
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#if ROLL_TEXTURE_COORDS == 1
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#if ROLL_TEXTURE_COORDS == 1 && COMPUTE_WALL_TEXCOORDS == 1
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p.hit.textureCoord -= p.hit.doorRoll;
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p.hit.textureCoord -= p.hit.doorRoll;
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#endif
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#endif
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@ -1139,8 +1149,9 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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{
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{
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p.position.y = y;
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p.position.y = y;
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if (_computeTextureCoords)
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#if COMPUTE_WALL_TEXCOORDS == 1
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p.textureCoordY = (coordHelper * UNITS_PER_SQUARE) / wallHeightScreen;
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p.textureCoordY = (coordHelper * UNITS_PER_SQUARE) / wallHeightScreen;
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#endif
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_pixelFunction(&p);
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_pixelFunction(&p);
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@ -1179,8 +1190,6 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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_fHorizontalDepthStart = _middleRow + halfResY;
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_fHorizontalDepthStart = _middleRow + halfResY;
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_cHorizontalDepthStart = _middleRow - halfResY;
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_cHorizontalDepthStart = _middleRow - halfResY;
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_computeTextureCoords = constraints.computeTextureCoords;
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_startFloorHeight = floorHeightFunc(
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_startFloorHeight = floorHeightFunc(
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divRoundDown(cam.position.x,UNITS_PER_SQUARE),
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divRoundDown(cam.position.x,UNITS_PER_SQUARE),
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divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
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divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
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@ -1208,7 +1217,6 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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_camera = cam;
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_camera = cam;
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_camResYLimit = cam.resolution.y - 1;
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_camResYLimit = cam.resolution.y - 1;
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_middleRow = cam.resolution.y / 2;
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_middleRow = cam.resolution.y / 2;
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_computeTextureCoords = constraints.computeTextureCoords;
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_rollFunction = rollFunc;
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_rollFunction = rollFunc;
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_cameraHeightScreen =
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_cameraHeightScreen =
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@ -1480,7 +1488,6 @@ void initRayConstraints(RayConstraints *constraints)
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{
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{
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constraints->maxHits = 1;
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constraints->maxHits = 1;
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constraints->maxSteps = 20;
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constraints->maxSteps = 20;
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constraints->computeTextureCoords = 1;
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}
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}
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#endif
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#endif
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