mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-12-23 01:26:19 +01:00
Improve texturing
This commit is contained in:
parent
5cc6ba7b25
commit
e3f9b17756
1 changed files with 19 additions and 55 deletions
74
raycastlib.h
74
raycastlib.h
|
@ -70,6 +70,14 @@
|
|||
2: octagonal approximation (LQ) */
|
||||
#endif
|
||||
|
||||
#ifndef RCL_ACCURATE_WALL_TEXTURING
|
||||
#define RCL_ACCURATE_WALL_TEXTURING 0 /**< If turned on, vertical wall texture
|
||||
coordinates will always be calculated
|
||||
with more precise (but slower) method,
|
||||
otherwise RCL_MIN_TEXTURE_STEP will be
|
||||
used to decide the method. */
|
||||
#endif
|
||||
|
||||
#ifndef RCL_COMPUTE_FLOOR_DEPTH
|
||||
#define RCL_COMPUTE_FLOOR_DEPTH 1 /**< Whether depth should be computed for
|
||||
floor pixels - turns this off if not
|
||||
|
@ -116,8 +124,8 @@
|
|||
#ifndef RCL_MIN_TEXTURE_STEP
|
||||
#define RCL_MIN_TEXTURE_STEP 12 /**< Specifies the minimum step in pixels that
|
||||
can be used to compute texture coordinates in
|
||||
a fast way. Smallet step will trigger a more
|
||||
expensive way of computing texture coords. */
|
||||
a fast way. Smallet step should be faster
|
||||
(but less accurate). */
|
||||
#endif
|
||||
|
||||
#define HORIZON_DEPTH (12 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
|
||||
|
@ -961,7 +969,6 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
|
|||
// ^ prevent division by zero
|
||||
}
|
||||
|
||||
|
||||
static inline int16_t _drawWall(
|
||||
RCL_Unit yCurrent,
|
||||
RCL_Unit yFrom,
|
||||
|
@ -985,7 +992,13 @@ static inline int16_t _drawWall(
|
|||
pixelInfo->texCoords.y = RCL_COMPUTE_WALL_TEXCOORDS ?
|
||||
wallPosition * coordStep : 0;
|
||||
|
||||
if (coordStep < RCL_MIN_TEXTURE_STEP) // two-version loop
|
||||
#if RCL_ACCURATE_WALL_TEXTURING == 1
|
||||
if (1)
|
||||
#else
|
||||
if (RCL_absVal(coordStep) < RCL_MIN_TEXTURE_STEP)
|
||||
/* for the sake of performance there are two-versions of the loop - it's
|
||||
better to branch early than inside the loop */
|
||||
#endif
|
||||
{
|
||||
for (RCL_Unit i = yCurrent + increment;
|
||||
increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
|
||||
|
@ -1024,9 +1037,6 @@ static inline int16_t _drawWall(
|
|||
return limit;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void _columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
|
||||
RCL_Ray ray)
|
||||
{
|
||||
|
@ -1190,7 +1200,6 @@ void _columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
|
|||
{
|
||||
int16_t y = 0;
|
||||
int16_t wallHeightScreen = 0;
|
||||
int16_t coordHelper = 0;
|
||||
int16_t wallStart = _RCL_middleRow;
|
||||
int16_t wallEnd = _RCL_middleRow;
|
||||
int16_t heightOffset = 0;
|
||||
|
@ -1267,15 +1276,6 @@ void _columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
|
|||
|
||||
wallStart = _RCL_middleRow - wallHeightScreen + heightOffset +
|
||||
RCL_normalizedWallHeight;
|
||||
|
||||
coordHelper = -1 * wallStart;
|
||||
coordHelper = coordHelper >= 0 ? coordHelper : 0;
|
||||
|
||||
wallEnd = RCL_clamp(wallStart + wallHeightScreen,0,
|
||||
_RCL_camera.resolution.y);
|
||||
// ^ intentionally allow outside screen
|
||||
|
||||
wallStart = RCL_clamp(wallStart,0,_RCL_camResYLimit);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1310,46 +1310,10 @@ void _columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
|
|||
p.hit.textureCoord -= p.hit.doorRoll;
|
||||
#endif
|
||||
|
||||
RCL_Unit coordStep = 1;
|
||||
|
||||
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
|
||||
p.texCoords.x = p.hit.textureCoord;
|
||||
coordStep = RCL_UNITS_PER_SQUARE / RCL_nonZero(wallHeightScreen);
|
||||
p.texCoords.y = coordStep * coordHelper;
|
||||
#endif
|
||||
|
||||
if (coordStep < RCL_MIN_TEXTURE_STEP) /* instead of branching inside a
|
||||
critical loop, have two versions of
|
||||
the loop and branch early (here) */
|
||||
{
|
||||
while (y < wallEnd)
|
||||
{
|
||||
// more expensive and accurate version of texture coords computation
|
||||
|
||||
p.position.y = y;
|
||||
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
|
||||
p.texCoords.y = (RCL_UNITS_PER_SQUARE * coordHelper) /
|
||||
RCL_nonZero(wallHeightScreen);
|
||||
#endif
|
||||
RCL_PIXEL_FUNCTION(&p);
|
||||
++coordHelper;
|
||||
++y;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (y < wallEnd)
|
||||
{
|
||||
// cheaper texture coord computation
|
||||
|
||||
p.position.y = y;
|
||||
RCL_PIXEL_FUNCTION(&p);
|
||||
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
|
||||
p.texCoords.y += coordStep;
|
||||
#endif
|
||||
++y;
|
||||
}
|
||||
}
|
||||
y = _drawWall(y - 1,wallStart,wallStart + wallHeightScreen - 1,-1,
|
||||
_RCL_camera.resolution.y,1,&p);
|
||||
|
||||
// draw floor
|
||||
|
||||
|
|
Loading…
Reference in a new issue