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