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Add texture stretch

This commit is contained in:
Miloslav Číž 2018-09-22 21:53:10 +02:00
parent b8a1826e76
commit e8b9ad2426

View file

@ -70,6 +70,12 @@
2: octagonal approximation (LQ) */
#endif
#ifndef RCL_TEXTURE_VERTICAL_STRETCH
#define RCL_TEXTURE_VERTICAL_STRETCH 1 /**< Whether textures should be
stretched to wall height (possibly
slightly slower if on). */
#endif
#ifndef RCL_ACCURATE_WALL_TEXTURING
#define RCL_ACCURATE_WALL_TEXTURING 0 /**< If turned on, vertical wall texture
coordinates will always be calculated
@ -122,10 +128,14 @@
#endif
#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 should be faster
(but less accurate). */
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
#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
should be faster (but less accurate). */
#else
#define RCL_MIN_TEXTURE_STEP 24
#endif
#endif
#define HORIZON_DEPTH (12 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
@ -1027,6 +1037,7 @@ static inline int16_t _RCL_drawWall(
RCL_Unit yTo,
RCL_Unit limit1, // TODO: int16_t?
RCL_Unit limit2,
RCL_Unit height,
int16_t increment,
RCL_PixelInfo *pixelInfo
)
@ -1041,7 +1052,12 @@ static inline int16_t _RCL_drawWall(
RCL_Unit wallPosition = RCL_absVal(yFrom - yCurrent) - increment;
RCL_Unit coordStep = RCL_COMPUTE_WALL_TEXCOORDS ?
RCL_UNITS_PER_SQUARE / wallLength : 1;
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
RCL_UNITS_PER_SQUARE / wallLength
#else
height / wallLength
#endif
: 1;
pixelInfo->texCoords.y = RCL_COMPUTE_WALL_TEXCOORDS ?
wallPosition * coordStep : 0;
@ -1063,7 +1079,11 @@ static inline int16_t _RCL_drawWall(
pixelInfo->position.y = i;
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
pixelInfo->texCoords.y = (wallPosition * RCL_UNITS_PER_SQUARE) / wallLength;
#else
pixelInfo->texCoords.y = (wallPosition * height) / wallLength;
#endif
#endif
wallPosition++;
@ -1208,8 +1228,15 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.isFloor = 1;
limit = _RCL_drawWall(fPosY,fZ1Screen,fZ2Screen,cPosY + 1,
_RCL_camera.resolution.y,-1,&p);
_RCL_camera.resolution.y,
// ^ purposfully allow outside screen bounds here
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
RCL_UNITS_PER_SQUARE
#else
fZ2World - fZ1World
#endif
,-1,&p);
if (fPosY > limit)
fPosY = limit;
@ -1224,9 +1251,15 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.isFloor = 0;
limit = _RCL_drawWall(cPosY,cZ1Screen,cZ2Screen,
-1,fPosY - 1,1,&p);
-1,fPosY - 1,
// ^ puposfully allow outside screen bounds here
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
RCL_UNITS_PER_SQUARE
#else
cZ2World - cZ1World
#endif
,1,&p);
if (cPosY < limit)
cPosY = limit;
@ -1354,7 +1387,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.texCoords.x = p.hit.textureCoord;
y = _RCL_drawWall(y - 1,wallStart,wallStart + wallHeightScreen - 1,-1,
_RCL_camera.resolution.y,1,&p) + 1;
_RCL_camera.resolution.y,p.hit.arrayValue,1,&p) + 1;
// draw floor