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Ugly hack fix
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1 changed files with 22 additions and 5 deletions
25
raycastlib.h
25
raycastlib.h
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@ -844,7 +844,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_Unit diff = h.position.x - ray.start.x;
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h.position.y = // avoid division by multiplying with reciprocal
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ray.start.y + ((ray.direction.y * diff) * rayDirXRecip) / RECIP_SCALE;
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ray.start.y + (ray.direction.y * diff * rayDirXRecip) / RECIP_SCALE;
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#if RCL_RECTILINEAR
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/* Here we compute the fish eye corrected distance (perpendicular to
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@ -876,7 +876,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_Unit diff = h.position.y - ray.start.y;
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h.position.x =
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ray.start.x + ((ray.direction.x * diff) * rayDirYRecip) / RECIP_SCALE;
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ray.start.x + (ray.direction.x * diff * rayDirYRecip) / RECIP_SCALE;
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#if RCL_RECTILINEAR
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h.distance =
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@ -1202,6 +1202,20 @@ static inline int16_t _RCL_drawWall(
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RCL_Unit textureCoordScaled = pixelInfo->texCoords.y;
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#if RCL_RECTILINEAR
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RCL_Unit tmp = pixelInfo->depth;
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pixelInfo->depth = (pixelInfo->depth * 23) / 32;
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/* ^ UGLY HACK
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For some reason the computed distance with rectilinear is larger, the
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correct distance is about 0.711 (~= 23/32) of the computed distance, so
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we correct it here in this ugly way.
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TODO: investigate why, fix nicely
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*/
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#endif
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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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i += increment)
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@ -1218,6 +1232,10 @@ static inline int16_t _RCL_drawWall(
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RCL_PIXEL_FUNCTION(pixelInfo);
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}
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#if RCL_RECTILINEAR
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pixelInfo->depth = tmp;
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#endif
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return limit;
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}
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@ -1680,8 +1698,7 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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middleColumn + (-1 * toPoint.y * middleColumn) / RCL_nonZero(result.depth);
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result.position.y = camera.resolution.y / 2 -
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(((3 * camera.resolution.y) / 4 ) *
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// ((camera.resolution.y / 2) *
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(((3 * camera.resolution.y) / 4 ) *
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RCL_perspectiveScale(height - camera.height,result.depth))
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/ RCL_UNITS_PER_SQUARE + camera.shear;
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