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Add inlines
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2 changed files with 8 additions and 7 deletions
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@ -420,7 +420,7 @@ Unit clamp(Unit value, Unit valueMin, Unit valueMax)
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return valueMin;
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return valueMin;
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}
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}
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Unit absVal(Unit value)
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static inline Unit absVal(Unit value)
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{
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{
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profileCall(absVal);
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profileCall(absVal);
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@ -428,7 +428,7 @@ Unit absVal(Unit value)
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}
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}
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/// Like mod, but behaves differently for negative values.
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/// Like mod, but behaves differently for negative values.
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Unit wrap(Unit value, Unit mod)
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static inline Unit wrap(Unit value, Unit mod)
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{
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{
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profileCall(wrap);
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profileCall(wrap);
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@ -436,7 +436,7 @@ Unit wrap(Unit value, Unit mod)
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}
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}
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/// Performs division, rounding down, NOT towards zero.
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/// Performs division, rounding down, NOT towards zero.
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Unit divRoundDown(Unit value, Unit divisor)
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static inline Unit divRoundDown(Unit value, Unit divisor)
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{
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{
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profileCall(divRoundDown);
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profileCall(divRoundDown);
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@ -619,7 +619,7 @@ Unit len(Vector2D v)
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return dist(zero,v);
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return dist(zero,v);
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}
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}
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int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
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static inline int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
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{
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{
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profileCall(pointIsLeftOfRay);
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profileCall(pointIsLeftOfRay);
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@ -20,6 +20,8 @@
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#define HORIZONTAL_FOV (UNITS_PER_SQUARE / 5)
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#define HORIZONTAL_FOV (UNITS_PER_SQUARE / 5)
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#define VERTICAL_FOV UNITS_PER_SQUARE // redefine camera vertical FOV
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#define VERTICAL_FOV UNITS_PER_SQUARE // redefine camera vertical FOV
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#define PIXEL_FUNCTION pixelFunc
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#include "raycastlib.h"
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#include "raycastlib.h"
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#define LEVEL_X_RES 29
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#define LEVEL_X_RES 29
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@ -874,7 +876,7 @@ void pixelFunc(PixelInfo *pixel)
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uint8_t c;
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uint8_t c;
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if (pixel->isWall)
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if (pixel->isWall)
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c = sampleImage(textures[pixel->hit.type],pixel->hit.textureCoord,pixel->textureCoordY);
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c = sampleImage(textures[pixel->hit.type],pixel->texCoords.x,pixel->texCoords.y);
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else
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else
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c = pixel->isFloor ? 0b00010001 : 0b00001010;
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c = pixel->isFloor ? 0b00010001 : 0b00001010;
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@ -922,8 +924,7 @@ void draw()
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c.maxHits = 32;
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c.maxHits = 32;
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c.maxSteps = 32;
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c.maxSteps = 32;
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c.computeTextureCoords = 1;
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render(camera,floorHeightAt,ceilingHeightAt,textureAt,c);
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render(camera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c);
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Unit previousDepth;
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Unit previousDepth;
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