Continue elevators

This commit is contained in:
Miloslav Číž 2019-09-27 04:12:12 +02:00
parent e1b52492ca
commit 4cc267cdec
2 changed files with 19 additions and 8 deletions

6
main.c
View File

@ -90,7 +90,11 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
color =
textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
(SFG_getTexel(SFG_currentLevel.textures[pixel->hit.type],pixel->texCoords.x / 32,pixel->texCoords.y / 32)) :
(SFG_getTexel(
SFG_currentLevel.textures[pixel->hit.type],
pixel->texCoords.x / 32,
((pixel->height - pixel->texCoords.y) % RCL_UNITS_PER_SQUARE) / 32)
) :
SFG_TRANSPARENT_COLOR;
shadow = pixel->hit.direction >> 1;

View File

@ -26,7 +26,7 @@
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
version: 0.81
version: 0.82
*/
#include <stdint.h>
@ -472,6 +472,8 @@ void RCL_initRayConstraints(RCL_RayConstraints *constraints);
//=============================================================================
// privates
#define _RCL_UNUSED(what) (void)(what);
// global helper variables, for precomputing stuff etc.
RCL_Camera _RCL_camera;
RCL_Unit _RCL_horizontalDepthStep = 0;
@ -1042,7 +1044,7 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
}
/// Helper for drawing floor or ceiling. Returns the last drawn pixel position.
static inline int16_t _RCL_drawHorizontal(
static inline int16_t _RCL_drawVertical(
RCL_Unit yCurrent,
RCL_Unit yTo,
RCL_Unit limit1, // TODO: int16_t?
@ -1056,6 +1058,8 @@ static inline int16_t _RCL_drawHorizontal(
RCL_PixelInfo *pixelInfo
)
{
_RCL_UNUSED(ray);
RCL_Unit depthIncrement;
RCL_Unit dx;
RCL_Unit dy;
@ -1132,6 +1136,8 @@ static inline int16_t _RCL_drawWall(
RCL_PixelInfo *pixelInfo
)
{
_RCL_UNUSED(height)
pixelInfo->isWall = 1;
RCL_Unit limit = RCL_clamp(yTo,limit1,limit2);
@ -1295,7 +1301,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.depth = 0;
#endif
limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
limit = _RCL_drawVertical(fPosY,fZ1Screen,cPosY + 1,
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
// ^ purposfully allow outside screen bounds
RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT,
@ -1315,7 +1321,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
_RCL_horizontalDepthStep;
#endif
limit = _RCL_drawHorizontal(cPosY,cZ1Screen,
limit = _RCL_drawVertical(cPosY,cZ1Screen,
-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// ^ purposfully allow outside screen bounds here
@ -1329,7 +1335,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.depth = distance;
p.isFloor = 1;
p.texCoords.x = hit.textureCoord;
p.height = 0; // don't compute this, no use
p.height = fZ1World + _RCL_camera.height;
// draw floor wall
@ -1359,6 +1365,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
if (_RCL_ceilFunction != 0 && cPosY < _RCL_camResYLimit) // pixels left?
{
p.isFloor = 0;
p.height = cZ1World + _RCL_camera.height;
limit = _RCL_drawWall(cPosY,cZ1Screen,cZ2Screen,
-1,fPosY - 1,
@ -1476,7 +1483,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.depth = 1;
p.height = RCL_UNITS_PER_SQUARE;
y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
y = _RCL_drawVertical(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// draw wall
@ -1507,7 +1514,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
#endif
_RCL_drawHorizontal(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_drawVertical(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS,
-1,&ray,&p);
}