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Continue elevators
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parent
e1b52492ca
commit
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6
main.c
6
main.c
@ -90,7 +90,11 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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color =
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textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
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(SFG_getTexel(SFG_currentLevel.textures[pixel->hit.type],pixel->texCoords.x / 32,pixel->texCoords.y / 32)) :
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(SFG_getTexel(
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SFG_currentLevel.textures[pixel->hit.type],
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pixel->texCoords.x / 32,
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((pixel->height - pixel->texCoords.y) % RCL_UNITS_PER_SQUARE) / 32)
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) :
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SFG_TRANSPARENT_COLOR;
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shadow = pixel->hit.direction >> 1;
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21
raycastlib.h
21
raycastlib.h
@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.81
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version: 0.82
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*/
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#include <stdint.h>
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@ -472,6 +472,8 @@ void RCL_initRayConstraints(RCL_RayConstraints *constraints);
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//=============================================================================
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// privates
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#define _RCL_UNUSED(what) (void)(what);
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// global helper variables, for precomputing stuff etc.
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RCL_Camera _RCL_camera;
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RCL_Unit _RCL_horizontalDepthStep = 0;
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@ -1042,7 +1044,7 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
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}
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/// Helper for drawing floor or ceiling. Returns the last drawn pixel position.
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static inline int16_t _RCL_drawHorizontal(
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static inline int16_t _RCL_drawVertical(
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RCL_Unit yCurrent,
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RCL_Unit yTo,
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RCL_Unit limit1, // TODO: int16_t?
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@ -1056,6 +1058,8 @@ static inline int16_t _RCL_drawHorizontal(
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RCL_PixelInfo *pixelInfo
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)
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{
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_RCL_UNUSED(ray);
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RCL_Unit depthIncrement;
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RCL_Unit dx;
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RCL_Unit dy;
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@ -1132,6 +1136,8 @@ static inline int16_t _RCL_drawWall(
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RCL_PixelInfo *pixelInfo
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)
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{
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_RCL_UNUSED(height)
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pixelInfo->isWall = 1;
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RCL_Unit limit = RCL_clamp(yTo,limit1,limit2);
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@ -1295,7 +1301,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.depth = 0;
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#endif
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limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
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limit = _RCL_drawVertical(fPosY,fZ1Screen,cPosY + 1,
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
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// ^ purposfully allow outside screen bounds
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RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT,
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@ -1315,7 +1321,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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_RCL_horizontalDepthStep;
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#endif
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limit = _RCL_drawHorizontal(cPosY,cZ1Screen,
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limit = _RCL_drawVertical(cPosY,cZ1Screen,
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-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
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// ^ purposfully allow outside screen bounds here
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@ -1329,7 +1335,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.depth = distance;
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p.isFloor = 1;
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p.texCoords.x = hit.textureCoord;
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p.height = 0; // don't compute this, no use
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p.height = fZ1World + _RCL_camera.height;
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// draw floor wall
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@ -1359,6 +1365,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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if (_RCL_ceilFunction != 0 && cPosY < _RCL_camResYLimit) // pixels left?
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{
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p.isFloor = 0;
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p.height = cZ1World + _RCL_camera.height;
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limit = _RCL_drawWall(cPosY,cZ1Screen,cZ2Screen,
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-1,fPosY - 1,
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@ -1476,7 +1483,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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p.depth = 1;
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p.height = RCL_UNITS_PER_SQUARE;
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y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
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y = _RCL_drawVertical(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
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RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
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// draw wall
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@ -1507,7 +1514,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
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#endif
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_RCL_drawHorizontal(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
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_RCL_drawVertical(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
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_RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS,
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-1,&ray,&p);
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}
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