Blur background

This commit is contained in:
Miloslav Číž 2019-12-29 21:09:50 +01:00
parent f2f42bc23e
commit 5fb61e4098
2 changed files with 40 additions and 5 deletions

38
main.c
View File

@ -622,6 +622,22 @@ void SFG_recompurePLayerDirection()
/ RCL_UNITS_PER_SQUARE; / RCL_UNITS_PER_SQUARE;
} }
#if SFG_BACKGROUND_BLUR != 0
uint8_t SFG_backgroundBlurIndex = 0;
SFG_PROGRAM_MEMORY int8_t SFG_backgroundBlurOffsets[9] =
{0 * SFG_BACKGROUND_BLUR,
16 * SFG_BACKGROUND_BLUR,
7 * SFG_BACKGROUND_BLUR,
17 * SFG_BACKGROUND_BLUR,
1 * SFG_BACKGROUND_BLUR,
4 * SFG_BACKGROUND_BLUR,
15 * SFG_BACKGROUND_BLUR,
9 * SFG_BACKGROUND_BLUR,
7 * SFG_BACKGROUND_BLUR
};
#endif
void SFG_initPlayer() void SFG_initPlayer()
{ {
RCL_initCamera(&SFG_player.camera); RCL_initCamera(&SFG_player.camera);
@ -729,10 +745,24 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
} }
else else
{ {
color = SFG_getTexel(SFG_backgroundImages[0],
SFG_backgroundScaleMap[(pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + SFG_backgroundScroll) % SFG_GAME_RESOLUTION_Y], color = SFG_getTexel(
// ^ TODO: get rid of mod? SFG_backgroundImages[0],
SFG_backgroundScaleMap[pixel->position.y]); SFG_backgroundScaleMap[((pixel->position.x
#if SFG_BACKGROUND_BLUR != 0
+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex]
#endif
) * SFG_RAYCASTING_SUBSAMPLE + SFG_backgroundScroll) % SFG_GAME_RESOLUTION_Y],
(SFG_backgroundScaleMap[(pixel->position.y // ^ TODO: get rid of mod?
#if SFG_BACKGROUND_BLUR != 0
+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex + 1]
#endif
) % SFG_GAME_RESOLUTION_Y ])
);
#if SFG_BACKGROUND_BLUR != 0
SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 0x07;
#endif
} }
RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE; RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE;

View File

@ -151,7 +151,12 @@
for distance. Higher value may decrease performance a tiny bit, but things for distance. Higher value may decrease performance a tiny bit, but things
will react more quickly and appear less "out of thin air". will react more quickly and appear less "out of thin air".
*/ */
#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8 #define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8
/**
Says the intensity of background image blur. 0 means no blur, improves
performance and lowers memory usage.
*/
#define SFG_BACKGROUND_BLUR 0
#endif // guard #endif // guard