Fix texturing

This commit is contained in:
Miloslav Číž 2019-09-28 02:08:28 +02:00
parent 0d91a4840a
commit 61693942b1
2 changed files with 24 additions and 14 deletions

8
main.c
View File

@ -96,9 +96,6 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
uint8_t color;
uint8_t shadow = 0;
pixel->texCoords.y = -1 * pixel->texCoords.y;
// ^ raycastlib gives negative coords here, so make them positive
if (pixel->isWall)
{
uint8_t textureIndex =
@ -114,12 +111,9 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
):
((pixel->hit.type & 0x38) >> 3);
RCL_Unit textureV = pixel->height + pixel->texCoords.y;
RCL_Unit textureV = pixel->texCoords.y;
if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
SFG_TILE_PROPERTY_ELEVATOR)
textureV -= pixel->wallHeight;
else if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
SFG_TILE_PROPERTY_SQUEEZER)
textureV += pixel->wallHeight;

View File

@ -26,7 +26,7 @@
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
version: 0.82
version: 0.84
*/
#include <stdint.h>
@ -266,8 +266,8 @@ typedef struct
int8_t isFloor; ///< Whether the pixel is floor or ceiling.
int8_t isHorizon; ///< If the pixel belongs to horizon segment.
RCL_Unit depth; ///< Corrected depth.
RCL_Unit height; ///< World height (mostly for floor).
RCL_Unit wallHeight;///< Only for wall pixels, says its height.
RCL_Unit height; ///< World height (mostly for floor).
RCL_HitResult hit; ///< Corresponding ray hit.
RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
texture coordinates. */
@ -1143,7 +1143,8 @@ static inline int16_t _RCL_drawWall(
RCL_Unit limit = RCL_clamp(yTo,limit1,limit2);
RCL_Unit wallLength = yTo - yFrom - 1;
RCL_Unit wallLength = RCL_absVal(yTo - yFrom - 1);
wallLength = RCL_nonZero(wallLength);
RCL_Unit wallPosition = RCL_absVal(yFrom - yCurrent) - increment;
@ -1159,6 +1160,19 @@ static inline int16_t _RCL_drawWall(
pixelInfo->texCoords.y = RCL_COMPUTE_WALL_TEXCOORDS ?
wallPosition * coordStep : 0;
if (increment < 0)
{
coordStep *= -1;
pixelInfo->texCoords.y =
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
RCL_UNITS_PER_SQUARE - pixelInfo->texCoords.y;
#else
height - pixelInfo->texCoords.y;
#endif
wallPosition = wallLength - wallPosition;
}
#if RCL_ACCURATE_WALL_TEXTURING == 1
if (1)
#else
@ -1176,13 +1190,15 @@ static inline int16_t _RCL_drawWall(
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
pixelInfo->texCoords.y = (wallPosition * RCL_UNITS_PER_SQUARE) / wallLength;
pixelInfo->texCoords.y =
(wallPosition * RCL_UNITS_PER_SQUARE) / wallLength;
#else
pixelInfo->texCoords.y = (wallPosition * height) / wallLength;
#endif
#endif
wallPosition++;
wallPosition += increment;
RCL_PIXEL_FUNCTION(pixelInfo);
}
}
@ -1237,9 +1253,9 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
RCL_PixelInfo p;
p.position.x = x;
p.height = 0;
p.wallHeight = 0;
p.texCoords.x = 0;
p.texCoords.y = 0;
p.wallHeight = 0;
// we'll be simulatenously drawing the floor and the ceiling now
for (RCL_Unit j = 0; j <= hitCount; ++j)
@ -1378,7 +1394,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
#if RCL_TEXTURE_VERTICAL_STRETCH == 1
RCL_UNITS_PER_SQUARE
#else
cZ2World - cZ1World
cZ1World - cZ2World
#endif
,1,&p);