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Try to fix a full z buffer bug
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parent
840783d717
commit
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@ -1,9 +1,3 @@
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This mod adds full z-buffer that mostly fixes the incorrect sprite visibility,
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however RAM consumption increases quite a bit. Note that visiblity inaccuracies
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may still occur as e.g. floor depth is not accurate and isn't used, but the game
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generally looks much better. By drummyfish, released under CC0 1.0, public
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domain.
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diff --git a/constants.h b/constants.h
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diff --git a/constants.h b/constants.h
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index 956baa0..da72f24 100644
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index 956baa0..da72f24 100644
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--- a/constants.h
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--- a/constants.h
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@ -18,7 +12,7 @@ index 956baa0..da72f24 100644
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/**
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/**
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Step in which walls get higher, in raycastlib units.
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Step in which walls get higher, in raycastlib units.
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diff --git a/game.h b/game.h
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diff --git a/game.h b/game.h
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index 24285cb..f8ef257 100755
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index 991058d..36bba8e 100755
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--- a/game.h
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--- a/game.h
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+++ b/game.h
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+++ b/game.h
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@@ -951,6 +951,14 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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@@ -951,6 +951,14 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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@ -76,3 +70,95 @@ index 24285cb..f8ef257 100755
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}
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}
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}
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}
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}
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}
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@@ -4682,7 +4686,7 @@ void SFG_draw()
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}
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else
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{
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- for (int_fast16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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+ for (uint32_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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SFG_game.zBuffer[i] = 255;
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int16_t weaponBobOffset = 0;
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diff --git a/mods/full_zbuffer.diff b/mods/full_zbuffer.diff
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index 9a3ec2f..e69de29 100644
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--- a/mods/full_zbuffer.diff
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+++ b/mods/full_zbuffer.diff
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@@ -1,78 +0,0 @@
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-This mod adds full z-buffer that mostly fixes the incorrect sprite visibility,
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-however RAM consumption increases quite a bit. Note that visiblity inaccuracies
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-may still occur as e.g. floor depth is not accurate and isn't used, but the game
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-generally looks much better. By drummyfish, released under CC0 1.0, public
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-domain.
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-
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-diff --git a/constants.h b/constants.h
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-index 956baa0..da72f24 100644
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---- a/constants.h
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-+++ b/constants.h
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-@@ -352,7 +352,7 @@
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- #define SFG_FONT_SIZE_BIG 1
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- #endif
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-
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--#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
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-+#define SFG_Z_BUFFER_SIZE (SFG_GAME_RESOLUTION_X * SFG_GAME_RESOLUTION_Y)
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-
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- /**
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- Step in which walls get higher, in raycastlib units.
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-diff --git a/game.h b/game.h
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-index 24285cb..f8ef257 100755
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---- a/game.h
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-+++ b/game.h
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-@@ -951,6 +951,14 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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- :
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- SFG_TRANSPARENT_COLOR;
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-
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-+ uint8_t *zValue = SFG_game.zBuffer +
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-+ pixel->position.y * SFG_GAME_RESOLUTION_X + pixel->position.x;
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-+
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-+ uint8_t zDistance = SFG_RCLUnitToZBuffer(pixel->depth);
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-+
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-+ if (*zValue >= zDistance)
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-+ *zValue = zDistance;
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-+
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- shadow = pixel->hit.direction >> 1;
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- }
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- else // floor/ceiling
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-@@ -1216,29 +1224,25 @@ void SFG_drawScaledSprite(
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-
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- for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
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- {
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-- if (SFG_game.zBuffer[x] >= zDistance)
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-+ for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
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- {
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-- int8_t columnTransparent = 1;
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-+ uint8_t color =
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-+ SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
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-+ SFG_game.spriteSamplingPoints[v]);
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-
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-- for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
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-+ if (color != SFG_TRANSPARENT_COLOR)
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- {
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-- uint8_t color =
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-- SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
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-- SFG_game.spriteSamplingPoints[v]);
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--
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-- if (color != SFG_TRANSPARENT_COLOR)
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-- {
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- #if SFG_DIMINISH_SPRITES
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-- color = palette_minusValue(color,minusValue);
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-+ color = palette_minusValue(color,minusValue);
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- #endif
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-- columnTransparent = 0;
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-+ uint8_t *zValue = SFG_game.zBuffer + y * SFG_GAME_RESOLUTION_X + x;
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-
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-+ if (*zValue >= zDistance)
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-+ {
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- SFG_setGamePixel(x,y,color);
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-+ *zValue = zDistance;
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- }
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- }
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--
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-- if (!columnTransparent)
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-- SFG_game.zBuffer[x] = zDistance;
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- }
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- }
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- }
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