diff --git a/main.c b/main.c index 169e47d..744ebfc 100755 --- a/main.c +++ b/main.c @@ -188,7 +188,7 @@ RCL_Unit SFG_texturesAt(int16_t x, int16_t y) { uint8_t p; - SFG_TileDefinition tile = SFG_getMapTile(&SFG_level0,x,y,&p); + SFG_TileDefinition tile = SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&p); return SFG_TILE_FLOOR_TEXTURE(tile) | (SFG_TILE_CEILING_TEXTURE(tile) << 3) | p; // ^ store both textures (floor and ceiling) and properties in one number @@ -215,7 +215,7 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y) { uint8_t properties; - SFG_TileDefinition tile = SFG_getMapTile(&SFG_level0,x,y,&properties); + SFG_TileDefinition tile = SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties); return properties != SFG_TILE_PROPERTY_ELEVATOR ? SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP : @@ -230,7 +230,7 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y) RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y) { uint8_t properties; - SFG_TileDefinition tile = SFG_getMapTile(&SFG_level0,x,y,&properties); + SFG_TileDefinition tile = SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties); if (properties == SFG_TILE_PROPERTY_ELEVATOR) return SFG_CEILING_MAX_HEIGHT; diff --git a/raycastlib.h b/raycastlib.h index 66455e7..a8abdbf 100644 --- a/raycastlib.h +++ b/raycastlib.h @@ -26,7 +26,7 @@ author: Miloslav "drummyfish" Ciz license: CC0 1.0 - version: 0.84 + version: 0.85 */ #include @@ -89,14 +89,6 @@ slightly slower if on). */ #endif -#ifndef RCL_ACCURATE_WALL_TEXTURING -#define RCL_ACCURATE_WALL_TEXTURING 0 /**< If turned on, vertical wall texture - coordinates will always be calculated - with more precise (but slower) method, - otherwise RCL_MIN_TEXTURE_STEP will be - used to decide the method. */ -#endif - #ifndef RCL_COMPUTE_FLOOR_DEPTH #define RCL_COMPUTE_FLOOR_DEPTH 1 /**< Whether depth should be computed for floor pixels - turns this off if not @@ -140,15 +132,12 @@ #define RCL_CAMERA_COLL_STEP_HEIGHT (RCL_UNITS_PER_SQUARE / 2) #endif -#ifndef RCL_MIN_TEXTURE_STEP - #if RCL_TEXTURE_VERTICAL_STRETCH == 1 - #define RCL_MIN_TEXTURE_STEP 12 /**< Specifies the minimum step in pixels - that can be used to compute texture - coordinates in a fast way. Smallet step - should be faster (but less accurate). */ - #else - #define RCL_MIN_TEXTURE_STEP 24 - #endif +#ifndef RCL_TEXTURE_INTERPOLATION_SCALE + #define RCL_TEXTURE_INTERPOLATION_SCALE 1024 /**< This says scaling of fixed + poit vertical texture coord + computation. This should be power + of two! Higher number can look more + accurate but may cause overflow. */ #endif #define RCL_HORIZON_DEPTH (11 * RCL_UNITS_PER_SQUARE) /**< What depth the @@ -1139,85 +1128,58 @@ static inline int16_t _RCL_drawWall( { _RCL_UNUSED(height) + height = RCL_absVal(height); + pixelInfo->isWall = 1; RCL_Unit limit = RCL_clamp(yTo,limit1,limit2); - RCL_Unit wallLength = RCL_absVal(yTo - yFrom - 1); - - wallLength = RCL_nonZero(wallLength); + RCL_Unit wallLength = RCL_nonZero(RCL_absVal(yTo - yFrom - 1)); RCL_Unit wallPosition = RCL_absVal(yFrom - yCurrent) - increment; - RCL_Unit coordStep = RCL_COMPUTE_WALL_TEXCOORDS ? + RCL_Unit heightScaled = height * RCL_TEXTURE_INTERPOLATION_SCALE; + _RCL_UNUSED(heightScaled); + + RCL_Unit coordStepScaled = RCL_COMPUTE_WALL_TEXCOORDS ? #if RCL_TEXTURE_VERTICAL_STRETCH == 1 - RCL_UNITS_PER_SQUARE / wallLength + ((RCL_UNITS_PER_SQUARE * RCL_TEXTURE_INTERPOLATION_SCALE) / wallLength) #else - height / wallLength + (heightScaled / wallLength) #endif - : 1; + : 0; pixelInfo->texCoords.y = RCL_COMPUTE_WALL_TEXCOORDS ? - wallPosition * coordStep : 0; + (wallPosition * coordStepScaled) : 0; if (increment < 0) { - coordStep *= -1; + coordStepScaled *= -1; pixelInfo->texCoords.y = #if RCL_TEXTURE_VERTICAL_STRETCH == 1 - RCL_UNITS_PER_SQUARE - pixelInfo->texCoords.y; + (RCL_UNITS_PER_SQUARE * RCL_TEXTURE_INTERPOLATION_SCALE) + - pixelInfo->texCoords.y; #else - height - pixelInfo->texCoords.y; + heightScaled - pixelInfo->texCoords.y; #endif - - wallPosition = wallLength - wallPosition; } -#if RCL_ACCURATE_WALL_TEXTURING == 1 - if (1) -#else - if (RCL_absVal(coordStep) < RCL_MIN_TEXTURE_STEP) - /* for the sake of performance there are two-versions of the loop - it's - better to branch early than inside the loop */ -#endif + RCL_Unit textureCoordScaled = pixelInfo->texCoords.y; + + for (RCL_Unit i = yCurrent + increment; + increment == -1 ? i >= limit : i <= limit; // TODO: is efficient? + i += increment) { - for (RCL_Unit i = yCurrent + increment; - increment == -1 ? i >= limit : i <= limit; // TODO: is efficient? - i += increment) - { - // more expensive texture coord computing - pixelInfo->position.y = i; + pixelInfo->position.y = i; #if RCL_COMPUTE_WALL_TEXCOORDS == 1 - #if RCL_TEXTURE_VERTICAL_STRETCH == 1 - pixelInfo->texCoords.y = - (wallPosition * RCL_UNITS_PER_SQUARE) / wallLength; - #else - pixelInfo->texCoords.y = (wallPosition * height) / wallLength; - #endif + pixelInfo->texCoords.y = + textureCoordScaled / RCL_TEXTURE_INTERPOLATION_SCALE; + + textureCoordScaled += coordStepScaled; #endif - wallPosition += increment; - - RCL_PIXEL_FUNCTION(pixelInfo); - } - } - else - { - for (RCL_Unit i = yCurrent + increment; - increment == -1 ? i >= limit : i <= limit; // TODO: is efficient? - i += increment) - { - // cheaper texture coord computing - - pixelInfo->position.y = i; - -#if RCL_COMPUTE_WALL_TEXCOORDS == 1 - pixelInfo->texCoords.y += coordStep; -#endif - - RCL_PIXEL_FUNCTION(pixelInfo); - } + RCL_PIXEL_FUNCTION(pixelInfo); } return limit;