From 92608269d34481503d3c3111e2db08c56025bb78 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 27 Feb 2020 12:07:27 +0100 Subject: [PATCH] Update RCL --- constants.h | 2 +- main.c | 9 +++++---- raycastlib.h | 49 ++++++++++++++++++++++--------------------------- 3 files changed, 28 insertions(+), 32 deletions(-) diff --git a/constants.h b/constants.h index c732e49..98f8501 100644 --- a/constants.h +++ b/constants.h @@ -188,7 +188,7 @@ #define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS #define SFG_BASE_SPRITE_SIZE \ - ((SFG_GAME_RESOLUTION_Y * 2) / 3) + (SFG_GAME_RESOLUTION_Y) #if SFG_MS_PER_FRAME == 0 #define SFG_MS_PER_FRAME 1 diff --git a/main.c b/main.c index f52fa34..ccdc4f4 100755 --- a/main.c +++ b/main.c @@ -151,8 +151,9 @@ typedef struct #define SFG_SPRITE_SIZE(size0to3) \ (((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4) -#define SFG_SPRITE_SIZE_TO_HEIGH_ABOVE_GROUND(size0to3) \ - ((((size0to3) + 3) * (RCL_UNITS_PER_SQUARE / 2)) / 4) +#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \ + ((SFG_SPRITE_SIZE(size0to3) * 2) / 3) + // ^TODO: why 3/4 and not 1/2? /** Holds information about one instance of a level item (a type of level element, @@ -3621,7 +3622,7 @@ void SFG_draw() SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]), SFG_MONSTER_COORD_TO_SQUARES(m.coords[1])) + - SFG_SPRITE_SIZE_TO_HEIGH_ABOVE_GROUND(spriteSize), + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize), SFG_player.camera); if (p.depth > 0) @@ -3669,7 +3670,7 @@ void SFG_draw() RCL_mapToScreen( worldPosition, SFG_floorHeightAt(e.coords[0],e.coords[1]) - + SFG_SPRITE_SIZE_TO_HEIGH_ABOVE_GROUND(spriteSize), + + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize), SFG_player.camera); if (p.depth > 0) diff --git a/raycastlib.h b/raycastlib.h index 2974426..625d665 100644 --- a/raycastlib.h +++ b/raycastlib.h @@ -26,7 +26,7 @@ author: Miloslav "drummyfish" Ciz license: CC0 1.0 - version: 0.902 + version: 0.903 */ #include @@ -107,9 +107,11 @@ #endif #ifndef RCL_VERTICAL_FOV -#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 2) +#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 5) #endif +#define RCL_VERTICAL_FOV_TAN (RCL_VERTICAL_FOV * 4) ///< tan approximation + #ifndef RCL_HORIZONTAL_FOV #define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4) #endif @@ -890,8 +892,18 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc, #if !RCL_RECTILINEAR h.distance = RCL_dist(h.position,ray.start); -#endif +#else + h.distance = (h.distance * 23) / 32; + /* ^ UGLY HACK + + For some reason the computed distance with rectilinear is larger, the + correct distance is about 0.711 (~= 23/32) of the computed distance, so + we correct it here in this ugly way. + + TODO: investigate why, fix nicely + */ +#endif if (typeFunc != 0) h.type = typeFunc(currentSquare.x,currentSquare.y); @@ -1202,20 +1214,6 @@ static inline int16_t _RCL_drawWall( RCL_Unit textureCoordScaled = pixelInfo->texCoords.y; -#if RCL_RECTILINEAR - RCL_Unit tmp = pixelInfo->depth; - pixelInfo->depth = (pixelInfo->depth * 23) / 32; - - /* ^ UGLY HACK - - For some reason the computed distance with rectilinear is larger, the - correct distance is about 0.711 (~= 23/32) of the computed distance, so - we correct it here in this ugly way. - - TODO: investigate why, fix nicely - */ -#endif - for (RCL_Unit i = yCurrent + increment; increment == -1 ? i >= limit : i <= limit; // TODO: is efficient? i += increment) @@ -1232,10 +1230,6 @@ static inline int16_t _RCL_drawWall( RCL_PIXEL_FUNCTION(pixelInfo); } -#if RCL_RECTILINEAR - pixelInfo->depth = tmp; -#endif - return limit; } @@ -1697,10 +1691,11 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height, result.position.x = middleColumn + (-1 * toPoint.y * middleColumn) / RCL_nonZero(result.depth); - result.position.y = camera.resolution.y / 2 - - (((3 * camera.resolution.y) / 4 ) * - RCL_perspectiveScale(height - camera.height,result.depth)) - / RCL_UNITS_PER_SQUARE + camera.shear; + result.position.y = + camera.resolution.y / 2 - + (RCL_perspectiveScale(height - camera.height,result.depth) + * camera.resolution.y) / RCL_UNITS_PER_SQUARE + + camera.shear; return result; } @@ -1716,7 +1711,7 @@ RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance) return distance != 0 ? (originalSize * RCL_UNITS_PER_SQUARE) / - ((RCL_VERTICAL_FOV * 2 * distance) / RCL_UNITS_PER_SQUARE) + ((RCL_VERTICAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE) : 0; } @@ -1726,7 +1721,7 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize, return scaledSize != 0 ? (originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) / // ^ take the middle - ((RCL_VERTICAL_FOV * 2 * scaledSize) / RCL_UNITS_PER_SQUARE) + ((RCL_VERTICAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE) : RCL_INFINITY; }