Update RCL

This commit is contained in:
Miloslav Číž 2020-10-31 13:39:44 +01:00
parent ed60db66e4
commit b8ec97f9ac
2 changed files with 52 additions and 15 deletions

3
game.h
View File

@ -220,6 +220,9 @@ void SFG_init();
#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
#define RCL_HORIZONTAL_FOV 256
#define RCL_VERTICAL_FOV 333
#include "raycastlib.h"
#include "constants.h"

View File

@ -111,7 +111,7 @@
#endif
#ifndef RCL_VERTICAL_FOV
#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 5)
#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 3)
#endif
#define RCL_VERTICAL_FOV_TAN (RCL_VERTICAL_FOV * 4) ///< tan approximation
@ -120,7 +120,7 @@
#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4)
#endif
#define RCL_HORIZONTAL_FOV_TAN (RCL_VERTICAL_FOV * 4)
#define RCL_HORIZONTAL_FOV_TAN (RCL_HORIZONTAL_FOV * 4)
#define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2)
@ -517,6 +517,7 @@ RCL_Unit _RCL_cHorizontalDepthStart = 0;
int16_t _RCL_cameraHeightScreen = 0;
RCL_ArrayFunction _RCL_rollFunction = 0; // says door rolling
RCL_Unit *_RCL_floorPixelDistances = 0;
RCL_Unit _RCL_fovCorrectionFactors[2] = {0,0}; //correction for hor/vert fov
RCL_Unit RCL_clamp(RCL_Unit value, RCL_Unit valueMin, RCL_Unit valueMax)
{
@ -620,7 +621,10 @@ RCL_Unit RCL_sin(RCL_Unit input)
RCL_Unit RCL_tan(RCL_Unit input)
{
return (RCL_sin(input) * RCL_UNITS_PER_SQUARE) / RCL_cos(input);
return (RCL_sin(input) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(RCL_cos(input)
);
return (RCL_sin(input) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(RCL_cos(input));
}
RCL_Unit RCL_ctg(RCL_Unit input)
@ -1652,6 +1656,7 @@ RCL_Unit RCL_vectorsAngleCos(RCL_Vector2D v1, RCL_Vector2D v2)
return (v1.x * v2.x + v1.y * v2.y) / RCL_UNITS_PER_SQUARE;
}
RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
RCL_Camera camera)
{
@ -1676,14 +1681,15 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
result.depth = toPoint.x;
result.position.x =
middleColumn + (-1 * toPoint.y * middleColumn) / RCL_nonZero(result.depth);
result.position.x = middleColumn -
(RCL_perspectiveScaleHorizontal(toPoint.y,result.depth) * middleColumn) /
RCL_UNITS_PER_SQUARE;
result.position.y =
camera.resolution.y / 2 -
(RCL_perspectiveScaleVertical(height - camera.height,result.depth)
* camera.resolution.y) / RCL_UNITS_PER_SQUARE
+ camera.shear;
* camera.resolution.y) / RCL_UNITS_PER_SQUARE;
result.position.y = camera.resolution.y / 2 - result.position.y + camera.shear;
return result;
}
@ -1693,17 +1699,40 @@ RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees)
return (degrees * RCL_UNITS_PER_SQUARE) / 360;
}
/**
Ugly temporary hack to solve mapping to screen. This function computes
(approximately, usin a table) a divisor needed for FOV correction.
*/
RCL_Unit _RCL_fovCorrectionFactor(RCL_Unit fov)
{
uint16_t table[9] =
{1,208,408,692,1024,1540,2304,5376,30000};
fov = RCL_min(RCL_UNITS_PER_SQUARE / 2 - 1,fov);
uint8_t index = fov / 64;
uint32_t t = ((fov - index * 64) * RCL_UNITS_PER_SQUARE) / 64;
uint32_t v1 = table[index];
uint32_t v2 = table[index + 1];
return v1 + ((v2 - v1) * t) / RCL_UNITS_PER_SQUARE;
}
RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance)
{
return distance != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE) /
((RCL_VERTICAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE)
: 0;
if (_RCL_fovCorrectionFactors[1] == 0)
_RCL_fovCorrectionFactors[1] = _RCL_fovCorrectionFactor(RCL_VERTICAL_FOV);
return distance != 0 ? ((originalSize * RCL_UNITS_PER_SQUARE) /
RCL_nonZero((_RCL_fovCorrectionFactors[1] * distance) / RCL_UNITS_PER_SQUARE)
) : 0;
}
RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
RCL_Unit scaledSize)
{
// TODO: probably doesn't work
return scaledSize != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
// ^ take the middle
@ -1714,15 +1743,20 @@ RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
RCL_Unit
RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance)
{
if (_RCL_fovCorrectionFactors[0] == 0)
_RCL_fovCorrectionFactors[0] = _RCL_fovCorrectionFactor(RCL_HORIZONTAL_FOV);
return distance != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE) /
((RCL_HORIZONTAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE)
: 0;
((originalSize * RCL_UNITS_PER_SQUARE) /
RCL_nonZero((_RCL_fovCorrectionFactors[0] * distance) / RCL_UNITS_PER_SQUARE)
) : 0;
}
RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
RCL_Unit scaledSize)
{
// TODO: probably doesn't work
return scaledSize != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
((RCL_HORIZONTAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)