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Fix subsampling
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parent
5085b0e793
commit
c517fc5dc8
17
main.c
17
main.c
@ -188,7 +188,10 @@ void SFG_init();
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#define SFG_FONT_SIZE_BIG 1
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#define SFG_FONT_SIZE_BIG 1
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#endif
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#endif
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uint8_t SFG_zBuffer[SFG_GAME_RESOLUTION_X];
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#define SFG_Z_BUFFER_SIZE \
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(SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE + 1)
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uint8_t SFG_zBuffer[SFG_Z_BUFFER_SIZE];
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#define SFG_RCL_UNIT_TO_Z_BUFFER(x) (x / RCL_UNITS_PER_SQUARE)
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#define SFG_RCL_UNIT_TO_Z_BUFFER(x) (x / RCL_UNITS_PER_SQUARE)
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@ -379,7 +382,8 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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uint8_t shadow = 0;
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uint8_t shadow = 0;
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if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2)
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if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2)
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SFG_zBuffer[pixel->position.x] = SFG_RCL_UNIT_TO_Z_BUFFER(pixel->depth);
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SFG_zBuffer[pixel->position.x / SFG_RAYCASTING_SUBSAMPLE] =
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SFG_RCL_UNIT_TO_Z_BUFFER(pixel->depth);
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if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16)
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if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16)
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{
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{
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@ -648,7 +652,7 @@ void SFG_drawScaledSprite(
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for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
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for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
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{
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{
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if (SFG_zBuffer[x] > zDistance)
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if (SFG_zBuffer[x / SFG_RAYCASTING_SUBSAMPLE] >= zDistance)
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{
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{
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int8_t columnTransparent = 1;
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int8_t columnTransparent = 1;
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@ -671,7 +675,7 @@ void SFG_drawScaledSprite(
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}
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}
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if (!columnTransparent)
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if (!columnTransparent)
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SFG_zBuffer[x] = zDistance;
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SFG_zBuffer[x / SFG_RAYCASTING_SUBSAMPLE] = zDistance;
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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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@ -1302,7 +1306,7 @@ void SFG_draw()
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}
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}
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else
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else
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{
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{
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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for (uint16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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SFG_zBuffer[i] = 255;
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SFG_zBuffer[i] = 255;
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int16_t weaponBobOffset;
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int16_t weaponBobOffset;
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@ -1352,7 +1356,8 @@ int16_t weaponBobOffset;
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SFG_player.camera);
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SFG_player.camera);
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if (p.depth > 0)
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if (p.depth > 0)
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SFG_drawScaledSprite(SFG_sprites[0],p.position.x,p.position.y,
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SFG_drawScaledSprite(SFG_sprites[0],
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
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RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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}
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}
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@ -37,6 +37,9 @@
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#undef SFG_RAYCASTING_MAX_HITS
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#undef SFG_RAYCASTING_MAX_HITS
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#define SFG_RAYCASTING_MAX_HITS 6
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#define SFG_RAYCASTING_MAX_HITS 6
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#undef SFG_RAYCASTING_SUBSAMPLE
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#define SFG_RAYCASTING_SUBSAMPLE 2
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#include "Pokitto.h"
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#include "Pokitto.h"
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#include "palette.h"
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#include "palette.h"
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