Start shearing

This commit is contained in:
Miloslav Číž 2019-10-11 15:01:36 +02:00
parent 7af9d3e378
commit c9c32bdd8d
3 changed files with 102 additions and 33 deletions

94
main.c
View File

@ -141,6 +141,16 @@ void SFG_init();
#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
#define SFG_CAMERA_SHEAR_STEP_PER_FRAME \
((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS)
#if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0
#define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1
#endif
#define SFG_CAMERA_MAX_SHEAR_PIXELS \
(SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y / 1024)
#define SFG_FONT_SIZE_SMALL \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50))
@ -214,19 +224,28 @@ void SFG_recompurePLayerDirection()
SFG_player.direction = RCL_angleToDirection(SFG_player.camera.direction);
SFG_player.direction.x = (SFG_player.direction.x * SFG_PLAYER_MOVE_UNITS_PER_FRAME) / RCL_UNITS_PER_SQUARE;
SFG_player.direction.y = (SFG_player.direction.y * SFG_PLAYER_MOVE_UNITS_PER_FRAME) / RCL_UNITS_PER_SQUARE;
SFG_player.direction.x =
(SFG_player.direction.x * SFG_PLAYER_MOVE_UNITS_PER_FRAME)
/ RCL_UNITS_PER_SQUARE;
SFG_player.direction.y =
(SFG_player.direction.y * SFG_PLAYER_MOVE_UNITS_PER_FRAME)
/ RCL_UNITS_PER_SQUARE;
SFG_backgroundScroll =
((SFG_player.camera.direction * 8) * SFG_GAME_RESOLUTION_Y) / RCL_UNITS_PER_SQUARE;
((SFG_player.camera.direction * 8) * SFG_GAME_RESOLUTION_Y)
/ RCL_UNITS_PER_SQUARE;
}
void SFG_initPlayer()
{
RCL_initCamera(&SFG_player.camera);
SFG_player.camera.resolution.x = SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
SFG_player.camera.resolution.x =
SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y;
SFG_player.camera.height = RCL_UNITS_PER_SQUARE * 12;
SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE * 15;
SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE * 8;
@ -396,7 +415,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
{
#if SFG_DITHERED_SHADOW
uint8_t fogShadow = (pixel->depth * 4) / (RCL_UNITS_PER_SQUARE);
uint8_t fogShadowPart = fogShadow & 0x07;
fogShadow /= 8;
@ -749,8 +768,31 @@ void SFG_gameStep()
int8_t strafe = 0;
#if SFG_HEADBOB_ENABLED
int8_t bobbing = 0;
#endif
int8_t shearing = 0;
if (SFG_keyPressed(SFG_KEY_A))
{
if (SFG_keyPressed(SFG_KEY_UP))
{
SFG_player.camera.shear =
RCL_min(SFG_CAMERA_MAX_SHEAR_PIXELS,
SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME);
shearing = 1;
}
else if (SFG_keyPressed(SFG_KEY_DOWN))
{
SFG_player.camera.shear =
RCL_max(-1 * SFG_CAMERA_MAX_SHEAR_PIXELS,
SFG_player.camera.shear - SFG_CAMERA_SHEAR_STEP_PER_FRAME);
shearing = 1;
}
if (SFG_keyPressed(SFG_KEY_LEFT))
strafe = -1;
else if (SFG_keyPressed(SFG_KEY_RIGHT))
@ -771,6 +813,23 @@ void SFG_gameStep()
if (recomputeDirection)
SFG_recompurePLayerDirection();
if (SFG_keyPressed(SFG_KEY_UP))
{
moveOffset.x += SFG_player.direction.x;
moveOffset.y += SFG_player.direction.y;
#if SFG_HEADBOB_ENABLED
bobbing = 1;
#endif
}
else if (SFG_keyPressed(SFG_KEY_DOWN))
{
moveOffset.x -= SFG_player.direction.x;
moveOffset.y -= SFG_player.direction.y;
#if SFG_HEADBOB_ENABLED
bobbing = 1;
#endif
}
}
if (SFG_keyPressed(SFG_KEY_STRAFE_LEFT))
@ -804,25 +863,14 @@ void SFG_gameStep()
(SFG_player.verticalSpeed - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME);
#endif
#if SFG_HEADBOB_ENABLED
int8_t bobbing = 0;
#endif
if (!shearing && SFG_player.camera.shear != 0)
{
// gradually shear back to zero
if (SFG_keyPressed(SFG_KEY_UP))
{
moveOffset.x += SFG_player.direction.x;
moveOffset.y += SFG_player.direction.y;
#if SFG_HEADBOB_ENABLED
bobbing = 1;
#endif
}
else if (SFG_keyPressed(SFG_KEY_DOWN))
{
moveOffset.x -= SFG_player.direction.x;
moveOffset.y -= SFG_player.direction.y;
#if SFG_HEADBOB_ENABLED
bobbing = 1;
#endif
SFG_player.camera.shear =
(SFG_player.camera.shear > 0) ?
RCL_max(0,SFG_player.camera.shear - SFG_CAMERA_SHEAR_STEP_PER_FRAME) :
RCL_min(0,SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME);
}
#if SFG_HEADBOB_ENABLED

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@ -26,7 +26,7 @@
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
version: 0.87
version: 0.88
*/
#include <stdint.h>
@ -280,6 +280,10 @@ typedef struct
very often.
*/
typedef RCL_Unit (*RCL_ArrayFunction)(int16_t x, int16_t y);
/*
TODO: maybe array functions should be replaced by defines of funtion names
like with pixelFunc? Could be more efficient than function pointers.
*/
/**
Function that renders a single pixel at the display. It is handed an info
@ -1034,7 +1038,7 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
}
/// Helper for drawing floor or ceiling. Returns the last drawn pixel position.
static inline int16_t _RCL_drawVertical(
static inline int16_t _RCL_drawHorizontalColumn(
RCL_Unit yCurrent,
RCL_Unit yTo,
RCL_Unit limit1, // TODO: int16_t?
@ -1058,13 +1062,19 @@ static inline int16_t _RCL_drawVertical(
int16_t limit = RCL_clamp(yTo,limit1,limit2);
RCL_Unit depth = 0; /* TODO: this is for clamping depth to 0 so that we don't
have negative depths, but we should do it more
elegantly and efficiently */
_RCL_UNUSED(depth);
/* for performance reasons have different version of the critical loop
to be able to branch early */
#define loop(doDepth,doCoords)\
{\
if (doDepth) /*constant condition - compiler should optimize it out*/\
{\
pixelInfo->depth += RCL_absVal(verticalOffset) *\
depth = pixelInfo->depth + RCL_absVal(verticalOffset) *\
RCL_VERTICAL_DEPTH_MULTIPLY;\
depthIncrement = depthIncrementMultiplier *\
_RCL_horizontalDepthStep;\
@ -1080,7 +1090,10 @@ static inline int16_t _RCL_drawVertical(
{\
pixelInfo->position.y = i;\
if (doDepth) /*constant condition - compiler should optimize it out*/\
pixelInfo->depth += depthIncrement;\
{\
depth += depthIncrement;\
pixelInfo->depth = RCL_max(0,depth); /*TODO: optimize */\
}\
if (doCoords) /*constant condition - compiler should optimize it out*/\
{\
RCL_Unit d = _RCL_floorPixelDistances[i];\
@ -1287,7 +1300,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.depth = 0;
#endif
limit = _RCL_drawVertical(fPosY,fZ1Screen,cPosY + 1,
limit = _RCL_drawHorizontalColumn(fPosY,fZ1Screen,cPosY + 1,
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
// ^ purposfully allow outside screen bounds
RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT,
@ -1307,7 +1320,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
_RCL_horizontalDepthStep;
#endif
limit = _RCL_drawVertical(cPosY,cZ1Screen,
limit = _RCL_drawHorizontalColumn(cPosY,cZ1Screen,
-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// ^ purposfully allow outside screen bounds here
@ -1472,7 +1485,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.depth = 1;
p.height = RCL_UNITS_PER_SQUARE;
y = _RCL_drawVertical(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
y = _RCL_drawHorizontalColumn(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// draw wall
@ -1503,7 +1516,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
#endif
_RCL_drawVertical(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_drawHorizontalColumn(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS,
-1,&ray,&p);
}
@ -1627,8 +1640,6 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
{
RCL_PixelInfo result;
RCL_Unit d = RCL_dist(worldPosition,camera.position);
RCL_Vector2D toPoint;
toPoint.x = worldPosition.x - camera.position.x;

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@ -108,4 +108,14 @@
*/
#define SFG_HEADBOB_OFFSET 200
/**
Camera shearing (looking up/down) speed, in vertical resolutions per second.
*/
#define SFG_CAMERA_SHEAR_SPEED 3
/**
Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
*/
#define SFG_CAMERA_MAX_SHEAR 1024
#endif // guard