mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-24 18:02:22 -05:00
Add texture distance
This commit is contained in:
parent
361ec6e655
commit
db4e13af8a
Binary file not shown.
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.6 KiB |
5
images.h
5
images.h
@ -44,7 +44,10 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y)
|
||||
& 0x0f];
|
||||
}
|
||||
|
||||
SFG_PROGRAM_MEMORY uint8_t SFG_wallTextures[][SFG_TEXTURE_STORE_SIZE] =
|
||||
#define SFG_WALL_TEXTURE_COUNT 16
|
||||
|
||||
SFG_PROGRAM_MEMORY uint8_t
|
||||
SFG_wallTextures[SFG_WALL_TEXTURE_COUNT][SFG_TEXTURE_STORE_SIZE] =
|
||||
{
|
||||
{ // 0, white wooden planks
|
||||
4,21,5,3,20,0,2,26,6,18,57,65,1,16,17,49,0,1,0,3,32,1,33,0,161,64,1,16,64,3,3,
|
||||
|
2
levels.h
2
levels.h
@ -1050,7 +1050,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
|
||||
}
|
||||
},
|
||||
|
||||
#include "assets/tmp.txt"
|
||||
#include "/home/tastyfish/Git/sucklessFPS/assets/tmp.txt"
|
||||
,
|
||||
|
||||
{ // level 6
|
||||
|
96
main.c
96
main.c
@ -125,6 +125,10 @@ void SFG_init();
|
||||
#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
|
||||
#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
|
||||
|
||||
#if SFG_TEXTURE_DISTANCE == 0
|
||||
#define RCL_COMPUTE_WALL_TEXCOORDS 0
|
||||
#endif
|
||||
|
||||
#include "raycastlib.h"
|
||||
|
||||
#include "texts.h"
|
||||
@ -261,6 +265,10 @@ struct
|
||||
stores the number of frames for which the
|
||||
key has been held. */
|
||||
uint8_t zBuffer[SFG_Z_BUFFER_SIZE];
|
||||
|
||||
uint8_t textureAverageColors[SFG_WALL_TEXTURE_COUNT]; /**< Contains average
|
||||
color for each wall texture. */
|
||||
|
||||
int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
|
||||
uint16_t backgroundScroll;
|
||||
uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for
|
||||
@ -655,6 +663,32 @@ static inline uint8_t SFG_fogValueDiminish(RCL_Unit depth)
|
||||
return depth / SFG_FOG_DIMINISH_STEP;
|
||||
}
|
||||
|
||||
|
||||
static inline uint8_t SFG_getTexelFull(uint8_t textureIndex,RCL_Unit u, RCL_Unit v)
|
||||
{
|
||||
return
|
||||
SFG_getTexel(
|
||||
textureIndex != 255 ?
|
||||
SFG_currentLevel.textures[textureIndex] :
|
||||
SFG_wallTextures[SFG_currentLevel.levelPointer->doorTextureIndex],
|
||||
u / 32,
|
||||
v / 32);
|
||||
}
|
||||
|
||||
static inline uint8_t SFG_getTexelAverage(uint8_t textureIndex)
|
||||
{
|
||||
return
|
||||
textureIndex != 255 ?
|
||||
SFG_game.textureAverageColors[
|
||||
SFG_currentLevel.levelPointer->textureIndices[textureIndex]]
|
||||
:
|
||||
(
|
||||
SFG_game.textureAverageColors[
|
||||
SFG_currentLevel.levelPointer->doorTextureIndex]
|
||||
+ 1 // to distinguish from normal walls
|
||||
);
|
||||
}
|
||||
|
||||
void SFG_pixelFunc(RCL_PixelInfo *pixel)
|
||||
{
|
||||
uint8_t color;
|
||||
@ -688,21 +722,28 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
|
||||
):
|
||||
((pixel->hit.type & 0x38) >> 3);
|
||||
|
||||
#if SFG_TEXTURE_DISTANCE != 0
|
||||
RCL_Unit textureV = pixel->texCoords.y;
|
||||
|
||||
if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
|
||||
SFG_TILE_PROPERTY_SQUEEZER)
|
||||
textureV += pixel->wallHeight;
|
||||
#endif
|
||||
|
||||
color =
|
||||
textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
|
||||
(SFG_getTexel(
|
||||
textureIndex != 255 ?
|
||||
SFG_currentLevel.textures[textureIndex]:
|
||||
SFG_wallTextures[SFG_currentLevel.levelPointer->doorTextureIndex],
|
||||
pixel->texCoords.x / 32,
|
||||
textureV / 32)
|
||||
) :
|
||||
(
|
||||
#if SFG_TEXTURE_DISTANCE >= 65535
|
||||
SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV)
|
||||
#elif SFG_TEXTURE_DISTANCE == 0
|
||||
SFG_getTexelAverage(textureIndex)
|
||||
#else
|
||||
pixel->depth <= SFG_TEXTURE_DISTANCE ?
|
||||
SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV) :
|
||||
SFG_getTexelAverage(textureIndex)
|
||||
#endif
|
||||
)
|
||||
:
|
||||
SFG_TRANSPARENT_COLOR;
|
||||
|
||||
shadow = pixel->hit.direction >> 1;
|
||||
@ -1336,6 +1377,47 @@ void SFG_init()
|
||||
SFG_game.rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS;
|
||||
SFG_game.rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS;
|
||||
|
||||
|
||||
SFG_LOG("computing average texture colors")
|
||||
|
||||
for (uint8_t i = 0; i < SFG_WALL_TEXTURE_COUNT; ++i)
|
||||
{
|
||||
/** For simplicity, we round colors so that there is only 64 of them, and
|
||||
we count them up to 256. */
|
||||
|
||||
uint8_t colorHistogram[64];
|
||||
|
||||
for (uint8_t j = 0; j < 64; ++j)
|
||||
colorHistogram[j] = 0;
|
||||
|
||||
for (uint8_t y = 0; y < SFG_TEXTURE_SIZE; ++y)
|
||||
for (uint8_t x = 0; x < SFG_TEXTURE_SIZE; ++x)
|
||||
{
|
||||
uint8_t color = SFG_getTexel(SFG_wallTextures[i],x,y) / 4;
|
||||
|
||||
colorHistogram[color] += 1;
|
||||
|
||||
if (colorHistogram[color] == 255)
|
||||
break;
|
||||
}
|
||||
|
||||
uint8_t maxIndex = 0;
|
||||
|
||||
for (uint8_t j = 0; j < 64; ++j)
|
||||
{
|
||||
if (colorHistogram[j] == 255)
|
||||
{
|
||||
maxIndex = j;
|
||||
break;
|
||||
}
|
||||
|
||||
if (colorHistogram[j] > colorHistogram[maxIndex])
|
||||
maxIndex = j;
|
||||
}
|
||||
|
||||
SFG_game.textureAverageColors[i] = maxIndex * 4;
|
||||
}
|
||||
|
||||
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_Y; ++i)
|
||||
SFG_game.backgroundScaleMap[i] =
|
||||
(i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y;
|
||||
|
@ -17,8 +17,12 @@
|
||||
|
||||
#include "settings.h"
|
||||
|
||||
#define SFG_LOG(str) printf("game: %s\n",str); // for debug only
|
||||
|
||||
#define SFG_TEXTURE_DISTANCE 5000
|
||||
|
||||
#undef SFG_FPS
|
||||
#define SFG_FPS 50
|
||||
#define SFG_FPS 35
|
||||
|
||||
#undef SFG_SCREEN_RESOLUTION_X
|
||||
#define SFG_SCREEN_RESOLUTION_X 110
|
||||
|
@ -53,6 +53,15 @@
|
||||
*/
|
||||
#define SFG_SCREEN_RESOLUTION_Y 768
|
||||
|
||||
/**
|
||||
Distance, in RCL_Units, to which textures will be drawn. Textures behind this
|
||||
distance will be replaced by an average constant color, which can help
|
||||
performance. Value 0 turns texturing completely off, which is much faster than
|
||||
having just a low value, values >= 65535 activate texturing completely, which
|
||||
can be a little faster than setting having a high value lower than this limit.
|
||||
*/
|
||||
#define SFG_TEXTURE_DISTANCE 100000
|
||||
|
||||
/**
|
||||
How many times the screen resolution will be divided (how many times a game
|
||||
pixel will be bigger than the screen pixel).
|
||||
|
Loading…
Reference in New Issue
Block a user