mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-12-22 07:18:49 -05:00
79 lines
2.3 KiB
Diff
79 lines
2.3 KiB
Diff
This mod adds full z-buffer that mostly fixes the incorrect sprite visibility,
|
|
however RAM consumption increases quite a bit. Note that visiblity inaccuracies
|
|
may still occur as e.g. floor depth is not accurate and isn't used, but the game
|
|
generally looks much better. By drummyfish, released under CC0 1.0, public
|
|
domain.
|
|
|
|
diff --git a/constants.h b/constants.h
|
|
index 956baa0..da72f24 100644
|
|
--- a/constants.h
|
|
+++ b/constants.h
|
|
@@ -352,7 +352,7 @@
|
|
#define SFG_FONT_SIZE_BIG 1
|
|
#endif
|
|
|
|
-#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
|
|
+#define SFG_Z_BUFFER_SIZE (SFG_GAME_RESOLUTION_X * SFG_GAME_RESOLUTION_Y)
|
|
|
|
/**
|
|
Step in which walls get higher, in raycastlib units.
|
|
diff --git a/game.h b/game.h
|
|
index 24285cb..f8ef257 100755
|
|
--- a/game.h
|
|
+++ b/game.h
|
|
@@ -951,6 +951,14 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
|
|
:
|
|
SFG_TRANSPARENT_COLOR;
|
|
|
|
+ uint8_t *zValue = SFG_game.zBuffer +
|
|
+ pixel->position.y * SFG_GAME_RESOLUTION_X + pixel->position.x;
|
|
+
|
|
+ uint8_t zDistance = SFG_RCLUnitToZBuffer(pixel->depth);
|
|
+
|
|
+ if (*zValue >= zDistance)
|
|
+ *zValue = zDistance;
|
|
+
|
|
shadow = pixel->hit.direction >> 1;
|
|
}
|
|
else // floor/ceiling
|
|
@@ -1216,29 +1224,25 @@ void SFG_drawScaledSprite(
|
|
|
|
for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
|
|
{
|
|
- if (SFG_game.zBuffer[x] >= zDistance)
|
|
+ for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
|
|
{
|
|
- int8_t columnTransparent = 1;
|
|
+ uint8_t color =
|
|
+ SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
|
|
+ SFG_game.spriteSamplingPoints[v]);
|
|
|
|
- for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
|
|
+ if (color != SFG_TRANSPARENT_COLOR)
|
|
{
|
|
- uint8_t color =
|
|
- SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
|
|
- SFG_game.spriteSamplingPoints[v]);
|
|
-
|
|
- if (color != SFG_TRANSPARENT_COLOR)
|
|
- {
|
|
#if SFG_DIMINISH_SPRITES
|
|
- color = palette_minusValue(color,minusValue);
|
|
+ color = palette_minusValue(color,minusValue);
|
|
#endif
|
|
- columnTransparent = 0;
|
|
+ uint8_t *zValue = SFG_game.zBuffer + y * SFG_GAME_RESOLUTION_X + x;
|
|
|
|
+ if (*zValue >= zDistance)
|
|
+ {
|
|
SFG_setGamePixel(x,y,color);
|
|
+ *zValue = zDistance;
|
|
}
|
|
}
|
|
-
|
|
- if (!columnTransparent)
|
|
- SFG_game.zBuffer[x] = zDistance;
|
|
}
|
|
}
|
|
}
|