'Better skybox position precision' from sm64-port

This commit is contained in:
fgsfds 2020-07-05 14:33:57 +03:00
parent 6330644371
commit df1340c37c
1 changed files with 7 additions and 10 deletions

View File

@ -50,9 +50,9 @@ struct Skybox {
/// The camera's pitch, which is bounded by +-16384, which maps to -90 to 90 degrees /// The camera's pitch, which is bounded by +-16384, which maps to -90 to 90 degrees
s16 pitch; s16 pitch;
/// The skybox's X position in world space /// The skybox's X position in world space
s32 scaledX; f32 scaledX;
/// The skybox's Y position in world space /// The skybox's Y position in world space
s32 scaledY; f32 scaledY;
/// The index of the upper-left tile in the 3x3 grid that gets drawn /// The index of the upper-left tile in the 3x3 grid that gets drawn
s32 upperLeftTile; s32 upperLeftTile;
@ -135,16 +135,14 @@ u8 sSkyboxColors[][3] = {
* (how far is the camera rotated from 0, scaled 0 to 1) * * (how far is the camera rotated from 0, scaled 0 to 1) *
* (the screen width) * (the screen width)
*/ */
int calculate_skybox_scaled_x(s8 player, f32 fov) { f32 calculate_skybox_scaled_x(s8 player, f32 fov) {
f32 yaw = sSkyBoxInfo[player].yaw; f32 yaw = sSkyBoxInfo[player].yaw;
//! double literals are used instead of floats //! double literals are used instead of floats
f32 yawScaled = SCREEN_WIDTH * 360.0 * yaw / (fov * 65536.0); f32 scaledX = SCREEN_WIDTH * 360.0 * yaw / (fov * 65536.0);
// Round the scaled yaw. Since yaw is a u16, it doesn't need to check for < 0
s32 scaledX = yawScaled + 0.5;
if (scaledX > SKYBOX_WIDTH) { if (scaledX > SKYBOX_WIDTH) {
scaledX -= scaledX / SKYBOX_WIDTH * SKYBOX_WIDTH; scaledX -= (s32) scaledX / SKYBOX_WIDTH * SKYBOX_WIDTH;
} }
return SKYBOX_WIDTH - scaledX; return SKYBOX_WIDTH - scaledX;
} }
@ -155,17 +153,16 @@ int calculate_skybox_scaled_x(s8 player, f32 fov) {
* fov may have been used in an earlier version, but the developers changed the function to always use * fov may have been used in an earlier version, but the developers changed the function to always use
* 90 degrees. * 90 degrees.
*/ */
int calculate_skybox_scaled_y(s8 player, UNUSED f32 fov) { f32 calculate_skybox_scaled_y(s8 player, UNUSED f32 fov) {
// Convert pitch to degrees. Pitch is bounded between -90 (looking down) and 90 (looking up). // Convert pitch to degrees. Pitch is bounded between -90 (looking down) and 90 (looking up).
f32 pitchInDegrees = (f32) sSkyBoxInfo[player].pitch * 360.0 / 65535.0; f32 pitchInDegrees = (f32) sSkyBoxInfo[player].pitch * 360.0 / 65535.0;
// Scale by 360 / fov // Scale by 360 / fov
f32 degreesToScale = 360.0f * pitchInDegrees / 90.0; f32 degreesToScale = 360.0f * pitchInDegrees / 90.0;
s32 roundedY = round_float(degreesToScale);
// Since pitch can be negative, and the tile grid starts 1 octant above the camera's focus, add // Since pitch can be negative, and the tile grid starts 1 octant above the camera's focus, add
// 5 octants to the y position // 5 octants to the y position
s32 scaledY = roundedY + 5 * SKYBOX_TILE_HEIGHT; f32 scaledY = degreesToScale + 5 * SKYBOX_TILE_HEIGHT;
if (scaledY > SKYBOX_HEIGHT) { if (scaledY > SKYBOX_HEIGHT) {
scaledY = SKYBOX_HEIGHT; scaledY = SKYBOX_HEIGHT;