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'Better skybox position precision' from sm64-port
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1 changed files with 7 additions and 10 deletions
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@ -50,9 +50,9 @@ struct Skybox {
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/// The camera's pitch, which is bounded by +-16384, which maps to -90 to 90 degrees
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s16 pitch;
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/// The skybox's X position in world space
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s32 scaledX;
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f32 scaledX;
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/// The skybox's Y position in world space
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s32 scaledY;
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f32 scaledY;
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/// The index of the upper-left tile in the 3x3 grid that gets drawn
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s32 upperLeftTile;
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@ -135,16 +135,14 @@ u8 sSkyboxColors[][3] = {
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* (how far is the camera rotated from 0, scaled 0 to 1) *
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* (the screen width)
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*/
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int calculate_skybox_scaled_x(s8 player, f32 fov) {
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f32 calculate_skybox_scaled_x(s8 player, f32 fov) {
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f32 yaw = sSkyBoxInfo[player].yaw;
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//! double literals are used instead of floats
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f32 yawScaled = SCREEN_WIDTH * 360.0 * yaw / (fov * 65536.0);
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// Round the scaled yaw. Since yaw is a u16, it doesn't need to check for < 0
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s32 scaledX = yawScaled + 0.5;
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f32 scaledX = SCREEN_WIDTH * 360.0 * yaw / (fov * 65536.0);
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if (scaledX > SKYBOX_WIDTH) {
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scaledX -= scaledX / SKYBOX_WIDTH * SKYBOX_WIDTH;
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scaledX -= (s32) scaledX / SKYBOX_WIDTH * SKYBOX_WIDTH;
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}
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return SKYBOX_WIDTH - scaledX;
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}
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@ -155,17 +153,16 @@ int calculate_skybox_scaled_x(s8 player, f32 fov) {
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* fov may have been used in an earlier version, but the developers changed the function to always use
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* 90 degrees.
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*/
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int calculate_skybox_scaled_y(s8 player, UNUSED f32 fov) {
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f32 calculate_skybox_scaled_y(s8 player, UNUSED f32 fov) {
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// Convert pitch to degrees. Pitch is bounded between -90 (looking down) and 90 (looking up).
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f32 pitchInDegrees = (f32) sSkyBoxInfo[player].pitch * 360.0 / 65535.0;
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// Scale by 360 / fov
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f32 degreesToScale = 360.0f * pitchInDegrees / 90.0;
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s32 roundedY = round_float(degreesToScale);
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// Since pitch can be negative, and the tile grid starts 1 octant above the camera's focus, add
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// 5 octants to the y position
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s32 scaledY = roundedY + 5 * SKYBOX_TILE_HEIGHT;
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f32 scaledY = degreesToScale + 5 * SKYBOX_TILE_HEIGHT;
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if (scaledY > SKYBOX_HEIGHT) {
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scaledY = SKYBOX_HEIGHT;
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