Fix horizon offset

This commit is contained in:
Miloslav Ciz 2025-02-03 12:58:42 +01:00
parent f24db847ce
commit 7f00b5aa5f
7 changed files with 34 additions and 40 deletions

View file

@ -1,6 +1,5 @@
=========== GENERAL ==============
- bug: background horizon position depends on resolution! fix
- make a small txt game menual
- test:
- long replay
@ -34,6 +33,7 @@
=========== HANDLED ==============
- allow stopping car rotation in air like in Trackmania
- bug: background horizon position depends on resolution! fix
- option to disable crash sounds (and so code that detects crashes)
- drawing dithered transparent objects fills z-buffer in the transparent parts
and then the geometry behind it isn't drawn <- PARTIALLY FIXED, LOOKS GOOD

18
audio.h
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@ -11,15 +11,15 @@
file, left to be optionally loaded and played by the frontend).
*/
#define LCR_SOUND_NONE 0
#define LCR_SOUND_CLICK 1
#define LCR_SOUND_CRASH_SMALL 2
#define LCR_SOUND_CRASH_BIG 3
#define LCR_SOUND_ACCELERATOR 4
#define LCR_SOUND_FAN 5
#define LCR_SOUND_NONE 0
#define LCR_SOUND_CLICK 1
#define LCR_SOUND_CRASH_SMALL 2
#define LCR_SOUND_CRASH_BIG 3
#define LCR_SOUND_ACCELERATOR 4
#define LCR_SOUND_FAN 5
#define LCR_AUDIO_CRASH_SOUND_LEN 2048
#define LCR_AUDIO_FAN_SOUND_LEN 4096
#define LCR_AUDIO_CRASH_SOUND_LEN 2048
#define LCR_AUDIO_FAN_SOUND_LEN 4096
struct
{
@ -178,7 +178,7 @@ uint8_t LCR_audioGetNextSample(void)
else if (LCR_audio.engineIntensity)
{
LCR_audio.engineOsc += LCR_audio.engineInc ? (((_LCR_audioNoise() % 256) <
(10 + LCR_audio.engineIntensity))) : -31;
(10 + LCR_audio.engineIntensity))) : -31;
if (LCR_audio.engineInc && LCR_audio.engineOsc >
(90 + (LCR_audio.engineIntensity / 8)))

7
game.h
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@ -850,22 +850,25 @@ void LCR_gameInit(int argc, const char **argv)
}
}
LCR_gameLoadMainMenuItems();
if (quickLoad == 1)
{
LCR_gameLoadMap(LCR_countData('M') - 1);
LCR_gameSetState(LCR_GAME_STATE_LOADING);
LCR_game.menu.selectedTab = 1;
LCR_gameLoadDataFileChunk(0,'M');
}
else if (quickLoad == 2 || quickLoad == 3)
{
LCR_gameLoadReplay(LCR_countData('R') - 1);
LCR_gameSetState(LCR_GAME_STATE_LOADING);
LCR_game.menu.selectedTab = quickLoad;
LCR_gameLoadDataFileChunk(0,'R');
}
else
{
LCR_gameLoadMainMenuItems();
LCR_gameSetState(LCR_GAME_STATE_MENU);
}
}
/**

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@ -3,5 +3,5 @@
clear
clear
gcc -std=c99 -g -Wall -Wextra -pedantic -O1 -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers `sdl2-config --libs --static-libs` -o game frontend_sdl.c && ./game $@
gcc -std=c99 -g -Wall -Wextra -pedantic -O1 -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers -o game frontend_sdl.c `sdl2-config --libs --static-libs` && ./game $@

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@ -1245,8 +1245,6 @@ uint32_t LCR_racingStep(unsigned int input)
LCR_racing.carBody.joints[LCR_CAR_JOINTS - 1].velocity[j];
}
// TODO: magic constants
if (input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK))
{
LCR_GameUnit rotateBy =
@ -1336,7 +1334,7 @@ uint32_t LCR_racingStep(unsigned int input)
LCR_racing.carBody.joints[i].velocity[2] = jv.z;
}
driftFriction /= 4;
driftFriction /= 4; // divide by 4 wheels
if ((!LCR_racing.carDrifting) &&
driftFriction > LCR_CAR_DRIFT_THRESHOLD_1)
@ -1411,7 +1409,7 @@ uint32_t LCR_racingStep(unsigned int input)
LCR_racing.carBody.joints[4].position,
LCR_racing.carBody.joints[0].position)));
if (angle < TPE_F / 64) // TODO: magic constant
if (angle < TPE_F / 64) // TPE_F / 64 is a magic constant
{
LCR_LOG2("roof squeezed, applying anti force")
@ -1559,8 +1557,7 @@ uint32_t LCR_racingStep(unsigned int input)
Draws a simple 3D debug overlap of the physics world.
*/
void LCR_physicsDebugDraw(LCR_GameUnit camPos[3], LCR_GameUnit camRot[2],
LCR_GameUnit camFov,
void (*drawPixel)(uint16_t, uint16_t, uint8_t))
LCR_GameUnit camFov, void (*drawPixel)(uint16_t, uint16_t, uint8_t))
{
#if LCR_SETTING_DEBUG_PHYSICS_DRAW
LCR_LOG2("drawing physics debug");
@ -1581,11 +1578,6 @@ void LCR_physicsDebugDraw(LCR_GameUnit camPos[3], LCR_GameUnit camRot[2],
TPE_worldDebugDraw(&(LCR_racing.physicsWorld),drawPixel,
cPos,cRot,cView,16,LCR_PHYSICS_UNIT / 4,LCR_racing.tick * 4);
/*
TPE_worldDebugDraw(&(LCR_racing.physicsWorld),_LCR_drawPhysicsDebugPixel,
cPos,cRot,cView,16,LCR_PHYSICS_UNIT / 4,LCR_racing.tick * 4);
*/
#endif
}

View file

@ -41,8 +41,8 @@
// NOTE: ^ S3L_F sometimes makes some triangles bug, S3L_F/2 seems to fix it
// but it's more jerky, maybe try to apply anti-overflow in S3L?
#define LCR_RENDERER_CHUNK_RESOLUTION 4 // do not change
#define LCR_RENDERER_LOD_BLOCKS 64 // do not change
#define LCR_RENDERER_CHUNK_RESOLUTION 4 // do not change
#define LCR_RENDERER_LOD_BLOCKS 64 // do not change
#define LCR_RENDERER_CHUNK_SIZE_HORIZONTAL \
((LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / LCR_RENDERER_CHUNK_RESOLUTION)
@ -1346,19 +1346,16 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
LCR_loadImage(sky + 3);
bottomColor = LCR_sampleImage(LCR_IMAGE_SIZE - 1,LCR_IMAGE_SIZE - 1);
anchorPoint[0] = ((LCR_EFFECTIVE_RESOLUTION_X * offsetH)
/ S3L_F) %
anchorPoint[0] = ((LCR_EFFECTIVE_RESOLUTION_X * offsetH) / S3L_F) %
(2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE);
if (anchorPoint[0] < 0)
anchorPoint[0] += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
anchorPoint[1] =
(LCR_EFFECTIVE_RESOLUTION_Y) / 2 - // 3: we place the center a bit more up
(LCR_SETTING_HORIZON_SHIFT * LCR_EFFECTIVE_RESOLUTION_Y) / 100 -
(LCR_EFFECTIVE_RESOLUTION_Y * offsetV) / S3L_F
- LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
anchorPoint[1] = LCR_EFFECTIVE_RESOLUTION_Y / 2 - (LCR_EFFECTIVE_RESOLUTION_Y
* offsetV) / S3L_F - ((LCR_IMAGE_SIZE * LCR_SETTING_HORIZON_SHIFT) / 100 *
LCR_SETTING_SKY_SIZE);
pixelIndex = 0;
y = anchorPoint[1] < 0 ? anchorPoint[1] : 0;

View file

@ -17,16 +17,18 @@
#define LCR_SETTING_RESOLUTION_Y 768
#endif
#ifndef LCR_SETTING_RESOLUTION_SUBDIVIDE
/** Subdivides the whole game resolution by this amount by making each pixel
this number of times bigger. */
#define LCR_SETTING_RESOLUTION_SUBDIVIDE 2
#endif
#ifndef LCR_SETTING_FPS
/** Rendering frames per second. Note this only applies to graphics, NOT
physics. */
#define LCR_SETTING_FPS 30
#endif
#ifndef LCR_SETTING_RESOLUTION_SUBDIVIDE
#define LCR_SETTING_RESOLUTION_SUBDIVIDE 1
#endif
#ifndef LCR_SETTING_FREE_CAMERA_SPEED
/** Move speed of free camera, in 1/8ths of block length. */
#define LCR_SETTING_FREE_CAMERA_SPEED 50
@ -197,8 +199,8 @@
#endif
#ifndef LCR_SETTING_HORIZON_SHIFT
/** Vertical offset of the background horizon in percents of screen height. */
#define LCR_SETTING_HORIZON_SHIFT 30
/** Vertical offset of the background sky image in percents. */
#define LCR_SETTING_HORIZON_SHIFT 180
#endif
#ifndef LCR_SETTING_TIME_MULTIPLIER