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  • (Solved) (help) DarkOne's Textured floor and ceiling

    Discuss Wolf3D and Wolf3D modding/ports

    Postby Officer-Michael John 02 Jan 2017, 12:26

    I tryed importing DarkOne's Textured floor and ceiling from DOS to SDL. But he makes bug. What is problem? I used this tutorial with modified:http://diehardwolfers.areyep.com/viewtopic.php?t=1575&postdays=0&postorder=asc&&start=0

    My modified version on SDL:

    VERSION.H:

    Code: Select all
    #define USE_FLOORCEILINGTEX   // Enables floor and ceiling textures stored in the third mapplane (see wl_floorceiling.cpp)


    WL_FLOORCEILING.CPP:

    Code: Select all
    #include "version.h"

    #ifdef USE_FLOORCEILINGTEX

    #include "wl_def.h"
    #include "wl_shade.h"

    // Textured Floor and Ceiling by DarkOne
    // With multi-textured floors and ceilings stored in lower and upper bytes of
    // according tile in third mapplane, respectively.
    void DrawFloorAndCeiling(byte *vbuf, unsigned vbufPitch, int min_wallheight)
    {
        fixed dist;                                // distance to row projection
        fixed tex_step;                            // global step per one screen pixel
        fixed gu, gv, du, dv;                      // global texture coordinates
        int u, v;                                  // local texture coordinates
    //    byte *toptex, *bottex;
    //    unsigned lasttoptex = 0xffffffff, lastbottex = 0xffffffff;

        int halfheight = viewheight >> 1;
        int y0 = min_wallheight >> 3;              // starting y value
        if(y0 > halfheight)
            return;                                // view obscured by walls
        if(!y0) y0 = 1;                            // don't let division by zero
        unsigned bot_offset0 = vbufPitch * (halfheight + y0);
        unsigned top_offset0 = vbufPitch * (halfheight - y0 - 1);

        // draw horizontal lines
        for(int y = y0, bot_offset = bot_offset0, top_offset = top_offset0;
            y < halfheight; y++, bot_offset += vbufPitch, top_offset -= vbufPitch)
        {
            dist = (heightnumerator / (y + 1)) << 5;
            gu =  viewx + FixedMul(dist, viewcos);
            gv = -viewy + FixedMul(dist, viewsin);
            tex_step = (dist << 8) / viewwidth / 175;
            du =  FixedMul(tex_step, viewsin);
            dv = -FixedMul(tex_step, viewcos);
            gu -= (viewwidth >> 1) * du;
            gv -= (viewwidth >> 1) * dv; // starting point (leftmost)
    #ifdef USE_SHADING
            byte *curshades = shadetable[GetShade(y << 3)];
    #endif
    #endif
            for(int x = 0, bot_add = bot_offset, top_add = top_offset;
                x < viewwidth; x++, bot_add++, top_add++)
            {
                if(wallheight[x] >> 3 <= y)
                {
    /*       
                    int curx = (gu >> TILESHIFT) & (MAPSIZE - 1);
                    int cury = (-(gv >> TILESHIFT) - 1) & (MAPSIZE - 1);
                    unsigned curtex = MAPSPOT(curx, cury, 2);
                    if(curtex)
                    {
                        unsigned curtoptex = curtex >> 8;
                        if (curtoptex != lasttoptex)
                        {
                            lasttoptex = curtoptex;
                            toptex = PM_GetTexture(curtoptex);
                        }
                        unsigned curbottex = curtex & 0xff;
                        if (curbottex != lastbottex)
                        {
                            lastbottex = curbottex;
                            bottex = PM_GetTexture(curbottex);
                        }
    */                   
                        u = (gu >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1);
                        v = (gv >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1);
                        unsigned texoffs = (u << TEXTURESHIFT) + (TEXTURESIZE - 1) - v;
    /*                   
    #ifdef USE_SHADING
                        if(curtoptex)
                            vbuf[top_add] = curshades[toptex[texoffs]];
                        if(curbottex)
                            vbuf[bot_add] = curshades[bottex[texoffs]];
    #else
                        if(curtoptex)
                            vbuf[top_add] = toptex[texoffs];
                        if(curbottex)
                            vbuf[bot_add] = bottex[texoffs];
    #endif
    */
                    }
                }
                gu += du;
                gv += dv;
            }
        }
    //}

    //#endif


    WL_DRAW.CPP:

    Code: Select all
    #define USE_TEX(page) (0x0000|(page))
    /*
    ** use USE_TEX(n) to use floor/ceiling textures for given level
    ** n should be 1..255 !!!
    ** it is MAP-ID (from FloEdit). First texture goes to floor, second to ceiling
    */

    byte vgaCeiling[]=
    {
    #ifndef SPEAR
    USE_TEX(32),0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0xbf,
    0x4e,0x4e,0x4e,0x1d,0x8d,0x4e,0x1d,0x2d,0x1d,0x8d,
    0x1d,0x1d,0x1d,0x1d,0x1d,0x2d,0xdd,0x1d,0x1d,0x98,

    0x1d,0x9d,0x2d,0xdd,0xdd,0x9d,0x2d,0x4d,0x1d,0xdd,
    0x7d,0x1d,0x2d,0x2d,0xdd,0xd7,0x1d,0x1d,0x1d,0x2d,
    0x1d,0x1d,0x1d,0x1d,0xdd,0xdd,0x7d,0xdd,0xdd,0xdd
    #else
    0x6f,0x4f,0x1d,0xde,0xdf,0x2e,0x7f,0x9e,0xae,0x7f,
    0x1d,0xde,0xdf,0xde,0xdf,0xde,0xe1,0xdc,0x2e,0x1d,0xdc
    #endif
    };

    void VGAClearScreen (byte ceiling)
    {
    //    byte ceiling=vgaCeiling[gamestate.episode*10+mapon];

    void    ThreeDRefresh (void)
    {
        short tracedir;
        byte ceiling;
        boolean flats;   

    //
    // follow the walls from there to the right, drawing as we go
    //
        ceiling=vgaCeiling[gamestate.episode*10+mapon];
        if((ceiling>>8)==(ceiling&0xFF))
        {
              VGAClearScreen(ceiling);
              flats=false;
        }
        else
        {
              flats=true;
              ceiling=((ceiling&0xFF)-1)<<1;
        }
       
    //    VGAClearScreen ();
    Last edited by Officer-Michael John on 22 Mar 2017, 12:01, edited 1 time in total.
    Officer-Michael John
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    Postby Tricob1974 02 Jan 2017, 22:39

    That feature is already in all releases of Wolf4SDL. Just check VERSION.H.

    If you try to put the tutorial in there again, you're going to have problems.
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    Postby Officer-Michael John 03 Jan 2017, 10:09

    I do not like Adam Biser's Multiple floor/ceiling texture using. How to I can corrected the Problems?
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    Postby Ron 04 Jan 2017, 05:11

    Why not use Adam Biser's code, and then only put one floor and one ceiling texture per level? Same result with no unnecessary coding hassle.
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    Postby linuxwolf 04 Jan 2017, 05:35

    I really need to release part of my renderer from GA to help OMJ with this problem. I should integrate it into the public Wolf4SDL maintained by AlumiuN on DHW forum. I just wouldnt be able to gaurentee it is as fast as the old renderer in all cases.
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    Postby Officer-Michael John 04 Jan 2017, 11:00

    So what do I do with this code now?
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    Postby Tricob1974 05 Jan 2017, 01:00

    You keep saying there's a bug, but you're not saying what the bug is.
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    Postby Officer-Michael John 05 Jan 2017, 10:14

    I did not understand at first,that you said you found a bug.

    Here's in Screenshots bug:

    Image
    Image
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    Postby Tricob1974 06 Jan 2017, 03:27

    That's not because of the source code. That's because the map is set up wrong.
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    Postby Officer-Michael John 06 Jan 2017, 10:28

    A quick additions:

    Code: Select all
    #ifdef USE_FLOORCEILINGTEX
       if(flats)
        DrawFloorAndCeiling(vbuf, vbufPitch, min_wallheight);
    #endif


    Even so, the same error occurs. How do I correct?
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    Postby Tricob1974 07 Jan 2017, 00:43

    By changing the third plane of your map.
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    Postby Officer-Michael John 07 Jan 2017, 15:40

    I changed to the third plane,but can't work. :(
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    Postby Tricob1974 08 Jan 2017, 00:30

    You need to add floor and ceiling tiles, too. And you need to do it to the entire map.
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    Postby Officer-Michael John 08 Jan 2017, 15:14

    I gived with Wood texture,but now not work too.
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    Postby Tricob1974 09 Jan 2017, 02:55

    "Not working" doesn't tell me much.
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