diff --git a/raycaster.cpp b/raycaster.cpp index 284ea3c..9f80edd 100644 --- a/raycaster.cpp +++ b/raycaster.cpp @@ -28,9 +28,9 @@ union ColorConv { * and I guess the compiler can handle it better than shifting * bits around. */ -inline uint32_t new_lighting(uint32_t pixel, int level) { - float factor = level * PERCENT; - +inline uint32_t new_lighting(uint32_t pixel, float dist, int level) { + (void)dist; // ignore for now until I can do more research + float factor = float(level) * PERCENT; ColorConv conv{.as_int=pixel}; conv.as_color.r *= factor; conv.as_color.g *= factor; @@ -281,7 +281,7 @@ void Raycaster::cast_rays() { tex_pos += step; RGBA pixel = texture[texture_height * tex_y + tex_x]; int light_level = lights[map_y][map_x]; - $pixels[pixcoord(x, y)] = new_lighting(pixel, light_level); + $pixels[pixcoord(x, y)] = new_lighting(pixel, perp_wall_dist, light_level); } // SET THE ZBUFFER FOR THE SPRITE CASTING @@ -349,11 +349,11 @@ void Raycaster::draw_ceiling_floor() { // FLOOR color = $floor_texture[texture_width * ty + tx]; - $pixels[pixcoord(x, y)] = new_lighting(color, light_level); + $pixels[pixcoord(x, y)] = new_lighting(color, row_distance, light_level); // CEILING color = $ceiling_texture[texture_width * ty + tx]; - $pixels[pixcoord(x, $height - y - 1)] = new_lighting(color, light_level); + $pixels[pixcoord(x, $height - y - 1)] = new_lighting(color, row_distance, light_level); } } }