Update raycastlib

This commit is contained in:
Miloslav Číž 2018-10-02 14:59:52 +02:00
parent 99a2af6f55
commit b67d8c9b43

View file

@ -26,7 +26,7 @@
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
version: 0.1
version: 0.8
*/
#include <stdint.h>
@ -40,11 +40,11 @@
RCL_UNITS_PER_SQUARE units in a square's
length. This effectively serves the purpose of
a fixed-point arithmetic. */
#define RCL_INFINITY 5000000;
#define RCL_INFINITY 2000000000
#else
#define RCL_UNITS_PER_SQUARE 32
typedef int16_t RCL_Unit;
#define RCL_INFINITY 32000;
#define RCL_INFINITY 30000
#define RCL_USE_DIST_APPROX 2
#endif
@ -56,6 +56,14 @@
#define RCL_COMPUTE_FLOOR_TEXCOORDS 0
#endif
#ifndef RCL_FLOOR_TEXCOORDS_HEIGHT
#define RCL_FLOOR_TEXCOORDS_HEIGHT 0 /** If RCL_COMPUTE_FLOOR_TEXCOORDS == 1,
this says for what height level the
texture coords will be computed for
(for simplicity/performance only one
level is allowed). */
#endif
#ifndef RCL_USE_COS_LUT
#define RCL_USE_COS_LUT 0 /**< type of look up table for cos function:
0: none (compute)
@ -162,7 +170,7 @@
printf(" start: ");\
RCL_logV2D(r.start);\
printf(" dir: ");\
RCL_logV2D(r.direction);}\
RCL_logV2D(r.direction);}
#define RCL_logHitResult(h){\
printf("hit:\n");\
@ -172,17 +180,30 @@
RCL_logV2D(h.position);\
printf(" dist: %d\n", h.distance);\
printf(" dir: %d\n", h.direction);\
printf(" texcoord: %d\n", h.textureCoord);}\
printf(" texcoord: %d\n", h.textureCoord);}
#define RCL_logPixelInfo(p){\
printf("pixel:\n");\
printf(" position: ");\
RCL_logV2D(p.position);\
printf(" texCoord: ");\
RCL_logV2D(p.texCoords);\
printf(" depth: %d\n", p.depth);\
printf(" height: %d\n", p.height);\
printf(" wall: %d\n", p.isWall);\
printf(" hit: ");\
RCL_logHitResult(p.hit);\
}\
}
#define RCL_logCamera(c){\
printf("camera:\n");\
printf(" position: ");\
RCL_logV2D(c.position);\
printf(" height: %d\n",c.height);\
printf(" direction: %d\n",c.direction);\
printf(" shear: %d\n",c.shear);\
printf(" resolution: %d x %d\n",c.resolution.x,c.resolution.y);\
}
/// Position in 2D space.
typedef struct
@ -235,6 +256,7 @@ typedef struct
int8_t isFloor; ///< Whether the pixel is floor or ceiling.
int8_t isHorizon; ///< If the pixel belongs to horizon segment.
RCL_Unit depth; ///< Corrected depth.
RCL_Unit height; ///< World height (mostly for floor).
RCL_HitResult hit; ///< Corresponding ray hit.
RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
texture coordinates. */
@ -791,9 +813,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
{
RCL_profileCall(RCL_castRayMultiHit);
RCL_Vector2D initialPos = ray.start;
RCL_Vector2D currentPos = ray.start;
RCL_Vector2D currentSquare;
currentSquare.x = RCL_divRoundDown(ray.start.x,RCL_UNITS_PER_SQUARE);
@ -883,7 +903,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
RCL_Unit diff = h.position.x - ray.start.x;
h.position.y = ray.start.y + ((ray.direction.y * diff) /
RCL_nonZero(ray.direction.x));
h.textureCoord = h.position.y;
h.distance =
((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) /
@ -903,7 +922,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
RCL_Unit diff = h.position.y - ray.start.y;
h.position.x = ray.start.x + ((ray.direction.x * diff) /
RCL_nonZero(ray.direction.y));
h.textureCoord = h.position.x;
h.distance =
((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) /
@ -914,8 +932,27 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
h.type = typeFunc(currentSquare.x,currentSquare.y);
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
switch (h.direction)
{
case 0: h.textureCoord =
RCL_wrap(-1 * h.position.x,RCL_UNITS_PER_SQUARE); break;
case 1: h.textureCoord =
RCL_wrap(h.position.y,RCL_UNITS_PER_SQUARE); break;
case 2: h.textureCoord =
RCL_wrap(h.position.x,RCL_UNITS_PER_SQUARE); break;
case 3: h.textureCoord =
RCL_wrap(-1 * h.position.y,RCL_UNITS_PER_SQUARE); break;
default: h.textureCoord = 0; break;
}
if (_RCL_rollFunction != 0)
h.doorRoll = _RCL_rollFunction(currentSquare.x,currentSquare.y);
#else
h.textureCoord = 0;
#endif
hitResults[*hitResultsLen] = h;
@ -1063,8 +1100,6 @@ static inline int16_t _RCL_drawHorizontal(
RCL_Unit depthIncrement;
RCL_Unit dx;
RCL_Unit dy;
RCL_Unit pixPos;
RCL_Unit rayCameraCos;
pixelInfo->isWall = 0;
@ -1085,9 +1120,6 @@ static inline int16_t _RCL_drawHorizontal(
{\
dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\
dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\
pixPos = yCurrent - _RCL_middleRow - 1;\
rayCameraCos = RCL_vectorsAngleCos(\
RCL_angleToDirection(_RCL_camera.direction),ray->direction);\
}\
for (int16_t i = yCurrent + increment;\
increment == -1 ? i >= limit : i <= limit; /* TODO: is efficient? */\
@ -1098,12 +1130,12 @@ static inline int16_t _RCL_drawHorizontal(
pixelInfo->depth += depthIncrement;\
if (doCoords) /*constant condition - compiler should optimize it out*/\
{\
RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
RCL_Unit d = _RCL_floorPixelDistances[i];\
RCL_Unit d2 = RCL_nonZero(pixelInfo->hit.distance);\
pixelInfo->texCoords.x =\
_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
_RCL_camera.position.x + ((d * dx) / d2);\
pixelInfo->texCoords.y =\
_RCL_camera.position.y + ((d * dy) / (pixelInfo->hit.distance));\
++pixPos;\
_RCL_camera.position.y + ((d * dy) / d2);\
}\
RCL_PIXEL_FUNCTION(pixelInfo);\
}\
@ -1174,7 +1206,6 @@ static inline int16_t _RCL_drawWall(
i += increment)
{
// more expensive texture coord computing
pixelInfo->position.y = i;
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
@ -1210,6 +1241,22 @@ static inline int16_t _RCL_drawWall(
return limit;
}
/// Fills a RCL_HitResult struct with info for a hit at infinity.
static inline void _RCL_makeInfiniteHit(RCL_HitResult *hit, RCL_Ray *ray)
{
hit->distance = RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE;
/* ^ horizon is at infinity, but we can't use too big infinity
(RCL_INFINITY) because it would overflow in the following mult. */
hit->position.x = (ray->direction.x * hit->distance) / RCL_UNITS_PER_SQUARE;
hit->position.y = (ray->direction.y * hit->distance) / RCL_UNITS_PER_SQUARE;
hit->direction = 0;
hit->textureCoord = 0;
hit->arrayValue = 0;
hit->doorRoll = 0;
hit->type = 0;
}
void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
RCL_Ray ray)
{
@ -1217,12 +1264,13 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
RCL_Unit fPosY = _RCL_camera.resolution.y;
RCL_Unit cPosY = -1;
// world coordinates
// world coordinates (relative to camera height though)
RCL_Unit fZ1World = _RCL_startFloorHeight;
RCL_Unit cZ1World = _RCL_startCeil_Height;
RCL_PixelInfo p;
p.position.x = x;
p.height = 0;
p.texCoords.x = 0;
p.texCoords.y = 0;
@ -1232,7 +1280,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
int8_t drawingHorizon = j == hitCount;
RCL_HitResult hit;
RCL_Unit distance;
RCL_Unit distance = 1;
RCL_Unit fWallHeight = 0, cWallHeight = 0;
RCL_Unit fZ2World = 0, cZ2World = 0;
@ -1242,7 +1290,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
if (!drawingHorizon)
{
hit = hits[j];
distance = hit.distance;
distance = RCL_nonZero(hit.distance);
p.hit = hit;
fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
fZ2World = fWallHeight - _RCL_camera.height;
@ -1269,6 +1318,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
{
fZ1Screen = _RCL_middleRow;
cZ1Screen = _RCL_middleRow + 1;
_RCL_makeInfiniteHit(&p.hit,&ray);
}
RCL_Unit limit;
@ -1278,6 +1328,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
// draw floor until wall
p.isFloor = 1;
p.height = fZ1World + _RCL_camera.height;
#if RCL_COMPUTE_FLOOR_DEPTH == 1
p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep;
@ -1286,8 +1337,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
#endif
limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,0,1,&ray,&p);
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
// ^ purposfully allow outside screen bounds
RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT,
1,&ray,&p);
if (fPosY > limit)
fPosY = limit;
@ -1296,6 +1349,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
{
// draw ceiling until wall
p.isFloor = 0;
p.height = cZ1World + _RCL_camera.height;
#if RCL_COMPUTE_CEILING_DEPTH == 1
p.depth = (cPosY - _RCL_cHorizontalDepthStart) *
@ -1315,8 +1369,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.isWall = 1;
p.depth = distance;
p.isFloor = 1;
p.hit = hit;
p.texCoords.x = hit.textureCoord;
p.height = 0; // don't compute this, no use
// draw floor wall
@ -1400,9 +1454,11 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
{
// normal hit, check the door roll
RCL_Unit texCoordMod = hit.textureCoord % RCL_UNITS_PER_SQUARE;
int8_t unrolled = hit.doorRoll >= 0 ?
hit.doorRoll > hit.textureCoord :
hit.textureCoord > RCL_UNITS_PER_SQUARE + hit.doorRoll;
hit.doorRoll > texCoordMod :
texCoordMod > RCL_UNITS_PER_SQUARE + hit.doorRoll;
if (unrolled)
{
@ -1450,17 +1506,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
}
else
{
RCL_HitResult hit;
hit.distance = RCL_HORIZON_DEPTH;
hit.direction = 0;
hit.textureCoord = x * 128;
hit.position.x = 0;
hit.position.y = 0;
hit.arrayValue = 0;
hit.type = 0;
p.hit = hit;
_RCL_makeInfiniteHit(&p.hit,&ray);
}
// draw ceiling
@ -1469,6 +1515,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.isFloor = 0;
p.isHorizon = 1;
p.depth = 1;
p.height = RCL_UNITS_PER_SQUARE;
y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
@ -1478,6 +1525,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.isWall = 1;
p.isFloor = 1;
p.depth = dist;
p.height = 0;
#if RCL_ROLL_TEXTURE_COORDS == 1 && RCL_COMPUTE_WALL_TEXCOORDS == 1
p.hit.textureCoord -= p.hit.doorRoll;
@ -1490,7 +1538,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
-1,_RCL_camResYLimit,p.hit.arrayValue,1,&p);
y = RCL_max(y,limit); // take max, in case no wall was drawn
y = RCL_max(y,_RCL_middleRow + 1);
y = RCL_max(y,wallStart);
// draw floor
@ -1505,6 +1553,22 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
-1,&ray,&p);
}
/**
Precomputes a distance from camera to the floor at each screen row into an
array (must be preallocated with sufficient (camera.resolution.y) length).
*/
static inline void _RCL_precomputeFloorDistances(RCL_Camera camera,
RCL_Unit *dest, uint16_t startIndex)
{
RCL_Unit camHeightScreenSize =
(camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE;
for (uint16_t i = startIndex
; i < camera.resolution.y; ++i)
dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize,
RCL_absVal(i - _RCL_middleRow));
}
void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction,
RCL_RayConstraints constraints)
@ -1514,7 +1578,7 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
_RCL_camera = cam;
_RCL_camResYLimit = cam.resolution.y - 1;
int16_t halfResY = cam.resolution.y / 2;
uint16_t halfResY = cam.resolution.y / 2;
_RCL_middleRow = halfResY + cam.shear;
@ -1534,6 +1598,12 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
_RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y;
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
RCL_Unit floorPixelDistances[cam.resolution.y];
_RCL_precomputeFloorDistances(cam,floorPixelDistances,0);
_RCL_floorPixelDistances = floorPixelDistances; // pass to column function
#endif
RCL_castRaysMultiHit(cam,_RCL_floorCeilFunction,typeFunction,
_RCL_columnFunctionComplex,constraints);
}
@ -1560,25 +1630,9 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2)
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
uint16_t halfResY = cam.resolution.y / 2;
RCL_Unit floorPixelDistances[halfResY]; /* for each vertical floor pixel,
this will contain precomputed
distance to the camera */
RCL_Unit camHeightScreenSize =
#ifdef RCL_RAYCAST_TINY
(cam.height
#else
(((cam.height >> 6) << 6) // prevent weird floor movement with rounding
#endif
* cam.resolution.y) / RCL_UNITS_PER_SQUARE;
for (uint16_t i = 0; i < halfResY; ++i) // precompute the distances
floorPixelDistances[i] =
RCL_perspectiveScaleInverse(camHeightScreenSize,i);
// pass to _RCL_columnFunctionSimple
_RCL_floorPixelDistances = floorPixelDistances;
RCL_Unit floorPixelDistances[cam.resolution.y];
_RCL_precomputeFloorDistances(cam,floorPixelDistances,_RCL_middleRow);
_RCL_floorPixelDistances = floorPixelDistances; // pass to column function
#endif
RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
@ -1677,9 +1731,10 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
RCL_Unit scaledSize)
{
return scaledSize != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE) /
(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
// ^ take the middle
((RCL_VERTICAL_FOV * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
: 0;
: RCL_INFINITY;
}
void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
@ -1837,6 +1892,7 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
camera->height = RCL_clamp(camera->height,
bottomLimit + RCL_CAMERA_COLL_HEIGHT_BELOW,
topLimit - RCL_CAMERA_COLL_HEIGHT_ABOVE);
#undef checkSquares
}
}