Adjust helloRay
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1 changed files with 16 additions and 11 deletions
25
helloRay.cpp
25
helloRay.cpp
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@ -10,11 +10,14 @@
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function that will render pixels. It allows super performance. */
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#define RCL_COMPUTE_WALL_TEXCOORDS 0
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/* ^ We won't be using textures, so turn them off. */
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#define RCL_COMPUTE_FLOOR_TEXCOORDS 0
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#define RCL_COMPUTE_FLOOR_DEPTH 0
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#define RCL_COMPUTE_FLOOR_DEPTH 0
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#define RCL_COMPUTE_CEILING_DEPTH 0
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/* ^ Turn off features we won't be using, so that the program runs faster.
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/* There are many other options that can be defined here, check the library
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for details. Don't forget to disable the features you won't be using - it
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will speed up the rendering. */
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There are many other options that can be defined here, check the library
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for details. */
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#include "raycastlib.h"
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#include "Pokitto.h"
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@ -22,7 +25,7 @@
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Pokitto::Core pokitto;
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RCL_Camera camera; // Defines a view that will be rendered.
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RCL_RayConstraints constraints;
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RCL_RayConstraints constraints; // Says the details of casting individual rays.
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/* Function that for given square coordinates returns height of the floor
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(in RCL_Units). */
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@ -35,7 +38,9 @@ RCL_Unit floorHeightAt(int16_t x, int16_t y)
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make the walls twice as high. */
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/* You can either generate the level procedurally as above, or read it from
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an array and return it here. */
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an array and return it here. You can also animate the level here, there
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are no limits. Just keep in mind this function should be fast because
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it will get called a lot. */
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}
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/* Function that will be called by the library in order to draw individual
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@ -46,7 +51,7 @@ void pixelFunc(RCL_PixelInfo *pixel)
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uint8_t color;
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/* The pixel variable holds all kind of info about the pixel to be rendered.
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Check the PixelInfo struct for details. */
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Check the RCL_PixelInfo struct for details. */
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if (pixel->isWall)
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color = pixel->hit.direction + 2; // give walls different colors
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@ -76,9 +81,9 @@ int main()
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RCL_initCamera(&camera); /* To initialize all parameters so that none
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remains undefined. */
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// Set the camera position to square [4;6].
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camera.position.x = 4 * RCL_UNITS_PER_SQUARE;
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camera.position.y = 6 * RCL_UNITS_PER_SQUARE;
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// Set the camera position to the middle of square [2;3].
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camera.position.x = 2 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
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camera.position.y = 3 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
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camera.height = RCL_UNITS_PER_SQUARE;
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