Adjust helloRay

This commit is contained in:
Miloslav Číž 2018-09-30 14:12:21 +02:00
parent 1ab06b89d4
commit ffb82ec01e

View file

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