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Add simple render

This commit is contained in:
Miloslav Číž 2018-09-11 08:24:48 +02:00
parent 2a689d6f7a
commit 1373f5e2e4

View file

@ -675,6 +675,7 @@ ArrayFunction _ceilFunction = 0;
uint8_t _computeTextureCoords = 0;
Unit _fogStartYBottom = 0;
Unit _fogStartYTop = 0;
int16_t _cameraHeightScreen = 0;
/**
Helper function that determines intersection with both ceiling and floor.
@ -928,6 +929,11 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
{
int16_t y = 0;
int16_t wallScreenHeight = 0;
int16_t coordHelper = 0;
int16_t wallStart = _middleRow;
int16_t wallEnd = _middleRow;
int16_t heightOffset = 0;
Unit dist = 1;
PixelInfo p;
@ -941,10 +947,19 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
int16_t wallHeightWorld = _floorFunction(hit.square.x,hit.square.y);
wallScreenHeight = perspectiveScale((wallHeightWorld *
_camera.resolution.y) / UNITS_PER_SQUARE,dist);
}
int16_t wallStart = clamp(_middleRow - wallScreenHeight / 2,0,_camResYLimit);
int16_t wallEnd = clamp(wallStart + wallScreenHeight,0,_camResYLimit);
heightOffset = perspectiveScale(_cameraHeightScreen,dist);
wallStart = _middleRow - wallScreenHeight / 2 + heightOffset;
coordHelper = -1 * wallStart;
coordHelper = coordHelper >= 0 ? coordHelper : 0;
wallStart = clamp(wallStart,0,_camResYLimit);
wallEnd = clamp(wallStart + wallScreenHeight,0,_camResYLimit);
}
// draw ceiling
@ -958,6 +973,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
p.position.y = y;
_pixelFunction(p);
++y;
p.depth += _floorDepthStep;
}
// draw wall
@ -966,8 +982,6 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
p.isFloor = 1;
p.depth = dist;
int16_t coordHelper = 0;
while (y < wallEnd)
{
p.position.y = y;
@ -983,13 +997,14 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
// draw floor
p.isWall = 0;
p.depth = 1;
p.depth = _middleRow * _floorDepthStep;
while (y < _camera.resolution.y)
{
p.position.y = y;
_pixelFunction(p);
++y;
p.depth -= _floorDepthStep;
}
}
@ -1040,6 +1055,10 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
_middleRow = cam.resolution.y / 2;
_computeTextureCoords = constraints.computeTextureCoords;
_cameraHeightScreen =
(_camera.resolution.y * (_camera.height - UNITS_PER_SQUARE)) /
UNITS_PER_SQUARE;
// TODO
_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;