From 1373f5e2e4e8d73443ae19040d1ae09f0194117d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Tue, 11 Sep 2018 08:24:48 +0200 Subject: [PATCH] Add simple render --- raycastlib.h | 31 +++++++++++++++++++++++++------ 1 file changed, 25 insertions(+), 6 deletions(-) diff --git a/raycastlib.h b/raycastlib.h index ecf11cf..4a39745 100644 --- a/raycastlib.h +++ b/raycastlib.h @@ -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;