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Start simple render
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1105264305
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1 changed files with 110 additions and 11 deletions
121
raycastlib.h
121
raycastlib.h
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@ -245,6 +245,9 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints);
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints);
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/**
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Function that moves given camera and makes it collide with walls and
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potentially also floor and ceilings. It's meant to help implement player
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@ -690,6 +693,22 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
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return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
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}
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inline Unit adjustDistance(Unit distance, Camera camera, Ray ray)
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{
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/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
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possibly be computed more efficiently by not computing Euclidean
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distance at all, but rather compute the distance of the collision
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point from the projection plane (line). */
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Unit result =
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(distance *
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vectorsAngleCos(angleToDirection(camera.direction),ray.direction)) /
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UNITS_PER_SQUARE;
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return result == 0 ? 1 : result;
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// ^ prevent division by zero
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}
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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int_maybe32_t y = _camResYLimit; // screen y (for floor), will only go up
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@ -708,16 +727,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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HitResult hit = hits[j];
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/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
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possibly be computed more efficiently by not computing Euclidean
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distance at all, but rather compute the distance of the collision
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point from the projection plane (line). */
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Unit dist = // adjusted distance
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(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
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ray.direction)) / UNITS_PER_SQUARE;
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dist = dist == 0 ? 1 : dist; // prevent division by zero
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Unit dist = adjustDistance(hit.distance,_camera,ray);
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Unit wallHeight = _floorFunction(hit.square.x,hit.square.y);
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@ -901,7 +911,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY : UNITS_PER_SQUARE;
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horizon = y > _middleRow ? _middleRow : y;
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horizon = clamp(horizon,0,_camera.resolution.y);
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horizon = clamp(horizon,0,_camResYLimit);
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for (int_maybe32_t i = y2; i < horizon; ++i)
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{
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@ -913,6 +923,76 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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#undef VERTICAL_DEPTH_MULTIPLY
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}
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void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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Ray ray)
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{
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int16_t y = 0;
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int16_t wallScreenHeight = 0;
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Unit dist = 1;
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PixelInfo p;
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p.position.x = x;
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if (hitCount > 0)
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{
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HitResult hit = hits[0];
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p.hit = hit;
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dist = adjustDistance(hit.distance,_camera,ray);
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int16_t wallHeightWorld = _floorFunction(hit.square.x,hit.square.y);
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wallScreenHeight = perspectiveScale((wallHeightWorld *
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_camera.resolution.y) / UNITS_PER_SQUARE,dist);
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}
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int16_t wallStart = clamp(_middleRow - wallScreenHeight / 2,0,_camResYLimit);
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int16_t wallEnd = clamp(wallStart + wallScreenHeight,0,_camResYLimit);
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// draw ceiling
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p.isWall = 0;
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p.isFloor = 0;
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p.isHorizon = 1;
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p.depth = 1;
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while (y < wallStart)
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{
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p.position.y = y;
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_pixelFunction(p);
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++y;
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}
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// draw wall
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p.isWall = 1;
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p.isFloor = 1;
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p.depth = dist;
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int16_t coordHelper = 0;
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while (y < wallEnd)
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{
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p.position.y = y;
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if (_computeTextureCoords)
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p.textureCoordY = (coordHelper * UNITS_PER_SQUARE) / wallScreenHeight;
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_pixelFunction(p);
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++y;
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++coordHelper;
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}
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// draw floor
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p.isWall = 0;
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p.depth = 1;
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while (y < _camera.resolution.y)
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{
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p.position.y = y;
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_pixelFunction(p);
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++y;
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}
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}
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void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints)
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@ -950,6 +1030,25 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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_columnFunction,constraints);
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}
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints)
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{
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_pixelFunction = pixelFunc;
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_floorFunction = floorHeightFunc;
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_camera = cam;
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_camResYLimit = cam.resolution.y - 1;
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_middleRow = cam.resolution.y / 2;
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_computeTextureCoords = constraints.computeTextureCoords;
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// TODO
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_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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constraints.maxHits = 1;
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castRaysMultiHit(cam,_floorFunction,typeFunc,_columnFunctionSimple,
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constraints);
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}
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Vector2D normalize(Vector2D v)
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{
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profileCall(normalize);
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