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Start drawing ceiling
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parent
06f0a49626
commit
31c84a27af
1 changed files with 78 additions and 6 deletions
84
raycastlib.h
84
raycastlib.h
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@ -531,9 +531,11 @@ 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; // on screen y, will only go upwards
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int_maybe32_t y2 = 0;
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Unit worldZPrev = _startHeight;
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Unit previousDepth = 1;
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Unit worldZPrevCeil = UNITS_PER_SQUARE * 5 + _startHeight;
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PixelInfo p;
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p.position.x = x;
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@ -555,7 +557,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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Unit wallHeight = _arrayFunction(hit.square.x,hit.square.y);
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Unit worldZ2 = -1 * _camera.height + wallHeight;
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Unit worldZ2 = wallHeight - _camera.height;
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Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
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int16_t z1Screen = _middleRow -
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perspectiveScale(
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@ -564,6 +568,13 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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z1Screen = clamp(z1Screen,0,_camResYLimit);
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int16_t z1ScreenCeil = _middleRow -
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perspectiveScale(
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,1);
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z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
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int16_t z2Screen = _middleRow -
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perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,
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@ -571,16 +582,32 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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z2Screen = clamp(z2Screen,0,_camResYLimit);
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int16_t z2ScreenCeil = _middleRow -
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perspectiveScale(
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,1);
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z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
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Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
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Unit zBottomCeil = z1ScreenCeil > z2ScreenCeil ? z1ScreenCeil : z2ScreenCeil;
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if (zTop <= zBottomCeil)
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zBottomCeil = zTop;
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// draw floor until the wall
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p.isWall = 0;
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Unit depthDiff = dist - previousDepth;
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Unit floorCameraDiff = _camera.height - worldZPrev;
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for (int_maybe32_t i = y; i > zTop; --i)
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for (int_maybe32_t i = y; i > z1Screen; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep +
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@ -589,9 +616,25 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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_pixelFunction(p);
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}
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Unit ceilCameraDiff = worldZPrevCeil - _camera.height;
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for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
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{
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p.position.y = i;
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p.depth = i * _floorDepthStep + ceilCameraDiff * 2;
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_pixelFunction(p);
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}
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// draw the wall
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p.isWall = 1;
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p.depth = 1;
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p.depth = dist;
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for (int_maybe32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
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@ -601,18 +644,34 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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_pixelFunction(p);
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}
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for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2; i < z2ScreenCeil; ++i)
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{
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p.position.y = i;
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p.hit = hit;
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_pixelFunction(p);
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}
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y = y > zTop ? zTop : y;
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worldZPrev = worldZ2;
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previousDepth = dist;
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y2 = y2 < zBottomCeil ? zBottomCeil : y2;
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worldZPrevCeil = worldZ2Ceil;
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if (y <= y2)
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break;
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}
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// draw floor until horizon
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p.isWall = 0;
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Unit floorCameraDiff = _camera.height - worldZPrev;
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for (int_maybe32_t i = y; i >= _middleRow; --i)
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uint16_t horizon = y <= y2 ? y : _middleRow;
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for (int_maybe32_t i = y; i >= horizon; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep +
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@ -620,6 +679,19 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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_pixelFunction(p);
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}
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/*
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Unit ceilCameraDiff = worldZPrevCeil - _camera.height;
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for (int_maybe32_t i = y2; i < horizon; ++i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep +
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floorCameraDiff * 2;
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_pixelFunction(p);
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}
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*/
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}
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void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
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