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Start drawing ceiling

This commit is contained in:
Miloslav Číž 2018-09-02 23:26:02 +02:00
parent 06f0a49626
commit 31c84a27af

View file

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