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Render floor

This commit is contained in:
Miloslav Číž 2018-09-01 08:17:01 +02:00
parent d449c7b52e
commit 3404194dfb

View file

@ -495,6 +495,8 @@ Camera _camera;
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
int32_t y = _camera.resolution.y - 1;
for (uint32_t j = 0; j < hitCount; ++j)
{
HitResult hit = hits[j];
@ -516,17 +518,36 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit offset = perspectiveScale(_camera.height - z,dist,1);
uint32_t start = _camera.resolution.y / 2 - height / 2 + offset;
int32_t start = _camera.resolution.y / 2 + height / 2 + offset;
for (uint32_t i = start; i < start + height; ++i)
PixelInfo p;
p.position.x = x;
p.isWall = 0;
// draw floor until the wall
for (int32_t i = y; i > start; --i)
{
PixelInfo p;
p.position.x = x;
p.position.y = i;
p.isWall = 1;
p.hit = hit;
_pixelFunction(p);
}
int32_t yPrev = y;
y = start - height;
if (y > yPrev) // don't overwrite the previous - y can only get smaller
y = yPrev;
start = start > yPrev ? yPrev : start;
p.isWall = 1;
// draw the wall
for (int32_t i = start; i > (y < 0 ? 0 : y); --i)
{
p.position.y = i;
p.hit = hit;
_pixelFunction(p);
}
}