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Remove floor macro

This commit is contained in:
Miloslav Číž 2018-09-22 14:36:40 +02:00
parent 8a31b45ddf
commit 3aad310b26

View file

@ -132,6 +132,12 @@
has (the floor depth is only
approximated with the help
of this constant). */
#ifndef RCL_VERTICAL_DEPTH_MULTIPLY
#define RCL_VERTICAL_DEPTH_MULTIPLY 2 /**< Defines a multiplier of height
difference when approximating floor/ceil
depth. */
#endif
#define RCL_logV2D(v)\
printf("[%d,%d]\n",v.x,v.y);
@ -969,11 +975,53 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
// ^ prevent division by zero
}
/// Helper for drawing floor or ceiling.
static inline int16_t _RCL_drawHorizontal(
RCL_Unit yCurrent,
RCL_Unit yTo,
RCL_Unit limit1, // TODO: int16_t?
RCL_Unit limit2,
RCL_Unit verticalOffset,
int16_t increment,
int8_t computeDepth,
RCL_PixelInfo *pixelInfo
)
{
int16_t limit = RCL_clamp(yTo,limit1,limit2);
if (computeDepth) // branch early before critical function
{
pixelInfo->depth += RCL_absVal(verticalOffset) *
RCL_VERTICAL_DEPTH_MULTIPLY;
for (int16_t i = yCurrent + increment;
increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
i += increment)
{
pixelInfo->position.y = i;
pixelInfo->depth += _RCL_horizontalDepthStep;
RCL_PIXEL_FUNCTION(pixelInfo);
}
}
else
{
for (int16_t i = yCurrent + increment;
increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
i += increment)
{
pixelInfo->position.y = i;
RCL_PIXEL_FUNCTION(pixelInfo);
}
}
return limit;
}
static inline int16_t _RCL_drawWall(
RCL_Unit yCurrent,
RCL_Unit yFrom,
RCL_Unit yTo,
RCL_Unit limit1,
RCL_Unit limit1, // TODO: int16_t?
RCL_Unit limit2,
int16_t increment,
RCL_PixelInfo *pixelInfo
@ -1102,22 +1150,6 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
RCL_Unit limit;
#define VERTICAL_DEPTH_MULTIPLY 2
#define drawHorizontal(pref,l1,l2,comp,inc,compDepth)\
if (compDepth)\
p.depth += RCL_absVal(pref##Z1World) * VERTICAL_DEPTH_MULTIPLY;\
limit = RCL_clamp(pref##Z1Screen,l1,l2);\
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
{\
p.position.y = i;\
if (compDepth)\
p.depth += _RCL_horizontalDepthStep;\
RCL_PIXEL_FUNCTION(&p);\
}\
if (pref##PosY comp limit)\
pref##PosY = limit;
p.isWall = 0;
p.isHorizon = drawingHorizon;
@ -1130,8 +1162,12 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.depth = 0;
#endif
drawHorizontal(f,cPosY + 1,_RCL_camera.resolution.y,>,-,
RCL_COMPUTE_FLOOR_DEPTH) // ^ purposfully allow outside screen bounds
limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,&p);
// ^ purposfully allow outside screen bounds
if (fPosY > limit)
fPosY = limit;
if (_RCL_ceilFunction != 0 || drawingHorizon)
{
@ -1143,12 +1179,13 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
_RCL_horizontalDepthStep;
#endif
drawHorizontal(c,-1,fPosY - 1,<,+,RCL_COMPUTE_CEILING_DEPTH)
// ^ purposfully allow outside screen bounds here
}
limit = _RCL_drawHorizontal(cPosY,cZ1Screen,
-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,&p);
// ^ purposfully allow outside screen bounds here
#undef drawHorizontal
#undef VERTICAL_DEPTH_MULTIPLY
if (cPosY < limit)
cPosY = limit;
}
if (!drawingHorizon) // don't draw walls for horizon plane
{