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https://git.coom.tech/drummyfish/raycastlib.git
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Start general floor texturing
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parent
66c9ace75a
commit
3bfc3e2a38
1 changed files with 30 additions and 18 deletions
48
raycastlib.h
48
raycastlib.h
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@ -1082,6 +1082,7 @@ static inline int16_t _RCL_drawHorizontal(
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RCL_Unit dx;
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RCL_Unit dy;
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RCL_Unit pixPos;
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RCL_Unit pixPosIncrement;
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RCL_Unit rayCameraCos;
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pixelInfo->isWall = 0;
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@ -1104,6 +1105,7 @@ static inline int16_t _RCL_drawHorizontal(
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dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\
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dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\
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pixPos = yCurrent - _RCL_middleRow;\
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pixPosIncrement = yCurrent < yTo ? 1 : -1;\
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rayCameraCos = RCL_vectorsAngleCos(\
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RCL_angleToDirection(_RCL_camera.direction),ray->direction);\
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}\
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@ -1121,7 +1123,7 @@ static inline int16_t _RCL_drawHorizontal(
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_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
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pixelInfo->texCoords.y =\
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_RCL_camera.position.y + ((d * dy) / (pixelInfo->hit.distance));\
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++pixPos;\
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pixPos += pixPosIncrement;\
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}\
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RCL_PIXEL_FUNCTION(pixelInfo);\
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}\
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@ -1228,6 +1230,22 @@ static inline int16_t _RCL_drawWall(
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return limit;
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}
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/// Fills a RCL_HitResult struct with info for a hit at infinity.
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static inline void _RCL_makeInfiniteHit(RCL_HitResult *hit, RCL_Ray *ray)
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{
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hit->distance = RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE;
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/* ^ horizon is at infinity, but we can't use too big infinity
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(RCL_INFINITY) because it would overflow in the following mult. */
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hit->position.x = (ray->direction.x * hit->distance) / RCL_UNITS_PER_SQUARE;
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hit->position.y = (ray->direction.y * hit->distance) / RCL_UNITS_PER_SQUARE;
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hit->direction = 0;
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hit->textureCoord = 0;
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hit->arrayValue = 0;
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hit->doorRoll = 0;
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hit->type = 0;
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}
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void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
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RCL_Ray ray)
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{
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@ -1288,6 +1306,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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fZ1Screen = _RCL_middleRow;
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cZ1Screen = _RCL_middleRow + 1;
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_RCL_makeInfiniteHit(&p.hit,&ray);
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}
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RCL_Unit limit;
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@ -1306,8 +1325,9 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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#endif
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limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,0,1,&ray,&p);
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
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// ^ purposfully allow outside screen bounds
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RCL_COMPUTE_FLOOR_TEXCOORDS,1,&ray,&p);
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if (fPosY > limit)
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fPosY = limit;
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@ -1474,21 +1494,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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}
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else
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{
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RCL_HitResult hit;
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hit.distance = RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE;
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/* ^ horizon is at infinity, but we can't use too big infinity
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(RCL_INFINITY) because it would overflow in the following mult. */
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hit.position.x = (ray.direction.x * hit.distance) / RCL_UNITS_PER_SQUARE;
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hit.position.y = (ray.direction.y * hit.distance) / RCL_UNITS_PER_SQUARE;
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hit.direction = 0;
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hit.textureCoord = 0;
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hit.arrayValue = 0;
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hit.doorRoll = 0;
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hit.type = 0;
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p.hit = hit;
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_RCL_makeInfiniteHit(&p.hit,&ray);
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}
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// draw ceiling
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@ -1554,7 +1560,7 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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_RCL_camera = cam;
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_RCL_camResYLimit = cam.resolution.y - 1;
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int16_t halfResY = cam.resolution.y / 2;
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uint16_t halfResY = cam.resolution.y / 2;
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_RCL_middleRow = halfResY + cam.shear;
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@ -1574,6 +1580,12 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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_RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y;
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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RCL_Unit floorPixelDistances[halfResY];
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_RCL_precomputeFloorDistances(cam.height,floorPixelDistances,halfResY);
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_RCL_floorPixelDistances = floorPixelDistances; // pass to column function
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#endif
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RCL_castRaysMultiHit(cam,_RCL_floorCeilFunction,typeFunction,
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_RCL_columnFunctionComplex,constraints);
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}
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