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mirror of https://git.coom.tech/drummyfish/raycastlib.git synced 2024-11-20 20:19:57 +01:00

Start general floor texturing

This commit is contained in:
Miloslav Číž 2018-09-28 23:01:00 +02:00
parent 66c9ace75a
commit 3bfc3e2a38

View file

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