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Add texturing

This commit is contained in:
Miloslav Číž 2018-09-03 14:23:11 +02:00
parent 3173d76c5d
commit 4172f44731

View file

@ -77,9 +77,8 @@ typedef struct
Vector2D position; ///< Exact collision position in Units.
Unit distance; /**< Euclidean distance to the hit position, or -1 if
no collision happened. */
Unit textureCoord; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
coordinate. */
uint8_t direction; ///< Direction of hit.
Unit textureCoord; /// Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
uint8_t direction; ///< Direction of hit.
} HitResult;
typedef struct
@ -93,10 +92,11 @@ typedef struct
typedef struct
{
Vector2D position; ///< On-screen position.
int8_t isWall; ///< Whether the pixel is a wall or a floor(/ceiling).
Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
Vector2D position; ///< On-screen position.
int8_t isWall; ///< Whether the pixel is a wall or a floor(/ceiling).
Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
Unit textureCoordY; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
} PixelInfo;
typedef struct
@ -441,13 +441,25 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
h.distance = dist(initialPos,currentPos);
if (no.y > 0)
{
h.direction = 0;
h.textureCoord = co.x;
}
else if (no.x > 0)
{
h.direction = 1;
h.textureCoord = co.y;
}
else if (no.y < 0)
{
h.direction = 2;
h.textureCoord = co.x;
}
else
{
h.direction = 3;
h.textureCoord = co.y;
}
hitResults[*hitResultsLen] = h;
@ -569,29 +581,37 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
Unit z1Screen = _middleRow - perspectiveScale(
int_maybe32_t z1Screen = _middleRow - perspectiveScale(
(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
int_maybe32_t z1ScreenNoClamp = z1Screen;
z1Screen = clamp(z1Screen,0,_camResYLimit);
Unit z1ScreenCeil = _middleRow - perspectiveScale(
int_maybe32_t z1ScreenCeil = _middleRow - perspectiveScale(
(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
int_maybe32_t z1ScreenCeilNoClamp = z1ScreenCeil;
z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
Unit z2Screen = _middleRow - perspectiveScale(
int_maybe32_t z2Screen = _middleRow - perspectiveScale(
(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
int_maybe32_t wallScreenHeightNoClamp = z2Screen - z1ScreenNoClamp;
z2Screen = clamp(z2Screen,0,_camResYLimit);
Unit z2ScreenCeil = _middleRow - perspectiveScale(
int_maybe32_t z2ScreenCeil = _middleRow - perspectiveScale(
(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
int_maybe32_t wallScreenHeightCeilNoClamp = z2ScreenCeil - z1ScreenCeilNoClamp;
z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
int_maybe32_t zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
Unit zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
int_maybe32_t zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
z1ScreenCeil : z2ScreenCeil;
if (zTop <= zBottomCeil)
@ -630,6 +650,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
p.position.y = i;
p.hit = hit;
p.textureCoordY = ((i - z1ScreenNoClamp) * UNITS_PER_SQUARE) / wallScreenHeightNoClamp;
_pixelFunction(p);
}
@ -640,6 +661,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
p.position.y = i;
p.hit = hit;
p.textureCoordY = ((i - z1ScreenCeilNoClamp) * UNITS_PER_SQUARE) / wallScreenHeightCeilNoClamp;
_pixelFunction(p);
}