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mirror of https://git.coom.tech/drummyfish/raycastlib.git synced 2024-11-21 20:29:59 +01:00

Reimplement floor textures

This commit is contained in:
Miloslav Číž 2018-09-23 22:38:14 +02:00
parent b36a9dabfd
commit 43019f6314

View file

@ -138,7 +138,7 @@
#endif
#endif
#define HORIZON_DEPTH (12 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
#define HORIZON_DEPTH (11 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
has (the floor depth is only
approximated with the help
of this constant). */
@ -996,40 +996,76 @@ static inline int16_t _RCL_drawHorizontal(
RCL_Unit verticalOffset,
int16_t increment,
int8_t computeDepth,
int8_t computeCoords,
int16_t depthIncrementMultiplier,
RCL_Ray *ray,
RCL_PixelInfo *pixelInfo
)
{
RCL_Unit depthIncrement;
RCL_Unit dx;
RCL_Unit dy;
RCL_Unit pixPos;
RCL_Unit rayCameraCos;
pixelInfo->isWall = 0;
int16_t limit = RCL_clamp(yTo,limit1,limit2);
if (computeDepth) // branch early before critical loop
{
pixelInfo->depth += RCL_absVal(verticalOffset) *
RCL_VERTICAL_DEPTH_MULTIPLY;
RCL_Unit depthIncrement = depthIncrementMultiplier *
_RCL_horizontalDepthStep;
for (int16_t i = yCurrent + increment;
increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
i += increment)
{
pixelInfo->position.y = i;
pixelInfo->depth += depthIncrement;
RCL_PIXEL_FUNCTION(pixelInfo);
/* for performance reasons have different version of the critical loop
to be able to branch early */
#define loop(doDepth,doCoords)\
{\
if (doDepth) /*constant condition - compiler should optimize it out*/\
{\
pixelInfo->depth += RCL_absVal(verticalOffset) *\
RCL_VERTICAL_DEPTH_MULTIPLY;\
depthIncrement = depthIncrementMultiplier *\
_RCL_horizontalDepthStep;\
}\
if (doCoords) /*constant condition - compiler should optimize it out*/\
{\
dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\
dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\
pixPos = yCurrent - _RCL_middleRow - 1;\
rayCameraCos = RCL_vectorsAngleCos(\
RCL_angleToDirection(_RCL_camera.direction),ray->direction);\
}\
for (int16_t i = yCurrent + increment;\
increment == -1 ? i >= limit : i <= limit; /* TODO: is efficient? */\
i += increment)\
{\
pixelInfo->position.y = i;\
if (doDepth) /*constant condition - compiler should optimize it out*/\
pixelInfo->depth += depthIncrement;\
if (doCoords)/*constant condition - compiler should optimize it out*/\
{\
RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;\
/* ^ inverse of RCL_adjustDistance(...) */\
pixelInfo->texCoords.x =\
_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
pixelInfo->texCoords.y =\
_RCL_camera.position.y + ((d * dy) / (pixelInfo->hit.distance));\
++pixPos;\
}\
RCL_PIXEL_FUNCTION(pixelInfo);\
}\
}
if (computeDepth) // branch early
{
if (!computeCoords)
loop(1,0)
else
loop(1,1)
}
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);
}
if (!computeCoords)
loop(0,0)
else
loop(1,1)
}
return limit;
@ -1192,7 +1228,7 @@ 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,1,&p);
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,0,1,&ray,&p);
// ^ purposfully allow outside screen bounds
if (fPosY > limit)
@ -1209,7 +1245,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
#endif
limit = _RCL_drawHorizontal(cPosY,cZ1Screen,
-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,1,&p);
-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// ^ purposfully allow outside screen bounds here
if (cPosY < limit)
@ -1366,7 +1402,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
// ^ in case there is no wall
y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,1,&p);
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// draw wall
@ -1383,8 +1419,6 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
limit = _RCL_drawWall(y,wallStart,wallStart + wallHeightScreen - 1,-1,
_RCL_camera.resolution.y,p.hit.arrayValue,1,&p);
// y = RCL_max(y,limit) + 1; // take max, in case no wall was drawn
y = RCL_max(y,limit); // take max, in case no wall was drawn
// draw floor
@ -1395,53 +1429,9 @@ y = RCL_max(y,limit); // take max, in case no wall was drawn
p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
#endif
_RCL_drawHorizontal(y,_RCL_camResYLimit,-1,
_RCL_camResYLimit,_RCL_camera.height,1,
RCL_COMPUTE_FLOOR_DEPTH,-1,&p);
/*
#if RCL_COMPUTE_FLOOR_DEPTH == 1
p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
#endif
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
RCL_Unit dx = p.hit.position.x - _RCL_camera.position.x;
RCL_Unit dy = p.hit.position.y - _RCL_camera.position.y;
RCL_Unit pixPos = y - _RCL_middleRow - 1;
RCL_Unit rayCameraCos = RCL_vectorsAngleCos(
RCL_angleToDirection(_RCL_camera.direction),ray.direction);
#endif
while (y < _RCL_camera.resolution.y)
{
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
RCL_Unit d = _RCL_floorPixelDistances[pixPos];
d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;
// ^ inverse of RCL_adjustDistance(...)
p.texCoords.x = _RCL_camera.position.x + ((d * dx) / (p.hit.distance));
p.texCoords.y = _RCL_camera.position.y + ((d * dy) / (p.hit.distance));
pixPos++;
#endif
p.position.y = y;
RCL_PIXEL_FUNCTION(&p);
++y;
#if RCL_COMPUTE_FLOOR_DEPTH == 1
p.depth -= _RCL_horizontalDepthStep;
#endif
if (p.depth < 0) // just in case
p.depth = 0;
}
*/
_RCL_drawHorizontal(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS,
-1,&ray,&p);
}
void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,