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:
parent
b36a9dabfd
commit
43019f6314
1 changed files with 66 additions and 76 deletions
142
raycastlib.h
142
raycastlib.h
|
@ -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
|
||||
|
||||
|
@ -1383,9 +1419,7 @@ 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
|
||||
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,
|
||||
|
|
Loading…
Reference in a new issue