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Compute fog
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parent
c4b664714b
commit
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1 changed files with 44 additions and 10 deletions
54
raycastlib.h
54
raycastlib.h
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@ -494,15 +494,23 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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PixelFunction _pixelFunction = 0;
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ArrayFunction _arrayFunction = 0;
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Camera _camera;
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Unit _floorDepthStep = 0;
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Unit _startHeight = 0;
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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int32_t y = _camera.resolution.y - 1; // on screen y, will only go upwards
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Unit worldZPrev = -1 * _camera.height;
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Unit worldZPrev = _startHeight;
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Unit previousDepth = 1;
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uint16_t middleRow = _camera.resolution.y / 2;
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PixelInfo p;
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p.position.x = x;
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for (uint32_t j = 0; j < hitCount; ++j)
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{
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HitResult hit = hits[j];
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@ -522,36 +530,40 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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Unit worldZ2 = -1 * _camera.height + wallHeight;
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Unit z1Screen = middleRow -
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int16_t z1Screen = middleRow -
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perspectiveScale(
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,
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1);
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dist,1);
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Unit z2Screen = middleRow -
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z1Screen = clamp(z1Screen,0,_camera.resolution.y - 1);
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int16_t z2Screen = middleRow -
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perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,
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1);
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dist,1);
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PixelInfo p;
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p.position.x = x;
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z2Screen = clamp(z2Screen,0,_camera.resolution.y - 1);
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Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
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// draw floor until the wall
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p.isWall = 0;
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Unit depthDiff = dist - previousDepth;
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Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
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Unit floorCameraDiff = _camera.height - worldZPrev;
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for (int32_t i = y; i > zTop; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
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// draw the wall
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p.isWall = 1;
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p.depth = dist;
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for (int32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
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{
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@ -562,6 +574,20 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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y = y > zTop ? zTop : y;
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worldZPrev = worldZ2;
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previousDepth = dist;
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}
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// draw floor until horizon
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p.isWall = 0;
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Unit floorCameraDiff = _camera.height - worldZPrev;
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for (int32_t i = y; i >= middleRow; --i)
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{
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p.position.y = i;
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_pixelFunction(p);
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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}
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}
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@ -571,6 +597,14 @@ void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
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_pixelFunction = pixelFunc;
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_arrayFunction = arrayFunc;
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_camera = cam;
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_startHeight = arrayFunc(
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cam.position.x / UNITS_PER_SQUARE,
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cam.position.y / UNITS_PER_SQUARE) -1 * cam.height;
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// TODO
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_floorDepthStep = (10 * UNITS_PER_SQUARE) / cam.resolution.y;
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castRaysMultiHit(cam,arrayFunc,_columnFunction,constraints);
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}
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