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Render wall height offset
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parent
fb3922a7ba
commit
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1 changed files with 28 additions and 24 deletions
52
raycastlib.h
52
raycastlib.h
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@ -485,37 +485,40 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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}
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PixelFunction _pixelFunction = 0;
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ArrayFunction _arrayFunction = 0;
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Camera _camera;
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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if (hitCount == 0)
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return;
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HitResult hit = hits[0];
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Unit dist = // adjusted distance
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(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
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ray.direction)) / UNITS_PER_SQUARE;
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dist = dist == 0 ? 1 : dist; // prevent division by zero
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int32_t height = perspectiveScale(50,dist,1);
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Unit offset = perspectiveScale(_camera.height,dist,1);
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uint32_t start = _camera.resolution.y / 2 - height / 2 + offset;
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for (uint32_t i = start; i < start + height; ++i)
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for (uint32_t j = 0; j < hitCount; ++j)
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{
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PixelInfo p;
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HitResult hit = hits[j];
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p.position.x = x;
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p.position.y = i;
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p.isWall = 1;
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p.hit = hit;
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Unit dist = // adjusted distance
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(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
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ray.direction)) / UNITS_PER_SQUARE;
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_pixelFunction(p);
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dist = dist == 0 ? 1 : dist; // prevent division by zero
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int32_t height = perspectiveScale(50,dist,1);
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int16_t z = _arrayFunction(hit.square.x,hit.square.y) * 50;
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Unit offset = perspectiveScale(_camera.height - z,dist,1);
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uint32_t start = _camera.resolution.y / 2 - height / 2 + offset;
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for (uint32_t i = start; i < start + height; ++i)
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{
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PixelInfo p;
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p.position.x = x;
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p.position.y = i;
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p.isWall = 1;
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p.hit = hit;
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_pixelFunction(p);
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}
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}
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}
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@ -523,6 +526,7 @@ void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
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RayConstraints constraints)
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{
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_pixelFunction = pixelFunc;
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_arrayFunction = arrayFunc;
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_camera = cam;
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castRaysMultiHit(cam,arrayFunc,_columnFunction,constraints);
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}
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