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Small update

This commit is contained in:
Miloslav Číž 2018-09-01 13:39:06 +02:00
parent bfbc84ed7a
commit 6438f54e20

View file

@ -495,19 +495,18 @@ PixelFunction _pixelFunction = 0;
ArrayFunction _arrayFunction = 0;
Camera _camera;
Unit _floorDepthStep = 0;
Unit _startHeight = 0;
int32_t _camResYLimit = 0;
uint16_t _middleRow = 0;
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
int32_t y = _camera.resolution.y - 1; // on screen y, will only go upwards
int32_t y = _camResYLimit; // on screen y, will only go upwards
Unit worldZPrev = _startHeight;
Unit previousDepth = 1;
uint16_t middleRow = _camera.resolution.y / 2;
PixelInfo p;
p.position.x = x;
@ -530,19 +529,19 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit worldZ2 = -1 * _camera.height + wallHeight;
int16_t z1Screen = middleRow -
int16_t z1Screen = _middleRow -
perspectiveScale(
(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,
dist,1);
z1Screen = clamp(z1Screen,0,_camera.resolution.y - 1);
z1Screen = clamp(z1Screen,0,_camResYLimit);
int16_t z2Screen = middleRow -
int16_t z2Screen = _middleRow -
perspectiveScale(
(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,
dist,1);
z2Screen = clamp(z2Screen,0,_camera.resolution.y - 1);
z2Screen = clamp(z2Screen,0,_camResYLimit);
Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
@ -583,7 +582,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit floorCameraDiff = _camera.height - worldZPrev;
for (int32_t i = y; i >= middleRow; --i)
for (int32_t i = y; i >= _middleRow; --i)
{
p.position.y = i;
p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
@ -597,6 +596,8 @@ void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
_pixelFunction = pixelFunc;
_arrayFunction = arrayFunc;
_camera = cam;
_camResYLimit = cam.resolution.y - 1;
_middleRow = cam.resolution.y / 2;
_startHeight = arrayFunc(
cam.position.x / UNITS_PER_SQUARE,