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Make ceiling optional

This commit is contained in:
Miloslav Číž 2018-09-05 12:20:46 +02:00
parent 751014a252
commit 657b5a2891

View file

@ -20,21 +20,20 @@
#include <stdint.h>
#ifndef RAYCAST_TINY
#define UNITS_PER_SQUARE 1024 ///< No. of Units in a side of a spatial square.
#define UNITS_PER_SQUARE 1024 ///< N. of Units in a side of a spatial square.
typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
units in a square's length. This effectively
serves the purpose of a fixed-point arithmetic. */
#define UNIT_INFINITY 2147483647;
typedef int32_t int_maybe32_t;
typedef uint32_t uint_maybe32_t;
#else
#define UNITS_PER_SQUARE 64
typedef int16_t Unit;
#define UNIT_INFINITY 32767;
typedef int16_t int_maybe32_t;
typedef uint16_t uint_maybe32_t;
#endif
#define VERTICAL_FOV (UNITS_PER_SQUARE / 2)
@ -179,6 +178,16 @@ Unit perspectiveScale(Unit originalSize, Unit distance);
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
ColumnFunction columnFunc, RayConstraints constraints);
/**
Renders a complete camera view.
@param cam camera whose view to render
@param floorHeightFunc function that returns floor height (in Units)
@param ceilingHeightFunc same as floorHeightFunc but for ceiling, can also be
0 (no ceiling will be rendered)
@param pixelFunc callback function to draw a single pixel on screen
@param constraints constraints for each cast ray
*/
void render(Camera cam, ArrayFunction floorHeightFunc, ArrayFunction
ceilingHeightFunc, PixelFunction pixelFunc, RayConstraints constraints);
@ -588,7 +597,7 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
// TODO: adjust also for RAYCAST_TINY
Unit f = _floorFunction(x,y);
Unit c = _ceilFunction(x,y);
Unit c = _ceilFunction != 0 ? _ceilFunction(x,y) : 0;
return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
}
@ -623,7 +632,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
dist = dist == 0 ? 1 : dist; // prevent division by zero
Unit wallHeight = _floorFunction(hit.square.x,hit.square.y);
Unit wallHeightCeil = _ceilFunction(hit.square.x,hit.square.y);
Unit wallHeightCeil = _ceilFunction != 0 ?
_ceilFunction(hit.square.x,hit.square.y) : 0;
Unit worldZ2 = wallHeight - _camera.height;
@ -681,6 +692,8 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
// draw ceiling until wall
if (_ceilFunction != 0)
{
Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
@ -689,6 +702,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
p.depth = i * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
}
// draw floor wall
@ -711,9 +725,12 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
// draw ceiling wall
if (_ceilFunction != 0)
{
iTo = y > zBottomCeil ? zBottomCeil : y;
for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2; i < iTo; ++i)
for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2; i < iTo;
++i)
{
p.position.y = i;
p.hit = hit;
@ -724,6 +741,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
_pixelFunction(p);
}
}
y = y > zTop ? zTop : y;
worldZPrev = worldZ2;
@ -740,7 +758,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
p.isWall = 0;
Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
Unit horizon = y2 < _middleRow ? _middleRow : y2;
Unit horizon = (y2 < _middleRow || _ceilFunction == 0) ? _middleRow : y2;
for (int_maybe32_t i = y; i >= horizon; --i)
{
@ -752,6 +770,8 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
// draw ceiling until horizon
if (_ceilFunction != 0)
{
Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
horizon = y > _middleRow ? _middleRow : y;
@ -762,6 +782,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
_pixelFunction(p);
}
}
#undef VERTICAL_DEPTH_MULTIPLY
}
@ -781,9 +802,12 @@ void render(Camera cam, ArrayFunction floorHeightFunc, ArrayFunction
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
_startCeilHeight = ceilingHeightFunc(
_startCeilHeight =
ceilingHeightFunc != 0 ?
ceilingHeightFunc(
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height
: UNIT_INFINITY;
// TODO
_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;