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mirror of https://git.coom.tech/drummyfish/raycastlib.git synced 2024-11-23 20:49:57 +01:00

Add height to PixelInfo

This commit is contained in:
Miloslav Číž 2018-09-28 20:20:40 +02:00
parent a5b5d6d43e
commit 66c9ace75a

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@ -235,6 +235,7 @@ typedef struct
int8_t isFloor; ///< Whether the pixel is floor or ceiling. int8_t isFloor; ///< Whether the pixel is floor or ceiling.
int8_t isHorizon; ///< If the pixel belongs to horizon segment. int8_t isHorizon; ///< If the pixel belongs to horizon segment.
RCL_Unit depth; ///< Corrected depth. RCL_Unit depth; ///< Corrected depth.
RCL_Unit height; ///< World height (mostly for floor).
RCL_HitResult hit; ///< Corresponding ray hit. RCL_HitResult hit; ///< Corresponding ray hit.
RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1) RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
texture coordinates. */ texture coordinates. */
@ -1113,7 +1114,7 @@ static inline int16_t _RCL_drawHorizontal(
pixelInfo->position.y = i;\ pixelInfo->position.y = i;\
if (doDepth) /*constant condition - compiler should optimize it out*/\ if (doDepth) /*constant condition - compiler should optimize it out*/\
pixelInfo->depth += depthIncrement;\ pixelInfo->depth += depthIncrement;\
if (doCoords)/*constant condition - compiler should optimize it out*/\ if (doCoords) /*constant condition - compiler should optimize it out*/\
{\ {\
RCL_Unit d = _RCL_floorPixelDistances[pixPos];\ RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
pixelInfo->texCoords.x =\ pixelInfo->texCoords.x =\
@ -1240,6 +1241,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
RCL_PixelInfo p; RCL_PixelInfo p;
p.position.x = x; p.position.x = x;
p.height = 0;
p.texCoords.x = 0; p.texCoords.x = 0;
p.texCoords.y = 0; p.texCoords.y = 0;
@ -1295,6 +1297,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
// draw floor until wall // draw floor until wall
p.isFloor = 1; p.isFloor = 1;
p.height = fZ1World + _RCL_camera.height;
#if RCL_COMPUTE_FLOOR_DEPTH == 1 #if RCL_COMPUTE_FLOOR_DEPTH == 1
p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep; p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep;
@ -1313,6 +1316,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
{ {
// draw ceiling until wall // draw ceiling until wall
p.isFloor = 0; p.isFloor = 0;
p.height = cZ1World + _RCL_camera.height;
#if RCL_COMPUTE_CEILING_DEPTH == 1 #if RCL_COMPUTE_CEILING_DEPTH == 1
p.depth = (cPosY - _RCL_cHorizontalDepthStart) * p.depth = (cPosY - _RCL_cHorizontalDepthStart) *
@ -1334,6 +1338,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.isFloor = 1; p.isFloor = 1;
p.hit = hit; p.hit = hit;
p.texCoords.x = hit.textureCoord; p.texCoords.x = hit.textureCoord;
p.height = 0; // don't compute this, no use
// draw floor wall // draw floor wall
@ -1492,6 +1497,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.isFloor = 0; p.isFloor = 0;
p.isHorizon = 1; p.isHorizon = 1;
p.depth = 1; p.depth = 1;
p.height = RCL_UNITS_PER_SQUARE;
y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1, y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p); RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
@ -1501,6 +1507,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.isWall = 1; p.isWall = 1;
p.isFloor = 1; p.isFloor = 1;
p.depth = dist; p.depth = dist;
p.height = 0;
#if RCL_ROLL_TEXTURE_COORDS == 1 && RCL_COMPUTE_WALL_TEXCOORDS == 1 #if RCL_ROLL_TEXTURE_COORDS == 1 && RCL_COMPUTE_WALL_TEXCOORDS == 1
p.hit.textureCoord -= p.hit.doorRoll; p.hit.textureCoord -= p.hit.doorRoll;
@ -1528,6 +1535,16 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
-1,&ray,&p); -1,&ray,&p);
} }
static inline void _RCL_precomputeFloorDistances(RCL_Unit viewingHeight,
RCL_Unit *dest, uint16_t pixels)
{
RCL_Unit camHeightScreenSize =
(viewingHeight * pixels * 2) / RCL_UNITS_PER_SQUARE;
for (uint16_t i = 0; i < pixels; ++i) // precompute the distances
dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize,i + 1);
}
void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc, void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction, RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction,
RCL_RayConstraints constraints) RCL_RayConstraints constraints)
@ -1584,19 +1601,9 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1 #if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
uint16_t halfResY = cam.resolution.y / 2; uint16_t halfResY = cam.resolution.y / 2;
RCL_Unit floorPixelDistances[halfResY];
RCL_Unit floorPixelDistances[halfResY]; /* for each vertical floor pixel, _RCL_precomputeFloorDistances(cam.height,floorPixelDistances,halfResY);
this will contain precomputed _RCL_floorPixelDistances = floorPixelDistances; // pass to column function
distance to the camera */
RCL_Unit camHeightScreenSize =
(cam.height * cam.resolution.y) / RCL_UNITS_PER_SQUARE;
for (uint16_t i = 0; i < halfResY; ++i) // precompute the distances
floorPixelDistances[i] =
RCL_perspectiveScaleInverse(camHeightScreenSize,i + 1);
// pass to _RCL_columnFunctionSimple
_RCL_floorPixelDistances = floorPixelDistances;
#endif #endif
RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc, RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,