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Add height to PixelInfo
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1 changed files with 22 additions and 15 deletions
33
raycastlib.h
33
raycastlib.h
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@ -235,6 +235,7 @@ typedef struct
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int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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int8_t isHorizon; ///< If the pixel belongs to horizon segment.
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RCL_Unit depth; ///< Corrected depth.
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RCL_Unit height; ///< World height (mostly for floor).
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RCL_HitResult hit; ///< Corresponding ray hit.
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RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
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texture coordinates. */
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@ -1240,6 +1241,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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RCL_PixelInfo p;
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p.position.x = x;
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p.height = 0;
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p.texCoords.x = 0;
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p.texCoords.y = 0;
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@ -1295,6 +1297,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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// draw floor until wall
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p.isFloor = 1;
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p.height = fZ1World + _RCL_camera.height;
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#if RCL_COMPUTE_FLOOR_DEPTH == 1
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p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep;
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@ -1313,6 +1316,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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// draw ceiling until wall
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p.isFloor = 0;
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p.height = cZ1World + _RCL_camera.height;
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#if RCL_COMPUTE_CEILING_DEPTH == 1
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p.depth = (cPosY - _RCL_cHorizontalDepthStart) *
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@ -1334,6 +1338,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.isFloor = 1;
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p.hit = hit;
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p.texCoords.x = hit.textureCoord;
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p.height = 0; // don't compute this, no use
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// draw floor wall
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@ -1492,6 +1497,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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p.isFloor = 0;
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p.isHorizon = 1;
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p.depth = 1;
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p.height = RCL_UNITS_PER_SQUARE;
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y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
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RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
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@ -1501,6 +1507,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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p.isWall = 1;
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p.isFloor = 1;
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p.depth = dist;
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p.height = 0;
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#if RCL_ROLL_TEXTURE_COORDS == 1 && RCL_COMPUTE_WALL_TEXCOORDS == 1
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p.hit.textureCoord -= p.hit.doorRoll;
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@ -1528,6 +1535,16 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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-1,&ray,&p);
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}
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static inline void _RCL_precomputeFloorDistances(RCL_Unit viewingHeight,
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RCL_Unit *dest, uint16_t pixels)
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{
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RCL_Unit camHeightScreenSize =
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(viewingHeight * pixels * 2) / RCL_UNITS_PER_SQUARE;
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for (uint16_t i = 0; i < pixels; ++i) // precompute the distances
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dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize,i + 1);
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}
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void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction,
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RCL_RayConstraints constraints)
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@ -1584,19 +1601,9 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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uint16_t halfResY = cam.resolution.y / 2;
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RCL_Unit floorPixelDistances[halfResY]; /* for each vertical floor pixel,
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this will contain precomputed
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distance to the camera */
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RCL_Unit camHeightScreenSize =
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(cam.height * cam.resolution.y) / RCL_UNITS_PER_SQUARE;
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for (uint16_t i = 0; i < halfResY; ++i) // precompute the distances
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floorPixelDistances[i] =
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RCL_perspectiveScaleInverse(camHeightScreenSize,i + 1);
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// pass to _RCL_columnFunctionSimple
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_RCL_floorPixelDistances = floorPixelDistances;
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RCL_Unit floorPixelDistances[halfResY];
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_RCL_precomputeFloorDistances(cam.height,floorPixelDistances,halfResY);
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_RCL_floorPixelDistances = floorPixelDistances; // pass to column function
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#endif
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RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
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