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Add shearing

This commit is contained in:
Miloslav Číž 2018-09-07 20:31:30 +02:00
parent d32de7dfb4
commit 78ec58d1df

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@ -203,10 +203,13 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
index), can be 0 (no type in hit result)
@param pixelFunc callback function to draw a single pixel on screen
@param constraints constraints for each cast ray
@param verticalShear normalized camera shear from (1 = UNITS_PER_SQUARE =
camera y resolution, 0 means no shear), can simulate
looking up/down
*/
void render(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
PixelFunction pixelFunc, RayConstraints constraints);
PixelFunction pixelFunc, RayConstraints constraints, Unit verticalShear);
void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
Unit heightOffset, ArrayFunction floorHeightFunc,
@ -644,6 +647,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
PixelInfo p;
p.position.x = x;
Unit fogStartYBottom;
Unit fogStartYTop;
#define VERTICAL_DEPTH_MULTIPLY 2
// we'll be simulatenously drawing the floor and the ceiling now
@ -656,6 +662,8 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
distance at all, but rather compute the distance of the collision
point from the projection plane (line). */
Unit halfResY = _camera.resolution.y / 2;
Unit dist = // adjusted distance
(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
ray.direction)) / UNITS_PER_SQUARE;
@ -725,10 +733,13 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
fogStartYBottom = _middleRow + halfResY;
fogStartYTop = _middleRow - halfResY;
for (int_maybe32_t i = y; i > z1Screen; --i)
{
p.position.y = i;
p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
p.depth = (fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
_pixelFunction(p);
}
@ -746,7 +757,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
{
p.position.y = i;
p.depth = i * _floorDepthStep + ceilCameraDiff;
p.depth = (i - fogStartYTop) * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
}
@ -817,8 +828,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
for (int_maybe32_t i = y; i >= horizon + (horizon > y2 ? 0 : 1); --i)
{
p.position.y = i;
p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
p.depth = (fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
_pixelFunction(p);
}
@ -834,8 +844,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
for (int_maybe32_t i = y2; i < horizon; ++i)
{
p.position.y = i;
p.depth = i * _floorDepthStep + ceilCameraDiff;
p.depth = (i - fogStartYTop) * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
}
@ -845,7 +854,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
void render(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
PixelFunction pixelFunc, RayConstraints constraints)
PixelFunction pixelFunc, RayConstraints constraints, Unit verticalShear)
{
_pixelFunction = pixelFunc;
_floorFunction = floorHeightFunc;
@ -853,6 +862,11 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
_camera = cam;
_camResYLimit = cam.resolution.y - 1;
_middleRow = cam.resolution.y / 2;
if (verticalShear != 0)
_middleRow = _middleRow + (verticalShear * _middleRow) /
UNITS_PER_SQUARE;
_computeTextureCoords = constraints.computeTextureCoords;
_startFloorHeight = floorHeightFunc(