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Add shearing
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1 changed files with 22 additions and 8 deletions
30
raycastlib.h
30
raycastlib.h
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@ -203,10 +203,13 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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index), can be 0 (no type in hit result)
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@param pixelFunc callback function to draw a single pixel on screen
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@param constraints constraints for each cast ray
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@param verticalShear normalized camera shear from (1 = UNITS_PER_SQUARE =
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camera y resolution, 0 means no shear), can simulate
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looking up/down
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*/
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void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints);
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PixelFunction pixelFunc, RayConstraints constraints, Unit verticalShear);
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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@ -644,6 +647,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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PixelInfo p;
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p.position.x = x;
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Unit fogStartYBottom;
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Unit fogStartYTop;
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#define VERTICAL_DEPTH_MULTIPLY 2
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// we'll be simulatenously drawing the floor and the ceiling now
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@ -656,6 +662,8 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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distance at all, but rather compute the distance of the collision
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point from the projection plane (line). */
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Unit halfResY = _camera.resolution.y / 2;
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Unit dist = // adjusted distance
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(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
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ray.direction)) / UNITS_PER_SQUARE;
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@ -725,10 +733,13 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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fogStartYBottom = _middleRow + halfResY;
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fogStartYTop = _middleRow - halfResY;
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for (int_maybe32_t i = y; i > z1Screen; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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p.depth = (fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
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@ -746,7 +757,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
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{
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p.position.y = i;
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p.depth = i * _floorDepthStep + ceilCameraDiff;
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p.depth = (i - fogStartYTop) * _floorDepthStep + ceilCameraDiff;
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_pixelFunction(p);
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}
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}
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@ -817,8 +828,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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for (int_maybe32_t i = y; i >= horizon + (horizon > y2 ? 0 : 1); --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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p.depth = (fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
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@ -834,8 +844,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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for (int_maybe32_t i = y2; i < horizon; ++i)
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{
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p.position.y = i;
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p.depth = i * _floorDepthStep + ceilCameraDiff;
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p.depth = (i - fogStartYTop) * _floorDepthStep + ceilCameraDiff;
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_pixelFunction(p);
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}
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}
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@ -845,7 +854,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints)
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PixelFunction pixelFunc, RayConstraints constraints, Unit verticalShear)
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{
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_pixelFunction = pixelFunc;
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_floorFunction = floorHeightFunc;
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@ -853,6 +862,11 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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_camera = cam;
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_camResYLimit = cam.resolution.y - 1;
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_middleRow = cam.resolution.y / 2;
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if (verticalShear != 0)
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_middleRow = _middleRow + (verticalShear * _middleRow) /
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UNITS_PER_SQUARE;
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_computeTextureCoords = constraints.computeTextureCoords;
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_startFloorHeight = floorHeightFunc(
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