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Fix no ceiling rendering

This commit is contained in:
Miloslav Číž 2018-09-08 18:39:47 +02:00
parent 64dfbad14c
commit 82305691a9

View file

@ -24,7 +24,7 @@
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;
#define UNIT_INFINITY 5000000;
typedef int32_t int_maybe32_t;
typedef uint32_t uint_maybe32_t;
@ -646,13 +646,20 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
// TODO: adjust also for RAYCAST_TINY
Unit f = _floorFunction(x,y);
Unit c = _ceilFunction != 0 ? _ceilFunction(x,y) : 0;
if (_ceilFunction == 0)
return f;
Unit c = _ceilFunction(x,y);
return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
}
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
if (x == 25)
printf("------%d\n",hitCount);
int_maybe32_t y = _camResYLimit; // screen y (for floor), will only go up
int_maybe32_t y2 = 0; // screen y (for ceil), will only fo down
@ -682,13 +689,8 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit wallHeight = _floorFunction(hit.square.x,hit.square.y);
Unit wallHeightCeil = _ceilFunction != 0 ?
_ceilFunction(hit.square.x,hit.square.y) : 0;
Unit worldZ2 = wallHeight - _camera.height;
Unit worldZ2Ceil = wallHeightCeil - _camera.height;
int_maybe32_t z1Screen = _middleRow - perspectiveScale(
(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
@ -697,14 +699,6 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
z1Screen = clamp(z1Screen,0,_camResYLimit);
z1Screen = z1Screen > y2 ? z1Screen : y2;
int_maybe32_t z1ScreenCeil = _middleRow - perspectiveScale(
(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
int_maybe32_t z1ScreenCeilNoClamp = z1ScreenCeil;
z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
z1ScreenCeil = z1ScreenCeil < y ? z1ScreenCeil : y;
int_maybe32_t z2Screen = _middleRow - perspectiveScale(
(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
@ -716,8 +710,32 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
z2Screen = clamp(z2Screen,0,_camResYLimit);
z2Screen = z2Screen > y2 ? z2Screen : y2;
int_maybe32_t z2ScreenCeil = _middleRow - perspectiveScale(
(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
// make the same variables for ceiling
Unit wallHeightCeil = 0;
Unit worldZ2Ceil = 0;
int_maybe32_t z1ScreenCeil = 0;
int_maybe32_t z1ScreenCeilNoClamp = 0;
int_maybe32_t z2ScreenCeil = 0;
if (_ceilFunction != 0)
{
wallHeightCeil = _ceilFunction != 0 ?
_ceilFunction(hit.square.x,hit.square.y) : 0;
worldZ2Ceil = wallHeightCeil - _camera.height;
z1ScreenCeil = _middleRow - perspectiveScale(
(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
z1ScreenCeilNoClamp = z1ScreenCeil;
z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
z1ScreenCeil = z1ScreenCeil < y ? z1ScreenCeil : y;
z2ScreenCeil = _middleRow - perspectiveScale(
(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
}
int_maybe32_t wallScreenHeightCeilNoClamp =
z2ScreenCeil - z1ScreenCeilNoClamp;