mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-11-24 20:59:58 +01:00
Fix ceiling
This commit is contained in:
parent
6c35be3177
commit
8cf9617abf
1 changed files with 103 additions and 362 deletions
465
raycastlib.h
465
raycastlib.h
|
@ -766,401 +766,142 @@ Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
|
||||||
|
|
||||||
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
||||||
{
|
{
|
||||||
|
// last written Y position, can never go backwards
|
||||||
|
int_maybe32_t fPosY = _camera.resolution.y;
|
||||||
|
int_maybe32_t cPosY = -1;
|
||||||
|
|
||||||
#if 1
|
// world coordinates
|
||||||
|
Unit fZ1World = _startFloorHeight;
|
||||||
// last written Y position, can never go backwards
|
Unit cZ1World = _startCeilHeight;
|
||||||
int_maybe32_t fPosY = _camera.resolution.y;
|
|
||||||
int_maybe32_t cPosY = -1;
|
|
||||||
|
|
||||||
// world coordinates
|
|
||||||
Unit fZ1World = _startFloorHeight;
|
|
||||||
Unit cZ1World = _startCeilHeight;
|
|
||||||
|
|
||||||
PixelInfo p;
|
|
||||||
p.position.x = x;
|
|
||||||
|
|
||||||
int_maybe32_t i;
|
|
||||||
|
|
||||||
// we'll be simulatenously drawing the floor and the ceiling now
|
|
||||||
for (uint_maybe32_t j = 0; j <= hitCount; ++j)
|
|
||||||
{ // ^ = add extra iteration for horizon plane
|
|
||||||
int8_t drawingHorizon = j == hitCount;
|
|
||||||
|
|
||||||
HitResult hit;
|
|
||||||
Unit distance;
|
|
||||||
|
|
||||||
Unit fWallHeight, cWallHeight;
|
|
||||||
Unit fZ2World, cZ2World;
|
|
||||||
Unit fZ1Screen, cZ1Screen;
|
|
||||||
Unit fZ2Screen, cZ2Screen;
|
|
||||||
|
|
||||||
if (!drawingHorizon)
|
|
||||||
{
|
|
||||||
hit = hits[j];
|
|
||||||
distance = adjustDistance(hit.distance,&_camera,&ray);
|
|
||||||
|
|
||||||
fWallHeight = _floorFunction(hit.square.x,hit.square.y);
|
|
||||||
fZ2World = fWallHeight - _camera.height;
|
|
||||||
fZ1Screen = _middleRow - perspectiveScale(
|
|
||||||
(fZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
||||||
fZ2Screen = _middleRow - perspectiveScale(
|
|
||||||
(fZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
||||||
|
|
||||||
if (_ceilFunction != 0)
|
|
||||||
{
|
|
||||||
cWallHeight = _ceilFunction(hit.square.x,hit.square.y);
|
|
||||||
cZ2World = cWallHeight - _camera.height;
|
|
||||||
cZ1Screen = _middleRow - perspectiveScale(
|
|
||||||
(cZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
||||||
cZ2Screen = _middleRow - perspectiveScale(
|
|
||||||
(cZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
fZ1Screen = _middleRow;
|
|
||||||
cZ1Screen = _middleRow + 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
Unit limit;
|
|
||||||
Unit verticalDistance;
|
|
||||||
|
|
||||||
#define VERTICAL_DEPTH_MULTIPLY 2
|
|
||||||
|
|
||||||
#define drawHorizontal(pref,l1,l2,comp,inc)\
|
|
||||||
p.depth += absVal(pref##Z1World) * VERTICAL_DEPTH_MULTIPLY;\
|
|
||||||
limit = clamp(pref##Z1Screen,l1,l2);\
|
|
||||||
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
|
|
||||||
{\
|
|
||||||
p.position.y = i;\
|
|
||||||
p.depth += _horizontalDepthStep;\
|
|
||||||
_pixelFunction(&p);\
|
|
||||||
}\
|
|
||||||
if (pref##PosY comp limit)\
|
|
||||||
pref##PosY = limit;
|
|
||||||
|
|
||||||
p.isWall = 0;
|
|
||||||
p.isHorizon = 0;
|
|
||||||
|
|
||||||
// draw floor until wall
|
|
||||||
p.isFloor = 1;
|
|
||||||
p.depth = (_fHorizontalDepthStart - fPosY) * _horizontalDepthStep;
|
|
||||||
drawHorizontal(f,cPosY + 1,_camera.resolution.y,>,-)
|
|
||||||
// ^ purposfully allow outside screen bounds here
|
|
||||||
|
|
||||||
// draw ceiling until wall
|
|
||||||
p.isFloor = 0;
|
|
||||||
p.depth = (cPosY - _cHorizontalDepthStart) * _horizontalDepthStep;
|
|
||||||
drawHorizontal(c,-1,fPosY - 1,<,+)
|
|
||||||
// ^ purposfully allow outside screen bounds here
|
|
||||||
|
|
||||||
#undef drawHorizontal
|
|
||||||
#undef VERTICAL_DEPTH_MULTIPLY
|
|
||||||
|
|
||||||
if (!drawingHorizon) // don't draw walls for horizon plane
|
|
||||||
{
|
|
||||||
#define drawVertical(pref,l1,l2,comp,inc)\
|
|
||||||
{\
|
|
||||||
limit = clamp(pref##Z2Screen,l1,l2);\
|
|
||||||
Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
|
|
||||||
wallLength = wallLength != 0 ? wallLength : 1;\
|
|
||||||
Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) + 1;\
|
|
||||||
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
|
|
||||||
{\
|
|
||||||
p.position.y = i;\
|
|
||||||
p.hit = hit;\
|
|
||||||
p.textureCoordY = (wallPosition * UNITS_PER_SQUARE) / wallLength; \
|
|
||||||
wallPosition++;\
|
|
||||||
_pixelFunction(&p);\
|
|
||||||
}\
|
|
||||||
if (pref##PosY comp limit)\
|
|
||||||
pref##PosY = limit;\
|
|
||||||
pref##Z1World = pref##Z2World; /* for the next iteration */\
|
|
||||||
}
|
|
||||||
|
|
||||||
p.isWall = 1;
|
|
||||||
p.depth = distance;
|
|
||||||
p.isFloor = 1;
|
|
||||||
|
|
||||||
// draw floor wall
|
|
||||||
|
|
||||||
if (fPosY > 0) // still pixels left?
|
|
||||||
{
|
|
||||||
p.isFloor = 1;
|
|
||||||
drawVertical(f,cPosY + 1,_camera.resolution.y,>,-)
|
|
||||||
} // ^ purposfully allow outside screen bounds here
|
|
||||||
|
|
||||||
// draw ceiling wall
|
|
||||||
|
|
||||||
if (cPosY < _camResYLimit) // still pixels left?
|
|
||||||
{
|
|
||||||
p.isFloor = 0;
|
|
||||||
drawVertical(c,-1,fPosY - 1,<,+)
|
|
||||||
} // ^ puposfully allow outside screen bounds here
|
|
||||||
|
|
||||||
#undef drawVertical
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
if (fPosY > 0) // still pixels left undrawn?
|
|
||||||
{
|
|
||||||
// draw floor wall
|
|
||||||
|
|
||||||
p.isWall = 1;
|
|
||||||
p.depth = dist;
|
|
||||||
p.isFloor = 1;
|
|
||||||
|
|
||||||
limit = clamp(fZ2Screen,0,_camera.resolution.y);
|
|
||||||
// ^ allow outside screen at bottom
|
|
||||||
|
|
||||||
for (i = fPosY - 1; i >= limit; --i)
|
|
||||||
{
|
|
||||||
p.position.y = i;
|
|
||||||
p.hit = hit;
|
|
||||||
_pixelFunction(&p);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (limit < fPosY)
|
|
||||||
fPosY = limit;
|
|
||||||
|
|
||||||
fZ1World = fZ2World; // move to the next level for the next iteration
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
#else
|
|
||||||
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
Unit worldZPrev = _startFloorHeight;
|
|
||||||
Unit worldZPrevCeil = _startCeilHeight;
|
|
||||||
|
|
||||||
PixelInfo p;
|
PixelInfo p;
|
||||||
p.position.x = x;
|
p.position.x = x;
|
||||||
|
|
||||||
#define VERTICAL_DEPTH_MULTIPLY 2
|
int_maybe32_t i;
|
||||||
|
|
||||||
// we'll be simulatenously drawing the floor and the ceiling now
|
// we'll be simulatenously drawing the floor and the ceiling now
|
||||||
for (uint_maybe32_t j = 0; j < hitCount; ++j)
|
for (uint_maybe32_t j = 0; j <= hitCount; ++j)
|
||||||
{
|
{ // ^ = add extra iteration for horizon plane
|
||||||
HitResult hit = hits[j];
|
int8_t drawingHorizon = j == hitCount;
|
||||||
|
|
||||||
Unit dist = adjustDistance(hit.distance,&_camera,&ray);
|
HitResult hit;
|
||||||
|
Unit distance;
|
||||||
|
|
||||||
Unit wallHeight = _floorFunction(hit.square.x,hit.square.y);
|
Unit fWallHeight, cWallHeight;
|
||||||
|
Unit fZ2World, cZ2World;
|
||||||
|
Unit fZ1Screen, cZ1Screen;
|
||||||
|
Unit fZ2Screen, cZ2Screen;
|
||||||
|
|
||||||
Unit worldZ2 = wallHeight - _camera.height;
|
if (!drawingHorizon)
|
||||||
|
|
||||||
int_maybe32_t z1Screen = _middleRow - perspectiveScale(
|
|
||||||
(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
|
|
||||||
|
|
||||||
int_maybe32_t z2Screen = _middleRow - perspectiveScale(
|
|
||||||
(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
|
|
||||||
|
|
||||||
int8_t skipFloorWall = ((z1Screen < 0 && z2Screen < 0) ||
|
|
||||||
(z1Screen > _camResYLimit && z2Screen > _camResYLimit));
|
|
||||||
|
|
||||||
int_maybe32_t z1ScreenNoClamp = z1Screen;
|
|
||||||
|
|
||||||
z1Screen = clamp(z1Screen,0,_camResYLimit);
|
|
||||||
z1Screen = z1Screen > y2 ? z1Screen : y2;
|
|
||||||
|
|
||||||
int_maybe32_t wallScreenHeightNoClamp = z1ScreenNoClamp - z2Screen + 1;
|
|
||||||
wallScreenHeightNoClamp = wallScreenHeightNoClamp == 0 ? 1 :
|
|
||||||
wallScreenHeightNoClamp;
|
|
||||||
|
|
||||||
z2Screen = clamp(z2Screen,0,_camResYLimit);
|
|
||||||
z2Screen = z2Screen > y2 ? z2Screen : y2;
|
|
||||||
|
|
||||||
int_maybe32_t zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
|
|
||||||
|
|
||||||
// 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;
|
|
||||||
int_maybe32_t wallScreenHeightCeilNoClamp = 0;
|
|
||||||
int_maybe32_t zBottomCeil = y2;
|
|
||||||
int8_t skipCeilingWall = 1;
|
|
||||||
|
|
||||||
if (_ceilFunction != 0)
|
|
||||||
{
|
{
|
||||||
wallHeightCeil = _ceilFunction != 0 ?
|
hit = hits[j];
|
||||||
_ceilFunction(hit.square.x,hit.square.y) : 0;
|
distance = adjustDistance(hit.distance,&_camera,&ray);
|
||||||
|
|
||||||
worldZ2Ceil = wallHeightCeil - _camera.height;
|
fWallHeight = _floorFunction(hit.square.x,hit.square.y);
|
||||||
|
fZ2World = fWallHeight - _camera.height;
|
||||||
|
fZ1Screen = _middleRow - perspectiveScale(
|
||||||
|
(fZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
||||||
|
fZ2Screen = _middleRow - perspectiveScale(
|
||||||
|
(fZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
||||||
|
|
||||||
z1ScreenCeil = _middleRow - perspectiveScale(
|
if (_ceilFunction != 0)
|
||||||
(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
|
{
|
||||||
|
cWallHeight = _ceilFunction(hit.square.x,hit.square.y);
|
||||||
z2ScreenCeil = _middleRow - perspectiveScale(
|
cZ2World = cWallHeight - _camera.height;
|
||||||
(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
|
cZ1Screen = _middleRow - perspectiveScale(
|
||||||
|
(cZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
||||||
skipCeilingWall = ((z1ScreenCeil < 0 && z2ScreenCeil < 0) ||
|
cZ2Screen = _middleRow - perspectiveScale(
|
||||||
(z1ScreenCeil > _camResYLimit && z2ScreenCeil > _camResYLimit));
|
(cZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
||||||
|
}
|
||||||
z1ScreenCeilNoClamp = z1ScreenCeil;
|
}
|
||||||
|
else
|
||||||
z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
|
{
|
||||||
z1ScreenCeil = z1ScreenCeil < y ? z1ScreenCeil : y;
|
fZ1Screen = _middleRow;
|
||||||
|
cZ1Screen = _middleRow + 1;
|
||||||
wallScreenHeightCeilNoClamp =
|
|
||||||
z2ScreenCeil - z1ScreenCeilNoClamp;
|
|
||||||
|
|
||||||
wallScreenHeightCeilNoClamp = wallScreenHeightCeilNoClamp != 0 ?
|
|
||||||
wallScreenHeightCeilNoClamp : 1;
|
|
||||||
|
|
||||||
z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
|
|
||||||
z2ScreenCeil = z2ScreenCeil < y ? z2ScreenCeil : y;
|
|
||||||
|
|
||||||
zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
|
|
||||||
z1ScreenCeil : z2ScreenCeil;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (zTop <= zBottomCeil)
|
Unit limit;
|
||||||
zBottomCeil = zTop; // walls on ceiling and floor met
|
Unit verticalDistance;
|
||||||
|
|
||||||
// draw floor until wall
|
#define VERTICAL_DEPTH_MULTIPLY 2
|
||||||
|
|
||||||
|
#define drawHorizontal(pref,l1,l2,comp,inc)\
|
||||||
|
p.depth += absVal(pref##Z1World) * VERTICAL_DEPTH_MULTIPLY;\
|
||||||
|
limit = clamp(pref##Z1Screen,l1,l2);\
|
||||||
|
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
|
||||||
|
{\
|
||||||
|
p.position.y = i;\
|
||||||
|
p.depth += _horizontalDepthStep;\
|
||||||
|
_pixelFunction(&p);\
|
||||||
|
}\
|
||||||
|
if (pref##PosY comp limit)\
|
||||||
|
pref##PosY = limit;
|
||||||
|
|
||||||
p.isWall = 0;
|
p.isWall = 0;
|
||||||
p.isFloor = 1;
|
|
||||||
p.isHorizon = 0;
|
p.isHorizon = 0;
|
||||||
|
|
||||||
Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
|
// draw floor until wall
|
||||||
|
|
||||||
for (int_maybe32_t i = y; i > z1Screen; --i)
|
|
||||||
{
|
|
||||||
p.position.y = i;
|
|
||||||
p.depth = (_fHorizontalDepthStart - i) * _horizontalDepthStep + floorCameraDiff;
|
|
||||||
_pixelFunction(&p);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (z1Screen < y)
|
|
||||||
y = z1Screen;
|
|
||||||
|
|
||||||
// draw ceiling until wall
|
|
||||||
|
|
||||||
p.isFloor = 0;
|
|
||||||
|
|
||||||
if (_ceilFunction != 0)
|
|
||||||
{
|
|
||||||
Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
|
|
||||||
|
|
||||||
for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
|
|
||||||
{
|
|
||||||
p.position.y = i;
|
|
||||||
p.depth = (i - _cHorizontalDepthStart) * _horizontalDepthStep + ceilCameraDiff;
|
|
||||||
_pixelFunction(&p);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (z1ScreenCeil > y2)
|
|
||||||
y2 = z1ScreenCeil;
|
|
||||||
}
|
|
||||||
|
|
||||||
// draw floor wall
|
|
||||||
|
|
||||||
p.isWall = 1;
|
|
||||||
p.depth = dist;
|
|
||||||
p.isFloor = 1;
|
p.isFloor = 1;
|
||||||
|
p.depth = (_fHorizontalDepthStart - fPosY) * _horizontalDepthStep;
|
||||||
|
drawHorizontal(f,cPosY + 1,_camera.resolution.y,>,-)
|
||||||
|
// ^ purposfully allow outside screen bounds here
|
||||||
|
|
||||||
int_maybe32_t iTo;
|
if (_ceilFunction != 0 || drawingHorizon)
|
||||||
|
|
||||||
if (!skipFloorWall)
|
|
||||||
{
|
{
|
||||||
iTo = y2 < zTop ? zTop : y2;
|
// draw ceiling until wall
|
||||||
|
p.isFloor = 0;
|
||||||
for (int_maybe32_t i = y; i >= iTo; --i)
|
p.depth = (cPosY - _cHorizontalDepthStart) * _horizontalDepthStep;
|
||||||
{
|
drawHorizontal(c,-1,fPosY - 1,<,+)
|
||||||
p.position.y = i;
|
// ^ purposfully allow outside screen bounds here
|
||||||
p.hit = hit;
|
|
||||||
|
|
||||||
if (_computeTextureCoords)
|
|
||||||
p.textureCoordY = UNITS_PER_SQUARE - 1 - ((z1ScreenNoClamp - i) *
|
|
||||||
UNITS_PER_SQUARE) / wallScreenHeightNoClamp;
|
|
||||||
|
|
||||||
_pixelFunction(&p);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// draw ceiling wall
|
#undef drawHorizontal
|
||||||
|
#undef VERTICAL_DEPTH_MULTIPLY
|
||||||
|
|
||||||
p.isFloor = 0;
|
if (!drawingHorizon) // don't draw walls for horizon plane
|
||||||
|
|
||||||
if (!skipCeilingWall)
|
|
||||||
{
|
{
|
||||||
iTo = y > zBottomCeil ? zBottomCeil : y;
|
#define drawVertical(pref,l1,l2,comp,inc)\
|
||||||
|
{\
|
||||||
|
limit = clamp(pref##Z2Screen,l1,l2);\
|
||||||
|
Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
|
||||||
|
wallLength = wallLength != 0 ? wallLength : 1;\
|
||||||
|
Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) + 1;\
|
||||||
|
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
|
||||||
|
{\
|
||||||
|
p.position.y = i;\
|
||||||
|
p.hit = hit;\
|
||||||
|
p.textureCoordY = (wallPosition * UNITS_PER_SQUARE) / wallLength; \
|
||||||
|
wallPosition++;\
|
||||||
|
_pixelFunction(&p);\
|
||||||
|
}\
|
||||||
|
if (pref##PosY comp limit)\
|
||||||
|
pref##PosY = limit;\
|
||||||
|
pref##Z1World = pref##Z2World; /* for the next iteration */\
|
||||||
|
}
|
||||||
|
|
||||||
for (int_maybe32_t i = y2; i < iTo; ++i)
|
p.isWall = 1;
|
||||||
|
p.depth = distance;
|
||||||
|
p.isFloor = 1;
|
||||||
|
|
||||||
|
// draw floor wall
|
||||||
|
|
||||||
|
if (fPosY > 0) // still pixels left?
|
||||||
{
|
{
|
||||||
p.position.y = i;
|
p.isFloor = 1;
|
||||||
p.hit = hit;
|
drawVertical(f,cPosY + 1,_camera.resolution.y,>,-)
|
||||||
|
} // ^ purposfully allow outside screen bounds here
|
||||||
|
|
||||||
if (_computeTextureCoords)
|
// draw ceiling wall
|
||||||
p.textureCoordY = ((i - z1ScreenCeilNoClamp) *
|
|
||||||
UNITS_PER_SQUARE) / wallScreenHeightCeilNoClamp;
|
|
||||||
|
|
||||||
_pixelFunction(&p);
|
if (_ceilFunction != 0 && cPosY < _camResYLimit) // still pixels left?
|
||||||
}
|
{
|
||||||
|
p.isFloor = 0;
|
||||||
|
drawVertical(c,-1,fPosY - 1,<,+)
|
||||||
|
} // ^ puposfully allow outside screen bounds here
|
||||||
|
|
||||||
|
#undef drawVertical
|
||||||
}
|
}
|
||||||
|
|
||||||
y = y > zTop ? zTop : y;
|
|
||||||
worldZPrev = worldZ2;
|
|
||||||
|
|
||||||
y2 = y2 < zBottomCeil ? zBottomCeil : y2;
|
|
||||||
worldZPrevCeil = worldZ2Ceil;
|
|
||||||
|
|
||||||
if (y <= y2)
|
|
||||||
break; // walls on ceiling and floor met
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// draw floor until horizon
|
|
||||||
|
|
||||||
p.isWall = 0;
|
|
||||||
p.isFloor = 1;
|
|
||||||
p.isHorizon = 1;
|
|
||||||
|
|
||||||
Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
|
|
||||||
Unit horizon = (y2 < _middleRow || _ceilFunction == 0) ? _middleRow : y2;
|
|
||||||
horizon = clamp(horizon,0,_camera.resolution.y);
|
|
||||||
|
|
||||||
horizon += horizon > y2 ? 0 : 1; // bug workaround
|
|
||||||
|
|
||||||
for (int_maybe32_t i = y; i >= horizon; --i)
|
|
||||||
{
|
|
||||||
p.position.y = i;
|
|
||||||
p.depth = (_fHorizontalDepthStart - i) * _horizontalDepthStep + floorCameraDiff;
|
|
||||||
_pixelFunction(&p);
|
|
||||||
}
|
|
||||||
|
|
||||||
y = horizon < y ? horizon : y;
|
|
||||||
|
|
||||||
// draw ceiling until horizon
|
|
||||||
|
|
||||||
p.isFloor = 0;
|
|
||||||
|
|
||||||
Unit ceilCameraDiff =
|
|
||||||
_ceilFunction != 0 ?
|
|
||||||
absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY : UNITS_PER_SQUARE;
|
|
||||||
|
|
||||||
for (int_maybe32_t i = y2; i < y; ++i)
|
|
||||||
{
|
|
||||||
p.position.y = i;
|
|
||||||
p.depth = (i - _cHorizontalDepthStart) * _horizontalDepthStep + ceilCameraDiff;
|
|
||||||
_pixelFunction(&p);
|
|
||||||
}
|
|
||||||
|
|
||||||
#undef VERTICAL_DEPTH_MULTIPLY
|
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
|
void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
|
||||||
|
|
Loading…
Reference in a new issue