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Add rolling door
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4eb84296cb
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1 changed files with 71 additions and 17 deletions
88
raycastlib.h
88
raycastlib.h
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@ -270,10 +270,18 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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accurate results than this function, so it's to be considered even for simple
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scenes.
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Additionally this function supports rendering rolling doors.
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This function should render each screen pixel exactly once.
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@param rollFunc function that for given square says its door roll in Units
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(0 = no roll, UNITS_PER_SQUARE = full roll right, -UNITS_PER_SQUARE =
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full roll left), can be zero (no rolling door, rendering should also
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be faster as fewer intersections will be tested)
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*/
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints);
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ArrayFunction typeFunc, PixelFunction pixelFunc, ArrayFunction rollFunc,
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RayConstraints constraints);
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/**
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Function that moves given camera and makes it collide with walls and
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@ -773,6 +781,7 @@ uint8_t _computeTextureCoords = 0;
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Unit _fHorizontalDepthStart = 0;
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Unit _cHorizontalDepthStart = 0;
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int16_t _cameraHeightScreen = 0;
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ArrayFunction _rollFunction = 0; // says door rolling
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/**
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Helper function that determines intersection with both ceiling and floor.
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@ -797,7 +806,9 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
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Unit _floorHeightNotZeroFunction(int16_t x, int16_t y)
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{
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return _floorFunction(x,y) == 0 ? 0 : UNITS_PER_SQUARE;
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return _floorFunction(x,y) == 0 ? 0 :
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(x & 0x00FF) | ((y & 0x00FF) << 8);
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// ^ this makes collisions between all squares - needed for rolling doors
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}
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Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
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@ -974,28 +985,65 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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if (hitCount > 0)
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{
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HitResult hit = hits[0];
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uint8_t goOn = 1;
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if (_rollFunction != 0)
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{
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Unit doorRoll = _rollFunction(hit.square.x,hit.square.y);
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int8_t unrolled = doorRoll >= 0 ?
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doorRoll > hit.textureCoord :
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hit.textureCoord > UNITS_PER_SQUARE + doorRoll;
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if (unrolled)
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{
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goOn = 0;
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if (hitCount > 1) /* should probably always be true (hit on square
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exit) */
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{
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if (hit.direction % 2 != hits[1].direction % 2)
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{
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// hit on the inner side
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hit = hits[1];
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goOn = 1;
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}
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else if (hitCount > 2)
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{
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// hit on the opposite side
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hit = hits[2];
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goOn = 1;
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}
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}
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}
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}
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p.hit = hit;
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dist = adjustDistance(hit.distance,&_camera,&ray);
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if (goOn)
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{
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dist = adjustDistance(hit.distance,&_camera,&ray);
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int16_t wallHeightWorld = _floorFunction(hit.square.x,hit.square.y);
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int16_t wallHeightWorld = _floorFunction(hit.square.x,hit.square.y);
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wallHeightScreen = perspectiveScale((wallHeightWorld *
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_camera.resolution.y) / UNITS_PER_SQUARE,dist);
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wallHeightScreen = perspectiveScale((wallHeightWorld *
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_camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int16_t normalizedWallHeight =
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(UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld;
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int16_t normalizedWallHeight =
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(UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld;
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heightOffset = perspectiveScale(_cameraHeightScreen,dist);
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heightOffset = perspectiveScale(_cameraHeightScreen,dist);
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wallStart = _middleRow - wallHeightScreen + heightOffset +
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normalizedWallHeight;
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wallStart = _middleRow - wallHeightScreen + heightOffset +
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normalizedWallHeight;
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coordHelper = -1 * wallStart;
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coordHelper = coordHelper >= 0 ? coordHelper : 0;
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coordHelper = -1 * wallStart;
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coordHelper = coordHelper >= 0 ? coordHelper : 0;
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wallEnd = clamp(wallStart + wallHeightScreen,0,_camResYLimit);
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wallStart = clamp(wallStart,0,_camResYLimit);
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wallEnd = clamp(wallStart + wallHeightScreen,0,_camResYLimit);
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wallStart = clamp(wallStart,0,_camResYLimit);
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}
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}
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// draw ceiling
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@ -1084,7 +1132,8 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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}
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints)
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ArrayFunction typeFunc, PixelFunction pixelFunc, ArrayFunction rollFunc,
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RayConstraints constraints)
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{
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_pixelFunction = pixelFunc;
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_floorFunction = floorHeightFunc;
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@ -1092,6 +1141,7 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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_camResYLimit = cam.resolution.y - 1;
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_middleRow = cam.resolution.y / 2;
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_computeTextureCoords = constraints.computeTextureCoords;
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_rollFunction = rollFunc;
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_cameraHeightScreen =
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(_camera.resolution.y * (_camera.height - UNITS_PER_SQUARE)) /
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@ -1100,7 +1150,11 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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// TODO
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_horizontalDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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constraints.maxHits = 1;
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constraints.maxHits =
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_rollFunction == 0 ?
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1 : // no door => 1 hit is enough
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3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2)
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castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
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_columnFunctionSimple, constraints);
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