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Add rolling door

This commit is contained in:
Miloslav Číž 2018-09-14 19:42:59 +02:00
parent 4eb84296cb
commit 910927e24d

View file

@ -270,10 +270,18 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
accurate results than this function, so it's to be considered even for simple
scenes.
Additionally this function supports rendering rolling doors.
This function should render each screen pixel exactly once.
@param rollFunc function that for given square says its door roll in Units
(0 = no roll, UNITS_PER_SQUARE = full roll right, -UNITS_PER_SQUARE =
full roll left), can be zero (no rolling door, rendering should also
be faster as fewer intersections will be tested)
*/
void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints);
ArrayFunction typeFunc, PixelFunction pixelFunc, ArrayFunction rollFunc,
RayConstraints constraints);
/**
Function that moves given camera and makes it collide with walls and
@ -773,6 +781,7 @@ uint8_t _computeTextureCoords = 0;
Unit _fHorizontalDepthStart = 0;
Unit _cHorizontalDepthStart = 0;
int16_t _cameraHeightScreen = 0;
ArrayFunction _rollFunction = 0; // says door rolling
/**
Helper function that determines intersection with both ceiling and floor.
@ -797,7 +806,9 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
Unit _floorHeightNotZeroFunction(int16_t x, int16_t y)
{
return _floorFunction(x,y) == 0 ? 0 : UNITS_PER_SQUARE;
return _floorFunction(x,y) == 0 ? 0 :
(x & 0x00FF) | ((y & 0x00FF) << 8);
// ^ this makes collisions between all squares - needed for rolling doors
}
Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
@ -974,8 +985,44 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
if (hitCount > 0)
{
HitResult hit = hits[0];
uint8_t goOn = 1;
if (_rollFunction != 0)
{
Unit doorRoll = _rollFunction(hit.square.x,hit.square.y);
int8_t unrolled = doorRoll >= 0 ?
doorRoll > hit.textureCoord :
hit.textureCoord > UNITS_PER_SQUARE + doorRoll;
if (unrolled)
{
goOn = 0;
if (hitCount > 1) /* should probably always be true (hit on square
exit) */
{
if (hit.direction % 2 != hits[1].direction % 2)
{
// hit on the inner side
hit = hits[1];
goOn = 1;
}
else if (hitCount > 2)
{
// hit on the opposite side
hit = hits[2];
goOn = 1;
}
}
}
}
p.hit = hit;
if (goOn)
{
dist = adjustDistance(hit.distance,&_camera,&ray);
int16_t wallHeightWorld = _floorFunction(hit.square.x,hit.square.y);
@ -997,6 +1044,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
wallEnd = clamp(wallStart + wallHeightScreen,0,_camResYLimit);
wallStart = clamp(wallStart,0,_camResYLimit);
}
}
// draw ceiling
@ -1084,7 +1132,8 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
}
void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints)
ArrayFunction typeFunc, PixelFunction pixelFunc, ArrayFunction rollFunc,
RayConstraints constraints)
{
_pixelFunction = pixelFunc;
_floorFunction = floorHeightFunc;
@ -1092,6 +1141,7 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
_camResYLimit = cam.resolution.y - 1;
_middleRow = cam.resolution.y / 2;
_computeTextureCoords = constraints.computeTextureCoords;
_rollFunction = rollFunc;
_cameraHeightScreen =
(_camera.resolution.y * (_camera.height - UNITS_PER_SQUARE)) /
@ -1100,7 +1150,11 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
// TODO
_horizontalDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
constraints.maxHits = 1;
constraints.maxHits =
_rollFunction == 0 ?
1 : // no door => 1 hit is enough
3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2)
castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
_columnFunctionSimple, constraints);