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Start render rework

This commit is contained in:
Miloslav Číž 2018-09-13 10:09:21 +02:00
parent 04c6040fb9
commit 97471546c1

View file

@ -766,6 +766,162 @@ Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
#if 1
// last written Y position, can never go backwards
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;
}
int_maybe32_t limit;
#define drawHorizontal(pref,l1,l2,comp,inc)\
limit = clamp(pref##Z1Screen,l1,l2);\
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
{\
p.position.y = i;\
_pixelFunction(&p);\
}\
if (pref##PosY comp limit)\
pref##PosY = limit;
p.isWall = 0;
p.isHorizon = 0;
// draw floor until wall
p.isFloor = 1;
drawHorizontal(f,cPosY + 1,_camera.resolution.y,>,-)
// ^ purposfully allow outside screen bounds here
// draw ceiling until wall
p.isFloor = 0;
drawHorizontal(c,-1,fPosY - 1,<,+)
// ^ purposfully allow outside screen bounds here
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;\
Unit wallPosition = absVal(pref##Z1Screen - pref##PosY);\
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
}
/*
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
@ -989,6 +1145,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
}
#undef VERTICAL_DEPTH_MULTIPLY
#endif
}
void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,