From 97471546c1bea19a3d4d5b1a1591a26d21c9d240 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 13 Sep 2018 10:09:21 +0200 Subject: [PATCH] Start render rework --- raycastlib.h | 159 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 159 insertions(+) diff --git a/raycastlib.h b/raycastlib.h index 30a2294..2c243cb 100644 --- a/raycastlib.h +++ b/raycastlib.h @@ -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,