mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-11-23 20:49:57 +01:00
Start render rework
This commit is contained in:
parent
04c6040fb9
commit
97471546c1
1 changed files with 159 additions and 0 deletions
159
raycastlib.h
159
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,
|
||||
|
|
Loading…
Reference in a new issue