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Start render rework
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159
raycastlib.h
159
raycastlib.h
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@ -766,6 +766,162 @@ Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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#if 1
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// last written Y position, can never go backwards
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int_maybe32_t fPosY = _camera.resolution.y;
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int_maybe32_t cPosY = -1;
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// world coordinates
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Unit fZ1World = _startFloorHeight;
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Unit cZ1World = _startCeilHeight;
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PixelInfo p;
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p.position.x = x;
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int_maybe32_t i;
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// we'll be simulatenously drawing the floor and the ceiling now
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for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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{ // ^ = add extra iteration for horizon plane
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int8_t drawingHorizon = j == hitCount;
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HitResult hit;
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Unit distance;
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Unit fWallHeight, cWallHeight;
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Unit fZ2World, cZ2World;
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Unit fZ1Screen, cZ1Screen;
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Unit fZ2Screen, cZ2Screen;
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if (!drawingHorizon)
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{
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hit = hits[j];
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distance = adjustDistance(hit.distance,&_camera,&ray);
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fWallHeight = _floorFunction(hit.square.x,hit.square.y);
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fZ2World = fWallHeight - _camera.height;
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fZ1Screen = _middleRow - perspectiveScale(
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(fZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
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fZ2Screen = _middleRow - perspectiveScale(
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(fZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
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if (_ceilFunction != 0)
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{
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cWallHeight = _ceilFunction(hit.square.x,hit.square.y);
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cZ2World = cWallHeight - _camera.height;
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cZ1Screen = _middleRow - perspectiveScale(
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(cZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
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cZ2Screen = _middleRow - perspectiveScale(
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(cZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
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}
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}
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else
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{
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fZ1Screen = _middleRow;
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cZ1Screen = _middleRow + 1;
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}
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int_maybe32_t limit;
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#define drawHorizontal(pref,l1,l2,comp,inc)\
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limit = clamp(pref##Z1Screen,l1,l2);\
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for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
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{\
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p.position.y = i;\
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_pixelFunction(&p);\
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}\
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if (pref##PosY comp limit)\
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pref##PosY = limit;
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p.isWall = 0;
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p.isHorizon = 0;
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// draw floor until wall
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p.isFloor = 1;
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drawHorizontal(f,cPosY + 1,_camera.resolution.y,>,-)
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// ^ purposfully allow outside screen bounds here
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// draw ceiling until wall
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p.isFloor = 0;
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drawHorizontal(c,-1,fPosY - 1,<,+)
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// ^ purposfully allow outside screen bounds here
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if (!drawingHorizon) // don't draw walls for horizon plane
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{
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#define drawVertical(pref,l1,l2,comp,inc)\
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{\
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limit = clamp(pref##Z2Screen,l1,l2);\
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Unit wallLength = pref##Z2Screen - pref##Z1Screen;\
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Unit wallPosition = absVal(pref##Z1Screen - pref##PosY);\
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for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
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{\
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p.position.y = i;\
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p.hit = hit;\
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p.textureCoordY = (wallPosition * UNITS_PER_SQUARE) / wallLength; \
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wallPosition++;\
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_pixelFunction(&p);\
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}\
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if (pref##PosY comp limit)\
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pref##PosY = limit;\
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pref##Z1World = pref##Z2World; /* for the next iteration */\
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}
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p.isWall = 1;
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p.depth = distance;
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p.isFloor = 1;
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// draw floor wall
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if (fPosY > 0) // still pixels left?
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{
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p.isFloor = 1;
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drawVertical(f,cPosY + 1,_camera.resolution.y,>,-)
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} // ^ purposfully allow outside screen bounds here
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// draw ceiling wall
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if (cPosY < _camResYLimit) // still pixels left?
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{
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p.isFloor = 0;
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drawVertical(c,-1,fPosY - 1,<,+)
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} // ^ puposfully allow outside screen bounds here
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}
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/*
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if (fPosY > 0) // still pixels left undrawn?
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{
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// draw floor wall
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p.isWall = 1;
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p.depth = dist;
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p.isFloor = 1;
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limit = clamp(fZ2Screen,0,_camera.resolution.y);
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// ^ allow outside screen at bottom
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for (i = fPosY - 1; i >= limit; --i)
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{
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p.position.y = i;
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p.hit = hit;
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_pixelFunction(&p);
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}
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if (limit < fPosY)
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fPosY = limit;
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fZ1World = fZ2World; // move to the next level for the next iteration
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}
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*/
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}
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#else
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int_maybe32_t y = _camResYLimit; // screen y (for floor), will only go up
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int_maybe32_t y2 = 0; // screen y (for ceil), will only fo down
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@ -989,6 +1145,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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}
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#undef VERTICAL_DEPTH_MULTIPLY
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#endif
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}
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void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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