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Add experimental tiny mode

This commit is contained in:
Miloslav Číž 2018-09-02 13:58:46 +02:00
parent 6438f54e20
commit ad5eca88fb

View file

@ -21,11 +21,23 @@
#include <stdint.h>
#define UNITS_PER_SQUARE 1024 ///< No. of Units in a side of a spatial square.
#ifndef RAYCAST_TINY
#define UNITS_PER_SQUARE 1024 ///< No. of Units in a side of a spatial square.
typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
units in a square's length. This effectively
serves the purpose of a fixed-point arithmetic. */
typedef int32_t int_maybe32_t;
typedef uint32_t uint_maybe32_t;
#else
#define UNITS_PER_SQUARE 64
typedef int16_t Unit;
typedef int16_t int_maybe32_t;
typedef uint16_t uint_maybe32_t;
#endif
#define logVector2D(v)\
printf("[%d,%d]\n",v.x,v.y);
@ -49,8 +61,8 @@ typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
/// Position in 2D space.
typedef struct
{
int32_t y;
int32_t x;
int_maybe32_t y;
int_maybe32_t x;
} Vector2D;
typedef struct
@ -128,7 +140,7 @@ Vector2D normalize(Vector2D v);
/// Computes a cos of an angle between two vectors.
Unit vectorsAngleCos(Vector2D v1, Vector2D v2);
uint16_t sqrtInt(uint32_t value);
uint16_t sqrtInt(uint_maybe32_t value);
Unit dist(Vector2D p1, Vector2D p2);
Unit len(Vector2D v);
@ -156,16 +168,16 @@ void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
#ifdef RAYCASTLIB_PROFILE
// function call counters for profiling
uint32_t profile_sqrtInt = 0;
uint32_t profile_clamp = 0;
uint32_t profile_cosInt = 0;
uint32_t profile_angleToDirection = 0;
uint32_t profile_dist = 0;
uint32_t profile_len = 0;
uint32_t profile_pointIsLeftOfRay = 0;
uint32_t profile_castRaySquare = 0;
uint32_t profile_castRayMultiHit = 0;
uint32_t profile_castRay = 0;
uint_maybe32_t profile_sqrtInt = 0;
uint_maybe32_t profile_clamp = 0;
uint_maybe32_t profile_cosInt = 0;
uint_maybe32_t profile_angleToDirection = 0;
uint_maybe32_t profile_dist = 0;
uint_maybe32_t profile_len = 0;
uint_maybe32_t profile_pointIsLeftOfRay = 0;
uint_maybe32_t profile_castRaySquare = 0;
uint_maybe32_t profile_castRayMultiHit = 0;
uint_maybe32_t profile_castRay = 0;
uint16_t profile_normalize = 0;
uint16_t profile_vectorsAngleCos = 0;
@ -203,7 +215,7 @@ Unit clamp(Unit value, Unit valueMin, Unit valueMax)
}
// Bhaskara's cosine approximation formula
#define trigHelper(x) (UNITS_PER_SQUARE *\
#define trigHelper(x) (((Unit) UNITS_PER_SQUARE) *\
(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\
(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 + (x) * (x)))
@ -245,14 +257,19 @@ Vector2D angleToDirection(Unit angle)
return result;
}
uint16_t sqrtInt(uint32_t value)
uint16_t sqrtInt(uint_maybe32_t value)
{
profileCall(sqrtInt);
uint32_t result = 0;
uint_maybe32_t result = 0;
uint32_t a = value;
uint32_t b = 1u << 30;
uint_maybe32_t a = value;
#ifdef RAYCAST_TINY
uint_maybe32_t b = 1u << 14;
#else
uint_maybe32_t b = 1u << 30;
#endif
while (b > a)
b >>= 2;
@ -276,13 +293,13 @@ Unit dist(Vector2D p1, Vector2D p2)
{
profileCall(dist);
int32_t dx = p2.x - p1.x;
int32_t dy = p2.y - p1.y;
int_maybe32_t dx = p2.x - p1.x;
int_maybe32_t dy = p2.y - p1.y;
dx = dx * dx;
dy = dy * dy;
return sqrtInt((uint32_t) (dx + dy));
return sqrtInt((uint_maybe32_t) (dx + dy));
}
Unit len(Vector2D v)
@ -292,7 +309,7 @@ Unit len(Vector2D v)
v.x *= v.x;
v.y *= v.y;
return sqrtInt(((uint32_t) v.x) + ((uint32_t) v.y));
return sqrtInt(((uint_maybe32_t) v.x) + ((uint_maybe32_t) v.y));
}
int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
@ -322,7 +339,7 @@ void castRaySquare(Ray localRay, Vector2D *nextCellOff, Vector2D *collOff)
nextCellOff->c1 = n;\
collOff->c1 = criticalLine.start.c1 - localRay.start.c1;\
collOff->c2 = \
(((int32_t) collOff->c1) * localRay.direction.c2) /\
(((int_maybe32_t) collOff->c1) * localRay.direction.c2) /\
((localRay.direction.c1 == 0) ? 1 : localRay.direction.c1);\
}
@ -496,12 +513,12 @@ ArrayFunction _arrayFunction = 0;
Camera _camera;
Unit _floorDepthStep = 0;
Unit _startHeight = 0;
int32_t _camResYLimit = 0;
int_maybe32_t _camResYLimit = 0;
uint16_t _middleRow = 0;
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
int32_t y = _camResYLimit; // on screen y, will only go upwards
int_maybe32_t y = _camResYLimit; // on screen y, will only go upwards
Unit worldZPrev = _startHeight;
@ -510,7 +527,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
PixelInfo p;
p.position.x = x;
for (uint32_t j = 0; j < hitCount; ++j)
for (uint_maybe32_t j = 0; j < hitCount; ++j)
{
HitResult hit = hits[j];
@ -552,10 +569,12 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit floorCameraDiff = _camera.height - worldZPrev;
for (int32_t i = y; i > zTop; --i)
for (int_maybe32_t i = y; i > zTop; --i)
{
p.position.y = i;
p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
p.depth = (_camera.resolution.y - i) * _floorDepthStep +
floorCameraDiff * 2;
_pixelFunction(p);
}
@ -564,7 +583,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
p.isWall = 1;
p.depth = dist;
for (int32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
for (int_maybe32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
{
p.position.y = i;
p.hit = hit;
@ -582,10 +601,12 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit floorCameraDiff = _camera.height - worldZPrev;
for (int32_t i = y; i >= _middleRow; --i)
for (int_maybe32_t i = y; i >= _middleRow; --i)
{
p.position.y = i;
p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
p.depth = (_camera.resolution.y - i) * _floorDepthStep +
floorCameraDiff * 2;
_pixelFunction(p);
}
}
@ -604,7 +625,7 @@ void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
cam.position.y / UNITS_PER_SQUARE) -1 * cam.height;
// TODO
_floorDepthStep = (16 * UNITS_PER_SQUARE) / cam.resolution.y;
_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
castRaysMultiHit(cam,arrayFunc,_columnFunction,constraints);
}
@ -617,6 +638,8 @@ Vector2D normalize(Vector2D v)
Unit l = len(v);
l = l == 0 ? 1 : l;
result.x = (v.x * UNITS_PER_SQUARE) / l;
result.y = (v.y * UNITS_PER_SQUARE) / l;