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Fix ceiling

This commit is contained in:
Miloslav Číž 2018-09-08 18:45:57 +02:00
parent 82305691a9
commit bdc4fc5bb7

View file

@ -657,9 +657,6 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
if (x == 25)
printf("------%d\n",hitCount);
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
@ -671,7 +668,7 @@ if (x == 25)
#define VERTICAL_DEPTH_MULTIPLY 2
// we'll be simulatenously drawing the floor and the ceiling now
// we'll be simulatenously drawing the floor and the ceiling now
for (uint_maybe32_t j = 0; j < hitCount; ++j)
{
HitResult hit = hits[j];
@ -859,19 +856,19 @@ if (x == 25)
// draw ceiling until horizon
if (_ceilFunction != 0)
p.isFloor = 0;
Unit ceilCameraDiff =
_ceilFunction != 0 ?
absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY : UNITS_PER_SQUARE;
horizon = y > _middleRow ? _middleRow : y;
for (int_maybe32_t i = y2; i < horizon; ++i)
{
p.isFloor = 0;
Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
horizon = y > _middleRow ? _middleRow : y;
for (int_maybe32_t i = y2; i < horizon; ++i)
{
p.position.y = i;
p.depth = (i - _fogStartYTop) * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
p.position.y = i;
p.depth = (i - _fogStartYTop) * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
#undef VERTICAL_DEPTH_MULTIPLY