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Add floor textures

This commit is contained in:
Miloslav Číž 2018-09-18 10:25:14 +02:00
parent a27055ab93
commit c28e9d5e2d

View file

@ -52,6 +52,10 @@
#define RCL_COMPUTE_WALL_TEXCOORDS 1 #define RCL_COMPUTE_WALL_TEXCOORDS 1
#endif #endif
#ifndef RCL_COMPUTE_FLOOR_TEXCOORDS
#define RCL_COMPUTE_FLOOR_TEXCOORDS 0
#endif
#ifndef RCL_USE_COS_LUT #ifndef RCL_USE_COS_LUT
#define RCL_USE_COS_LUT 0 /**< type of look up table for cos function: #define RCL_USE_COS_LUT 0 /**< type of look up table for cos function:
0: none (compute) 0: none (compute)
@ -400,6 +404,7 @@ RCL_Unit _RCL_fHorizontalDepthStart = 0;
RCL_Unit _RCL_cHorizontalDepthStart = 0; RCL_Unit _RCL_cHorizontalDepthStart = 0;
int16_t _RCL_cameraHeightScreen = 0; int16_t _RCL_cameraHeightScreen = 0;
RCL_ArrayFunction _RCL_rollFunction = 0; // says door rolling RCL_ArrayFunction _RCL_rollFunction = 0; // says door rolling
RCL_Unit *_RCL_floorPixelDistances = 0;
#ifdef RAYCASTLIB_PROFILE #ifdef RAYCASTLIB_PROFILE
// function call counters for profiling // function call counters for profiling
@ -1273,29 +1278,29 @@ RCL_Unit coordStep = 1;
p.isWall = 0; p.isWall = 0;
p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1; p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
/* #if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
//WIP: floor textures
RCL_Unit dx = p.hit.position.x - _RCL_camera.position.x; RCL_Unit dx = p.hit.position.x - _RCL_camera.position.x;
RCL_Unit dy = p.hit.position.y - _RCL_camera.position.y; RCL_Unit dy = p.hit.position.y - _RCL_camera.position.y;
RCL_Unit pixPos = y - _RCL_middleRow; RCL_Unit pixPos = y - _RCL_middleRow + 1;
*/
RCL_Unit rayCameraCos = RCL_vectorsAngleCos(
RCL_angleToDirection(_RCL_camera.direction),ray.direction);
#endif
while (y < _RCL_camera.resolution.y) while (y < _RCL_camera.resolution.y)
{ {
/* #if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
// WIP: floor textures RCL_Unit d = _RCL_floorPixelDistances[pixPos];
RCL_Unit d = RCL_perspectiveScaleInverse( (_RCL_camera.height * _RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE ,pixPos);
if (x == 17) d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;
printf("y = %d: %d %d %d %d\n",y,p.texCoords.x,p.texCoords.y,d,p.hit.distance); // ^ inverse of RCL_adjustDistance(...)
d = (d * RCL_UNITS_PER_SQUARE) /
RCL_vectorsAngleCos(RCL_angleToDirection(_RCL_camera.direction),ray.direction);
p.texCoords.x = _RCL_camera.position.x + ((d * dx) / (p.hit.distance)); p.texCoords.x = _RCL_camera.position.x + ((d * dx) / (p.hit.distance));
p.texCoords.y = _RCL_camera.position.y + ((d * dy) / (p.hit.distance)); p.texCoords.y = _RCL_camera.position.y + ((d * dy) / (p.hit.distance));
pixPos++; pixPos++;
*/ #endif
p.position.y = y; p.position.y = y;
RCL_PIXEL_FUNCTION(&p); RCL_PIXEL_FUNCTION(&p);
@ -1364,8 +1369,30 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
1 : // no door => 1 hit is enough 1 : // no door => 1 hit is enough
3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2) 3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2)
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
uint16_t halfResY = cam.resolution.y / 2;
RCL_Unit floorPixelDistances[halfResY]; /* for each vertical floor pixel,
this will contain precomputed
distance to the camera */
RCL_Unit camHeightScreenSize =
(((cam.height >> 6) << 6) * // prevent weird floor movement with rounding
cam.resolution.y) / RCL_UNITS_PER_SQUARE;
for (uint16_t i = 0; i < halfResY; ++i) // precompute the distances
floorPixelDistances[i] =
RCL_perspectiveScaleInverse(camHeightScreenSize,i);
// pass to _columnFunctionSimple
_RCL_floorPixelDistances = floorPixelDistances;
#endif
RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc, RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
_columnFunctionSimple, constraints); _columnFunctionSimple, constraints);
#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
_RCL_floorPixelDistances = 0;
#endif
} }
RCL_Vector2D RCL_normalize(RCL_Vector2D v) RCL_Vector2D RCL_normalize(RCL_Vector2D v)