mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-12-23 01:26:19 +01:00
Rework rendering
This commit is contained in:
parent
31691f8023
commit
cc93dfcba8
1 changed files with 25 additions and 19 deletions
44
raycastlib.h
44
raycastlib.h
|
@ -17,6 +17,8 @@
|
|||
clockwise, a full angle has UNITS_PER_SQUARE Units.
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#define UNITS_PER_SQUARE 1024 ///< No. of Units in a side of a spatial square.
|
||||
|
@ -495,7 +497,11 @@ Camera _camera;
|
|||
|
||||
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
||||
{
|
||||
int32_t y = _camera.resolution.y - 1;
|
||||
int32_t y = _camera.resolution.y - 1; // on screen y, will only go upwards
|
||||
|
||||
Unit worldZPrev = -1 * _camera.height;
|
||||
|
||||
uint16_t middleRow = _camera.resolution.y / 2;
|
||||
|
||||
for (uint32_t j = 0; j < hitCount; ++j)
|
||||
{
|
||||
|
@ -512,16 +518,21 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
|||
|
||||
dist = dist == 0 ? 1 : dist; // prevent division by zero
|
||||
|
||||
Unit z =
|
||||
(_camera.resolution.y *
|
||||
(_arrayFunction(hit.square.x,hit.square.y) - _camera.height)
|
||||
) / UNITS_PER_SQUARE;
|
||||
Unit wallHeight = _arrayFunction(hit.square.x,hit.square.y);
|
||||
|
||||
int32_t height = perspectiveScale(z,dist,1);
|
||||
Unit worldZ2 = -1 * _camera.height + wallHeight;
|
||||
|
||||
Unit offset = perspectiveScale(_camera.height,dist,1);
|
||||
Unit z1Screen = middleRow -
|
||||
perspectiveScale(
|
||||
(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,
|
||||
dist,
|
||||
1);
|
||||
|
||||
int32_t start = _camera.resolution.y / 2 + height / 2 + offset;
|
||||
Unit z2Screen = middleRow -
|
||||
perspectiveScale(
|
||||
(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,
|
||||
dist,
|
||||
1);
|
||||
|
||||
PixelInfo p;
|
||||
p.position.x = x;
|
||||
|
@ -529,30 +540,25 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
|||
p.isWall = 0;
|
||||
|
||||
// draw floor until the wall
|
||||
for (int32_t i = y; i > start; --i)
|
||||
for (int32_t i = y; i > z1Screen; --i)
|
||||
{
|
||||
p.position.y = i;
|
||||
_pixelFunction(p);
|
||||
}
|
||||
|
||||
int32_t yPrev = y;
|
||||
|
||||
y = start - height;
|
||||
|
||||
if (y > yPrev) // don't overwrite the previous - y can only get smaller
|
||||
y = yPrev;
|
||||
|
||||
start = start > yPrev ? yPrev : start;
|
||||
// draw the wall
|
||||
|
||||
p.isWall = 1;
|
||||
|
||||
// draw the wall
|
||||
for (int32_t i = start; i > (y < 0 ? 0 : y); --i)
|
||||
for (int32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
|
||||
{
|
||||
p.position.y = i;
|
||||
p.hit = hit;
|
||||
_pixelFunction(p);
|
||||
}
|
||||
|
||||
y = z2Screen;
|
||||
worldZPrev = worldZ2;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue