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Rework rendering

This commit is contained in:
Miloslav Číž 2018-09-01 09:46:19 +02:00
parent 31691f8023
commit cc93dfcba8

View file

@ -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;
}
}