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