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https://git.coom.tech/drummyfish/raycastlib.git
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Improve ceiling drawing
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parent
31c84a27af
commit
d1aa2658ee
1 changed files with 62 additions and 75 deletions
137
raycastlib.h
137
raycastlib.h
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@ -214,6 +214,11 @@ Unit clamp(Unit value, Unit valueMin, Unit valueMax)
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return value;
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}
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inline Unit absVal(Unit value)
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{
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return value < 0 ? -1 * value : value;
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}
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// Bhaskara's cosine approximation formula
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#define trigHelper(x) (((Unit) UNITS_PER_SQUARE) *\
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(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\
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@ -529,17 +534,17 @@ uint16_t _middleRow = 0;
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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int_maybe32_t y = _camResYLimit; // on screen y, will only go upwards
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int_maybe32_t y2 = 0;
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int_maybe32_t y = _camResYLimit; // screen y (for floor), will only go up
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int_maybe32_t y2 = 0; // screen y (for ceil), will only fo down
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Unit worldZPrev = _startHeight;
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Unit worldZPrevCeil = UNITS_PER_SQUARE * 5 + _startHeight;
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Unit worldZPrevCeil = UNITS_PER_SQUARE * 5 + _startHeight;
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PixelInfo p;
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p.position.x = x;
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// we'll be simulatenously drawing the floor and the ceiling now
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for (uint_maybe32_t j = 0; j < hitCount; ++j)
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{
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HitResult hit = hits[j];
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@ -559,82 +564,63 @@ Unit worldZPrevCeil = UNITS_PER_SQUARE * 5 + _startHeight;
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Unit worldZ2 = wallHeight - _camera.height;
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Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
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Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
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int16_t z1Screen = _middleRow -
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perspectiveScale(
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,1);
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int16_t z1Screen = _middleRow - perspectiveScale(
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z1Screen = clamp(z1Screen,0,_camResYLimit);
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int16_t z1ScreenCeil = _middleRow -
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perspectiveScale(
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,1);
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int16_t z1ScreenCeil = _middleRow - perspectiveScale(
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
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z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
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int16_t z2Screen = _middleRow -
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perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,1);
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int16_t z2Screen = _middleRow - perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z2Screen = clamp(z2Screen,0,_camResYLimit);
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int16_t z2ScreenCeil = _middleRow -
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perspectiveScale(
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,
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dist,1);
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z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
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int16_t z2ScreenCeil = _middleRow - perspectiveScale(
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
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Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
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Unit zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
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z1ScreenCeil : z2ScreenCeil;
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Unit zBottomCeil = z1ScreenCeil > z2ScreenCeil ? z1ScreenCeil : z2ScreenCeil;
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if (zTop <= zBottomCeil)
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zBottomCeil = zTop; // walls on ceiling and floor met
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if (zTop <= zBottomCeil)
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zBottomCeil = zTop;
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// draw floor until the wall
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// draw floor until wall
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p.isWall = 0;
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Unit floorCameraDiff = _camera.height - worldZPrev;
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Unit floorCameraDiff = absVal(worldZPrev) * 4;
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for (int_maybe32_t i = y; i > z1Screen; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep +
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floorCameraDiff * 2;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
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// draw ceiling until wall
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Unit ceilCameraDiff = worldZPrevCeil - _camera.height;
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Unit ceilCameraDiff = absVal(worldZPrevCeil) * 4;
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for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
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{
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p.position.y = i;
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for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
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{
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p.position.y = i;
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p.depth = i * _floorDepthStep + ceilCameraDiff;
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_pixelFunction(p);
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}
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p.depth = i * _floorDepthStep + ceilCameraDiff * 2;
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_pixelFunction(p);
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}
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// draw the wall
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// draw wall
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p.isWall = 1;
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p.depth = 1;
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p.depth = dist;
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for (int_maybe32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
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@ -644,54 +630,55 @@ p.depth = 1;
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_pixelFunction(p);
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}
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for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2; i < z2ScreenCeil; ++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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// draw ceiling wall
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for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2;
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i < z2ScreenCeil; ++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 = y > zTop ? zTop : y;
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worldZPrev = worldZ2;
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y2 = y2 < zBottomCeil ? zBottomCeil : y2;
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worldZPrevCeil = worldZ2Ceil;
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y2 = y2 < zBottomCeil ? zBottomCeil : y2;
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if (y <= y2)
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break;
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worldZPrevCeil = worldZ2Ceil;
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if (y <= y2)
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break; // walls on ceiling and floor met
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}
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// draw floor until horizon
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p.isWall = 0;
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Unit floorCameraDiff = _camera.height - worldZPrev;
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Unit floorCameraDiff = absVal(worldZPrev) * 4;
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uint16_t horizon = y <= y2 ? y : _middleRow;
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uint16_t horizon = y <= y2 ? y : _middleRow;
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for (int_maybe32_t i = y; i >= horizon; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep +
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floorCameraDiff * 2;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
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/*
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Unit ceilCameraDiff = worldZPrevCeil - _camera.height;
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// draw ceiling until horizon
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for (int_maybe32_t i = y2; i < horizon; ++i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep +
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floorCameraDiff * 2;
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Unit ceilCameraDiff = absVal(worldZPrevCeil) * 4;
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for (int_maybe32_t i = y2; i < horizon; ++i)
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{
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p.position.y = i;
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p.depth = i * _floorDepthStep + ceilCameraDiff;
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_pixelFunction(p);
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}
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_pixelFunction(p);
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}
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*/
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}
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void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
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