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Add floor depth
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parent
97471546c1
commit
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1 changed files with 28 additions and 16 deletions
42
raycastlib.h
42
raycastlib.h
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@ -719,7 +719,7 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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// global helper variables, for precomputing stuff etc.
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PixelFunction _pixelFunction = 0;
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Camera _camera;
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Unit _floorDepthStep = 0;
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Unit _horizontalDepthStep = 0;
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Unit _startFloorHeight = 0;
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Unit _startCeilHeight = 0;
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int_maybe32_t _camResYLimit = 0;
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@ -727,8 +727,8 @@ Unit _middleRow = 0;
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ArrayFunction _floorFunction = 0;
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ArrayFunction _ceilFunction = 0;
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uint8_t _computeTextureCoords = 0;
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Unit _fogStartYBottom = 0;
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Unit _fogStartYTop = 0;
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Unit _fHorizontalDepthStart = 0;
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Unit _cHorizontalDepthStart = 0;
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int16_t _cameraHeightScreen = 0;
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/**
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@ -823,13 +823,18 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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cZ1Screen = _middleRow + 1;
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}
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int_maybe32_t limit;
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Unit limit;
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Unit verticalDistance;
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#define VERTICAL_DEPTH_MULTIPLY 2
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#define drawHorizontal(pref,l1,l2,comp,inc)\
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p.depth += absVal(pref##Z1World) * VERTICAL_DEPTH_MULTIPLY;\
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limit = clamp(pref##Z1Screen,l1,l2);\
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for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
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{\
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p.position.y = i;\
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p.depth += _horizontalDepthStep;\
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_pixelFunction(&p);\
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}\
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if (pref##PosY comp limit)\
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@ -840,14 +845,19 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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// draw floor until wall
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p.isFloor = 1;
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p.depth = (_fHorizontalDepthStart - fPosY) * _horizontalDepthStep;
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drawHorizontal(f,cPosY + 1,_camera.resolution.y,>,-)
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// ^ purposfully allow outside screen bounds here
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// draw ceiling until wall
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p.isFloor = 0;
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p.depth = (cPosY - _cHorizontalDepthStart) * _horizontalDepthStep;
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drawHorizontal(c,-1,fPosY - 1,<,+)
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// ^ purposfully allow outside screen bounds here
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#undef drawHorizontal
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#undef VERTICAL_DEPTH_MULTIPLY
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if (!drawingHorizon) // don't draw walls for horizon plane
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{
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#define drawVertical(pref,l1,l2,comp,inc)\
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@ -887,6 +897,8 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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p.isFloor = 0;
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drawVertical(c,-1,fPosY - 1,<,+)
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} // ^ puposfully allow outside screen bounds here
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#undef drawVertical
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}
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@ -1026,7 +1038,7 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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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 = (_fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
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p.depth = (_fHorizontalDepthStart - i) * _horizontalDepthStep + floorCameraDiff;
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_pixelFunction(&p);
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}
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@ -1044,7 +1056,7 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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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 - _fogStartYTop) * _floorDepthStep + ceilCameraDiff;
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p.depth = (i - _cHorizontalDepthStart) * _horizontalDepthStep + ceilCameraDiff;
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_pixelFunction(&p);
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}
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@ -1123,7 +1135,7 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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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 = (_fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
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p.depth = (_fHorizontalDepthStart - i) * _horizontalDepthStep + floorCameraDiff;
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_pixelFunction(&p);
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}
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@ -1140,7 +1152,7 @@ for (uint_maybe32_t j = 0; j <= hitCount; ++j)
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for (int_maybe32_t i = y2; i < y; ++i)
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{
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p.position.y = i;
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p.depth = (i - _fogStartYTop) * _floorDepthStep + ceilCameraDiff;
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p.depth = (i - _cHorizontalDepthStart) * _horizontalDepthStep + ceilCameraDiff;
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_pixelFunction(&p);
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}
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@ -1197,7 +1209,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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p.position.y = y;
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_pixelFunction(&p);
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++y;
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p.depth += _floorDepthStep;
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p.depth += _horizontalDepthStep;
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}
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// draw wall
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@ -1221,14 +1233,14 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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// draw floor
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p.isWall = 0;
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p.depth = _middleRow * _floorDepthStep;
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p.depth = _middleRow * _horizontalDepthStep;
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while (y < _camera.resolution.y)
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{
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p.position.y = y;
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_pixelFunction(&p);
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++y;
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p.depth -= _floorDepthStep;
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p.depth -= _horizontalDepthStep;
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}
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}
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@ -1246,8 +1258,8 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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_middleRow = halfResY + cam.shear;
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_fogStartYBottom = _middleRow + halfResY;
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_fogStartYTop = _middleRow - halfResY;
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_fHorizontalDepthStart = _middleRow + halfResY;
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_cHorizontalDepthStart = _middleRow - halfResY;
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_computeTextureCoords = constraints.computeTextureCoords;
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@ -1263,7 +1275,7 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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: UNIT_INFINITY;
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// TODO
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_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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_horizontalDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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castRaysMultiHit(cam,_floorCeilFunction,typeFunction,
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_columnFunction,constraints);
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@ -1284,7 +1296,7 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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UNITS_PER_SQUARE;
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// TODO
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_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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_horizontalDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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constraints.maxHits = 1;
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