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FPS++! (call pix func directly)
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1 changed files with 16 additions and 14 deletions
30
raycastlib.h
30
raycastlib.h
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@ -9,6 +9,9 @@
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Check the defines below to fine-tune accuracy vs performance! Don't forget
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to compile with optimizations.
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Before includinf the library efine PIXEL_FUNCTION to the name of the
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function (with PixelFunction signature) that will render your pixels!
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author: Miloslav "drummyfish" Ciz
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license: CC0
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version: 0.1
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@ -180,6 +183,8 @@ typedef struct
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coordinates. */
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} PixelInfo;
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void PIXEL_FUNCTION (PixelInfo *p);
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typedef struct
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{
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uint16_t maxHits;
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@ -296,7 +301,7 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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*/
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void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints);
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RayConstraints constraints);
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/**
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Renders given camera view, with help of provided functions. This function is
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@ -315,7 +320,7 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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be faster as fewer intersections will be tested)
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*/
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, ArrayFunction rollFunc,
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ArrayFunction typeFunc, ArrayFunction rollFunc,
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RayConstraints constraints);
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/**
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@ -347,7 +352,6 @@ void initRayConstraints(RayConstraints *constraints);
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// privates
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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 _horizontalDepthStep = 0;
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Unit _startFloorHeight = 0;
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@ -966,7 +970,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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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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PIXEL_FUNCTION(&p);\
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}\
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if (pref##PosY comp limit)\
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pref##PosY = limit;
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@ -1015,7 +1019,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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p.texCoords.y = (wallPosition * UNITS_PER_SQUARE)/wallLength;\
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}\
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wallPosition++;\
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_pixelFunction(&p);\
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PIXEL_FUNCTION(&p);\
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}\
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else\
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for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
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@ -1027,7 +1031,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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p.texCoords.x = hit.textureCoord;\
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p.texCoords.y += coordStep;\
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}\
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_pixelFunction(&p);\
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PIXEL_FUNCTION(&p);\
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}\
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if (pref##PosY comp limit)\
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pref##PosY = limit;\
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@ -1160,7 +1164,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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while (y < wallStart)
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{
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p.position.y = y;
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_pixelFunction(&p);
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PIXEL_FUNCTION(&p);
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++y;
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p.depth += _horizontalDepthStep;
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}
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@ -1195,7 +1199,7 @@ Unit coordStep = 1;
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#if COMPUTE_WALL_TEXCOORDS == 1
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p.texCoords.y = (UNITS_PER_SQUARE * coordHelper) / wallHeightScreen;
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#endif
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_pixelFunction(&p);
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PIXEL_FUNCTION(&p);
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++coordHelper;
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++y;
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}
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@ -1207,7 +1211,7 @@ Unit coordStep = 1;
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// cheaper texture coord computation
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p.position.y = y;
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_pixelFunction(&p);
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PIXEL_FUNCTION(&p);
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#if COMPUTE_WALL_TEXCOORDS == 1
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p.texCoords.y += coordStep;
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#endif
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@ -1223,7 +1227,7 @@ Unit coordStep = 1;
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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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PIXEL_FUNCTION(&p);
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++y;
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p.depth -= _horizontalDepthStep;
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}
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@ -1231,9 +1235,8 @@ Unit coordStep = 1;
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void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints)
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RayConstraints constraints)
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{
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_pixelFunction = pixelFunc;
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_floorFunction = floorHeightFunc;
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_ceilFunction = ceilingHeightFunc;
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_camera = cam;
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@ -1265,10 +1268,9 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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}
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, ArrayFunction rollFunc,
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ArrayFunction typeFunc, ArrayFunction rollFunc,
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RayConstraints constraints)
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{
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_pixelFunction = pixelFunc;
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_floorFunction = floorHeightFunc;
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_camera = cam;
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_camResYLimit = cam.resolution.y - 1;
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