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FPS++! (call pix func directly)

This commit is contained in:
Miloslav Číž 2018-09-17 07:15:06 +02:00
parent a4492a3656
commit f77522efb6

View file

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