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Clamp negative depth to 0

This commit is contained in:
Miloslav Číž 2019-10-11 15:02:13 +02:00
parent 646755b45d
commit f891b6317a

View file

@ -26,7 +26,7 @@
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
version: 0.87
version: 0.88
*/
#include <stdint.h>
@ -280,6 +280,10 @@ typedef struct
very often.
*/
typedef RCL_Unit (*RCL_ArrayFunction)(int16_t x, int16_t y);
/*
TODO: maybe array functions should be replaced by defines of funtion names
like with pixelFunc? Could be more efficient than function pointers.
*/
/**
Function that renders a single pixel at the display. It is handed an info
@ -1034,7 +1038,7 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
}
/// Helper for drawing floor or ceiling. Returns the last drawn pixel position.
static inline int16_t _RCL_drawVertical(
static inline int16_t _RCL_drawHorizontalColumn(
RCL_Unit yCurrent,
RCL_Unit yTo,
RCL_Unit limit1, // TODO: int16_t?
@ -1058,13 +1062,19 @@ static inline int16_t _RCL_drawVertical(
int16_t limit = RCL_clamp(yTo,limit1,limit2);
RCL_Unit depth = 0; /* TODO: this is for clamping depth to 0 so that we don't
have negative depths, but we should do it more
elegantly and efficiently */
_RCL_UNUSED(depth);
/* for performance reasons have different version of the critical loop
to be able to branch early */
#define loop(doDepth,doCoords)\
{\
if (doDepth) /*constant condition - compiler should optimize it out*/\
{\
pixelInfo->depth += RCL_absVal(verticalOffset) *\
depth = pixelInfo->depth + RCL_absVal(verticalOffset) *\
RCL_VERTICAL_DEPTH_MULTIPLY;\
depthIncrement = depthIncrementMultiplier *\
_RCL_horizontalDepthStep;\
@ -1080,7 +1090,10 @@ static inline int16_t _RCL_drawVertical(
{\
pixelInfo->position.y = i;\
if (doDepth) /*constant condition - compiler should optimize it out*/\
pixelInfo->depth += depthIncrement;\
{\
depth += depthIncrement;\
pixelInfo->depth = RCL_max(0,depth); /*TODO: optimize */\
}\
if (doCoords) /*constant condition - compiler should optimize it out*/\
{\
RCL_Unit d = _RCL_floorPixelDistances[i];\
@ -1287,7 +1300,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
p.depth = 0;
#endif
limit = _RCL_drawVertical(fPosY,fZ1Screen,cPosY + 1,
limit = _RCL_drawHorizontalColumn(fPosY,fZ1Screen,cPosY + 1,
_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
// ^ purposfully allow outside screen bounds
RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT,
@ -1307,7 +1320,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
_RCL_horizontalDepthStep;
#endif
limit = _RCL_drawVertical(cPosY,cZ1Screen,
limit = _RCL_drawHorizontalColumn(cPosY,cZ1Screen,
-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// ^ purposfully allow outside screen bounds here
@ -1472,7 +1485,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.depth = 1;
p.height = RCL_UNITS_PER_SQUARE;
y = _RCL_drawVertical(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
y = _RCL_drawHorizontalColumn(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
// draw wall
@ -1503,7 +1516,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
#endif
_RCL_drawVertical(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_drawHorizontalColumn(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
_RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS,
-1,&ray,&p);
}
@ -1627,8 +1640,6 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
{
RCL_PixelInfo result;
RCL_Unit d = RCL_dist(worldPosition,camera.position);
RCL_Vector2D toPoint;
toPoint.x = worldPosition.x - camera.position.x;