mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-12-23 01:26:19 +01:00
Separate floor/ceil
This commit is contained in:
parent
cec0a63e85
commit
fa68bd5fa5
1 changed files with 35 additions and 19 deletions
54
raycastlib.h
54
raycastlib.h
|
@ -178,8 +178,8 @@ Unit perspectiveScale(Unit originalSize, Unit distance);
|
|||
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
|
||||
ColumnFunction columnFunc, RayConstraints constraints);
|
||||
|
||||
void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
|
||||
RayConstraints constraints);
|
||||
void render(Camera cam, ArrayFunction floorHeightFunc, ArrayFunction
|
||||
ceilingHeightFunc, PixelFunction pixelFunc, RayConstraints constraints);
|
||||
|
||||
//=============================================================================
|
||||
// privates
|
||||
|
@ -454,7 +454,7 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
|
|||
|
||||
*hitResultsLen = 0;
|
||||
|
||||
int16_t squareType = arrayFunc(currentSquare.x,currentSquare.y);
|
||||
Unit squareType = arrayFunc(currentSquare.x,currentSquare.y);
|
||||
|
||||
Vector2D no, co; // next cell offset, collision offset
|
||||
|
||||
|
@ -465,7 +465,7 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
|
|||
|
||||
for (uint16_t i = 0; i < constraints.maxSteps; ++i)
|
||||
{
|
||||
int16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
|
||||
Unit currentType = arrayFunc(currentSquare.x,currentSquare.y);
|
||||
|
||||
if (currentType != squareType)
|
||||
{
|
||||
|
@ -569,22 +569,35 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
|
|||
}
|
||||
}
|
||||
|
||||
// global helper variables, for precomputing stuff etc.
|
||||
PixelFunction _pixelFunction = 0;
|
||||
ArrayFunction _arrayFunction = 0;
|
||||
Camera _camera;
|
||||
Unit _floorDepthStep = 0;
|
||||
Unit _startHeight = 0;
|
||||
Unit _startFloorHeight = 0;
|
||||
Unit _startCeilHeight = 0;
|
||||
int_maybe32_t _camResYLimit = 0;
|
||||
Unit _middleRow = 0;
|
||||
ArrayFunction _floorFunction = 0;
|
||||
ArrayFunction _ceilFunction = 0;
|
||||
|
||||
/// Helper function that determines intersection with both ceiling and floor.
|
||||
Unit _floorCeilFunction(int16_t x, int16_t y)
|
||||
{
|
||||
// TODO: adjust also for RAYCAST_TINY
|
||||
|
||||
Unit f = _floorFunction(x,y);
|
||||
Unit c = _ceilFunction(x,y);
|
||||
|
||||
return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
|
||||
}
|
||||
|
||||
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
||||
{
|
||||
int_maybe32_t y = _camResYLimit; // screen y (for floor), will only go up
|
||||
int_maybe32_t y2 = 0; // screen y (for ceil), will only fo down
|
||||
|
||||
Unit worldZPrev = _startHeight;
|
||||
Unit worldZPrevCeil =
|
||||
UNITS_PER_SQUARE * 5 - _startHeight - 2 * _camera.height;
|
||||
Unit worldZPrev = _startFloorHeight;
|
||||
Unit worldZPrevCeil = _startCeilHeight;
|
||||
|
||||
PixelInfo p;
|
||||
p.position.x = x;
|
||||
|
@ -607,11 +620,12 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
|||
|
||||
dist = dist == 0 ? 1 : dist; // prevent division by zero
|
||||
|
||||
Unit wallHeight = _arrayFunction(hit.square.x,hit.square.y);
|
||||
Unit wallHeight = _floorFunction(hit.square.x,hit.square.y);
|
||||
Unit wallHeightCeil = _ceilFunction(hit.square.x,hit.square.y);
|
||||
|
||||
Unit worldZ2 = wallHeight - _camera.height;
|
||||
|
||||
Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
|
||||
Unit worldZ2Ceil = wallHeightCeil - _camera.height;
|
||||
|
||||
int_maybe32_t z1Screen = _middleRow - perspectiveScale(
|
||||
(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
|
||||
|
@ -646,9 +660,6 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
|||
int_maybe32_t zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
|
||||
z1ScreenCeil : z2ScreenCeil;
|
||||
|
||||
//if (x == 26)
|
||||
// printf("%d %d %d %d\n",z1Screen,z2Screen,z1ScreenCeil,z2ScreenCeil);
|
||||
|
||||
if (zTop <= zBottomCeil)
|
||||
zBottomCeil = zTop; // walls on ceiling and floor met
|
||||
|
||||
|
@ -746,23 +757,28 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
|||
#undef VERTICAL_DEPTH_MULTIPLY
|
||||
}
|
||||
|
||||
void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
|
||||
RayConstraints constraints)
|
||||
void render(Camera cam, ArrayFunction floorHeightFunc, ArrayFunction
|
||||
ceilingHeightFunc, PixelFunction pixelFunc, RayConstraints constraints)
|
||||
{
|
||||
_pixelFunction = pixelFunc;
|
||||
_arrayFunction = arrayFunc;
|
||||
_floorFunction = floorHeightFunc;
|
||||
_ceilFunction = ceilingHeightFunc;
|
||||
_camera = cam;
|
||||
_camResYLimit = cam.resolution.y - 1;
|
||||
_middleRow = cam.resolution.y / 2;
|
||||
|
||||
_startHeight = arrayFunc(
|
||||
_startFloorHeight = floorHeightFunc(
|
||||
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
|
||||
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
|
||||
|
||||
_startCeilHeight = ceilingHeightFunc(
|
||||
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
|
||||
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
|
||||
|
||||
// TODO
|
||||
_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
|
||||
|
||||
castRaysMultiHit(cam,arrayFunc,_columnFunction,constraints);
|
||||
castRaysMultiHit(cam,_floorCeilFunction,_columnFunction,constraints);
|
||||
}
|
||||
|
||||
Vector2D normalize(Vector2D v)
|
||||
|
|
Loading…
Reference in a new issue