Created
May 25, 2012 23:47
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awful awful rendering code
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float ang_inc = (cam->fov / (float)SCR_WIDTH); | |
float ang = -cam->fov / 2.0f - ang_inc; | |
for(int i=0; i < SCR_WIDTH; i++) | |
{ | |
ang += ang_inc; | |
float cos_corr = cos(ang*D2R); | |
float ovx = i - SCR_WIDTH/2; | |
float ovy = cam->projDist; | |
float mag = sqrt( ovx*ovx + ovy*ovy ); | |
ovx /= mag; ovy /= mag; | |
float vx = cos_v * ovy - sin_v * ovx; | |
float vy = cos_v * ovx + sin_v * ovy; | |
if(vx == 0) vx = 0.1f; // HACK: :( | |
bool xhit = false, yhit = false; | |
float m, b; | |
int Hxi, Hyi, Hxs, Hys; | |
int Vxi, Vyi, Vxs, Vys; | |
m = vy / vx; | |
b = cam->y - m * cam->x; | |
// For horizontal-line intersections | |
if(vy > 0) { Hyi = (((int)cam->y/32)*32 + 32.1f) * 65536; Hys = 32 << 16; } | |
else { Hyi = (((int)cam->y/32)*32-0.001f) * 65536; Hys = -32 << 16; } | |
Hxi = 65536 * (((Hyi>>16) - b) / m); | |
Hxs = 65536 * ((vx > 0 ? 32.0f : -32.0f) / absf(m)); | |
// For vertical-line intersections | |
if(vx > 0) { Vxi = (((int)cam->x/32)*32 + 32.1f) * 65536; Vxs = 32 << 16; } | |
else { Vxi = (((int)cam->x/32)*32-0.001f) * 65536; Vxs = -32 << 16; } | |
Vyi = 65536 * (m * (Vxi>>16) + b); | |
Vys = 65536 * ((vy > 0 ? 32.0f : -32.0f) * absf(m)); | |
bool noobX=true, noobY=true; | |
while((noobX && !xhit) || (noobY && !yhit)) | |
{ | |
noobX = !((Hxi>>16) < 0 || (Hyi>>16) < 0 || (Hxi>>16) >= mapWidth*32 || (Hyi>>16) >= mapHeight*32); | |
noobY = !((Vxi>>16) < 0 || (Vyi>>16) < 0 || (Vxi>>16) >= mapWidth*32 || (Vyi>>16) >= mapHeight*32); | |
if(noobX && mapdata[Hxi>>21][Hyi>>21].solid) | |
xhit = true; | |
else if(noobX && !xhit) | |
{ | |
Hxi += Hxs; Hyi += Hys; | |
} | |
if(noobY && mapdata[Vxi>>21][Vyi>>21].solid) | |
yhit = true; | |
else if(noobY && !yhit) | |
{ | |
Vxi += Vxs; Vyi += Vys; | |
} | |
} | |
float HxiF = ((float)Hxi) / 65536.0f, HyiF = ((float)Hyi) / 65536.0f; | |
float VxiF = ((float)Vxi) / 65536.0f, VyiF = ((float)Vyi) / 65536.0f; | |
float pd1 = xhit ? (HxiF-cam->x)*(HxiF-cam->x) + (HyiF-cam->y)*(HyiF-cam->y) : 10000000; | |
float pd2 = yhit ? (VxiF-cam->x)*(VxiF-cam->x) + (VyiF-cam->y)*(VyiF-cam->y) : 10000000; | |
if(xhit || yhit) | |
{ | |
float pd; | |
int tx, ty; | |
int u; | |
if(pd1 < pd2) | |
{ | |
pd = 1.0f / (sqrt(pd1) * cos_corr); | |
tx = (Hxi >> 21); | |
ty = (Hyi >> 21); | |
u = (Hxi >> 16) & 31; | |
} | |
else | |
{ | |
pd = 1.0f / (sqrt(pd2) * cos_corr); | |
tx = (Vxi >> 21); | |
ty = (Vyi >> 21); | |
u = (Vyi >> 16) & 31; | |
} | |
zbuffer[i] = 1.0f / pd; | |
float h = (16.0f * cam->projDist) * pd + 1; | |
float sy = (-cam->z * cam->projDist) * pd + SCR_HEIGHT/2 - cam->zRot; | |
int topy = sy; | |
int boty = sy + 2*h; | |
int v_inc = (32 * 65536) / (h*2); | |
int v = topy < 0 ? v_inc * -topy : 0; | |
float fog_mult = maxf(0.0f, minf(1.0f, (1.0f - (1.0f/pd) / fog_dist))); | |
int br = mapdata[tx][ty].brightness * fog_mult; | |
if(topy < 0) topy = 0; | |
if(boty >= SCR_HEIGHT) boty = SCR_HEIGHT; | |
SDL_Surface *tex = textures[ mapdata[tx][ty].wallTex ]; | |
for(int j=topy; j < boty; j++) | |
{ | |
pixel col = getpixel(tex,u,v>>16); | |
byte r = (col >> 16) & 255; | |
byte g = (col >> 8) & 255; | |
byte b = col & 255; | |
r = (r * br) >> 16; | |
g = (g * br) >> 16; | |
b = (b * br) >> 16; | |
col = (r << 16) | (g << 8) | b; | |
putpixel(screen,i,j, col); | |
v += v_inc; | |
} | |
} | |
} |
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