Created
October 4, 2012 14:16
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void Renderer::RenderWall(Vector2 v1, Vector2 v2) | |
{ | |
static const double zClip = 0.2; | |
// Translate input vectors into view frame | |
v1 -= cameraPosition; | |
v2 -= cameraPosition; | |
// Rotate input vectors | |
v1.Rotate(cameraRotation); | |
v2.Rotate(cameraRotation); | |
double x1 = v1.x; | |
double z1 = v1.y; | |
double x2 = v2.x; | |
double z2 = v2.y; | |
// Near plane clipping | |
if (z1 < zClip && z2 < zClip) return; | |
if (z1 < zClip) { | |
double p = (zClip - z1) / (z2 - z1); | |
z1 = zClip; | |
x1 = x1 + (x2 - x1) * p; | |
} | |
if (z2 < zClip) { | |
double p = (zClip - z1) / (z2 - z1); | |
z2 = zClip; | |
x2 = x1 + (x2 - x1) * p; | |
} | |
// Projection | |
int startX = width / 2 - int(nearPlaneDistance * x1 / z1); | |
int endX = width / 2 - int(nearPlaneDistance * x2 / z2); | |
if (startX >= endX) return; | |
int lineHeight1 = int(fabs(double(height) / z1)); | |
int lineHeight2 = int(fabs(double(height) / z2)); | |
int dx = endX - startX; | |
for (int x = max(0, startX); x < min(width, endX); ++x) | |
{ | |
double d = double(x - startX) / double(dx); | |
// Depth test | |
double lineDepth = z1 + d * (z2 - z1); | |
if (zBuffer[x] > lineDepth) | |
zBuffer[x] = lineDepth; | |
else | |
continue; | |
// Interpolate line height | |
int lineHeight = int(lineHeight1 + d * (lineHeight2 - lineHeight1)); | |
int startY = height / 2 - lineHeight / 2; | |
int endY = height / 2 + lineHeight / 2; | |
int dy = endY - startY; | |
for (int y = max(0, startY); y < min(height, endY); ++y) | |
{ | |
// Draw pixel | |
} | |
} | |
} |
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