draw using color palette rather than RGB directly.
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parent
82b0b0a386
commit
575791cfc1
5 changed files with 277 additions and 14 deletions
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@ -6,14 +6,14 @@ import (
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"github.com/pnx/go-raytracer/world"
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)
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func DrawColumn(ctx *graphics.Context, x int32, wall_h int32, color math.Color) {
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func DrawColumn(ctx *graphics.Context, x int32, wall_h int32, color byte) {
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if wall_h < ctx.Height() {
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y1 := (ctx.Height() - wall_h) / 2
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y2 := (ctx.Height() + wall_h) / 2
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// Top
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// renderer.SetDrawColor(90, 90, 0, 255)
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ctx.DrawLine(x, 0, int32(x), y1, math.Color{R: 90, G: 90, B: 0, A: 255})
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ctx.DrawLine(x, 0, int32(x), y1, 0x1D)
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// // Middle
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// renderer.SetDrawColor(color.R, color.G, color.B, color.A)
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@ -22,7 +22,7 @@ func DrawColumn(ctx *graphics.Context, x int32, wall_h int32, color math.Color)
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// Bottom
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if y2 < ctx.Height() {
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// renderer.SetDrawColor(50, 50, 50, 255)
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ctx.DrawLine(x, y2, int32(x), ctx.Height(), math.Color{R: 50, G: 50, B: 50, A: 255})
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ctx.DrawLine(x, y2, int32(x), ctx.Height(), 0x19)
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}
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return
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}
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@ -31,15 +31,15 @@ func DrawColumn(ctx *graphics.Context, x int32, wall_h int32, color math.Color)
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ctx.DrawLine(x, 0, int32(x), ctx.Height(), color)
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}
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func DrawScene(ctx *graphics.Context, camera math.Transform, level *world.Level, colorMap []math.Color) {
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func DrawScene(ctx *graphics.Context, camera math.Transform, level *world.Level) {
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for x := range ctx.Width() {
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result := CastRay(camera, level, int(x), int(ctx.Width()))
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lineHeight := int(float64(ctx.Height()) / result.Distance)
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color := colorMap[level.Cell(int(result.Cell.X), int(result.Cell.Y))-1]
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color := level.Cell(int(result.Cell.X), int(result.Cell.Y))
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if result.Side > 0 {
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color = color.Shade(2)
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color += 0x8
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}
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DrawColumn(ctx, int32(x), int32(lineHeight), color)
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@ -12,25 +12,25 @@ func DrawMiniMap(ctx *graphics.Context, camera math.Transform, level *world.Leve
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// offset := math.Vec2i32{X: 25, Y: 25}
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// size := math.Vec2i32{X: 200, Y: 100}
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ctx.DrawRect(0, 0, int32(level.W*tileSize)+3, int32(level.H*tileSize)+3, math.Color{})
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ctx.DrawRect(0, 0, int32(level.W*tileSize)+3, int32(level.H*tileSize)+3, 0)
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for y := range level.H {
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for x := range level.W {
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if level.Wall(x, y) {
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ctx.DrawRect(int32(x*tileSize), int32(y*tileSize), tileSize, tileSize, math.Color{R: 255, G: 255, B: 255, A: 255})
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ctx.DrawRect(int32(x*tileSize), int32(y*tileSize), tileSize, tileSize, 4)
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}
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}
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}
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// Camera Position
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cPos := camera.Position.Get().Scale(scale)
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ctx.DrawRect(int32(cPos.X-2), int32(cPos.Y-2), 4, 4, math.Color{R: 255, G: 0, B: 255, A: 255})
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ctx.DrawRect(int32(cPos.X-2), int32(cPos.Y-2), 4, 4, 2)
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// Rays
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for x := range ctx.Width() {
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hit := CastRay(camera, level, int(x), int(ctx.Width()))
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end := camera.Position.Get().AddVec(hit.Pos.Scale(world.TileSize)).Scale(scale)
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ctx.DrawLine(int32(cPos.X), int32(cPos.Y), int32(end.X), int32(end.Y), math.Color{R: 150, G: 150, B: 0, A: 255})
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ctx.DrawLine(int32(cPos.X), int32(cPos.Y), int32(end.X), int32(end.Y), 2)
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}
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}
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