Implement basic shading and colors.
CameraRay struct now stores information about tile intersection.
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-2
@@ -2,7 +2,6 @@
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#include <stdio.h>
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#include "maths.h"
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#include "level.h"
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#define ROTATION_SPEED PI
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#define TRANSLATIONAL_SPEED 1.f
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@@ -59,7 +58,7 @@ static void castRays(Camera* camera)
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float rayDirection = camera->direction - camera->fov/2.f + rayDirectionStep/2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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camera->rays[i].direction = rayDirection;
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camera->rays[i].distance = level_rayCastDistance(camera->pos, rayDirection);
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camera->rays[i].distance = level_rayCast(camera->pos, rayDirection, &camera->rays[i].tileData);
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rayDirection += rayDirectionStep;
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}
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