Convert remaining files to pure Objective-C
FossilOrigin-Name: 12cac9666ac09097e06d34da46bf50d15c8571dea22fd2a6d8a1fad076999689
This commit is contained in:
parent
61bf59bbfc
commit
fd09d38b8c
17 changed files with 182 additions and 182 deletions
201
src/worldocull.m
Normal file
201
src/worldocull.m
Normal file
|
@ -0,0 +1,201 @@
|
|||
// worldocull.cpp: occlusion map and occlusion test
|
||||
|
||||
#include "cube.h"
|
||||
|
||||
#import "DynamicEntity.h"
|
||||
|
||||
#define NUMRAYS 512
|
||||
|
||||
float rdist[NUMRAYS];
|
||||
bool ocull = true;
|
||||
float odist = 256;
|
||||
|
||||
void
|
||||
toggleocull()
|
||||
{
|
||||
ocull = !ocull;
|
||||
}
|
||||
COMMAND(toggleocull, ARG_NONE)
|
||||
|
||||
// constructs occlusion map: cast rays in all directions on the 2d plane and
|
||||
// record distance. done exactly once per frame.
|
||||
|
||||
void
|
||||
computeraytable(float vx, float vy)
|
||||
{
|
||||
if (!ocull)
|
||||
return;
|
||||
|
||||
odist = getvar(@"fog") * 1.5f;
|
||||
|
||||
float apitch = (float)fabs(player1.pitch);
|
||||
float af = getvar(@"fov") / 2 + apitch / 1.5f + 3;
|
||||
float byaw = (player1.yaw - 90 + af) / 360 * PI2;
|
||||
float syaw = (player1.yaw - 90 - af) / 360 * PI2;
|
||||
|
||||
loopi(NUMRAYS)
|
||||
{
|
||||
float angle = i * PI2 / NUMRAYS;
|
||||
if ((apitch > 45 // must be bigger if fov>120
|
||||
|| (angle < byaw && angle > syaw) ||
|
||||
(angle < byaw - PI2 && angle > syaw - PI2) ||
|
||||
(angle < byaw + PI2 && angle > syaw + PI2)) &&
|
||||
!OUTBORD(vx, vy) &&
|
||||
!SOLID(S(fast_f2nat(vx),
|
||||
fast_f2nat(vy)))) // try to avoid tracing ray if outside
|
||||
// of frustrum
|
||||
{
|
||||
float ray = i * 8 / (float)NUMRAYS;
|
||||
float dx, dy;
|
||||
if (ray > 1 && ray < 3) {
|
||||
dx = -(ray - 2);
|
||||
dy = 1;
|
||||
} else if (ray >= 3 && ray < 5) {
|
||||
dx = -1;
|
||||
dy = -(ray - 4);
|
||||
} else if (ray >= 5 && ray < 7) {
|
||||
dx = ray - 6;
|
||||
dy = -1;
|
||||
} else {
|
||||
dx = 1;
|
||||
dy = ray > 4 ? ray - 8 : ray;
|
||||
}
|
||||
float sx = vx;
|
||||
float sy = vy;
|
||||
for (;;) {
|
||||
sx += dx;
|
||||
sy += dy;
|
||||
// 90% of time spend in this function is on this
|
||||
// line
|
||||
if (SOLID(S(fast_f2nat(sx), fast_f2nat(sy)))) {
|
||||
rdist[i] = (float)(fabs(sx - vx) +
|
||||
fabs(sy - vy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else
|
||||
rdist[i] = 2;
|
||||
}
|
||||
}
|
||||
|
||||
// test occlusion for a cube... one of the most computationally expensive
|
||||
// functions in the engine as its done for every cube and entity, but its effect
|
||||
// is more than worth it!
|
||||
|
||||
inline float
|
||||
ca(float x, float y)
|
||||
{
|
||||
return x > y ? y / x : 2 - x / y;
|
||||
}
|
||||
inline float
|
||||
ma(float x, float y)
|
||||
{
|
||||
return x == 0 ? (y > 0 ? 2 : -2) : y / x;
|
||||
}
|
||||
|
||||
int
|
||||
isoccluded(float vx, float vy, float cx, float cy,
|
||||
float csize) // v = viewer, c = cube to test
|
||||
{
|
||||
if (!ocull)
|
||||
return 0;
|
||||
|
||||
float
|
||||
nx = vx,
|
||||
ny = vy; // n = point on the border of the cube that is closest to v
|
||||
if (nx < cx)
|
||||
nx = cx;
|
||||
else if (nx > cx + csize)
|
||||
nx = cx + csize;
|
||||
if (ny < cy)
|
||||
ny = cy;
|
||||
else if (ny > cy + csize)
|
||||
ny = cy + csize;
|
||||
float xdist = (float)fabs(nx - vx);
|
||||
float ydist = (float)fabs(ny - vy);
|
||||
if (xdist > odist || ydist > odist)
|
||||
return 2;
|
||||
float dist = xdist + ydist - 1; // 1 needed?
|
||||
|
||||
// ABC
|
||||
// D E
|
||||
// FGH
|
||||
|
||||
// - check middle cube? BG
|
||||
|
||||
// find highest and lowest angle in the occlusion map that this cube
|
||||
// spans, based on its most left and right points on the border from the
|
||||
// viewer pov... I see no easier way to do this than this silly code
|
||||
// below
|
||||
|
||||
float h, l;
|
||||
if (cx <= vx) // ABDFG
|
||||
{
|
||||
if (cx + csize < vx) // ADF
|
||||
{
|
||||
if (cy <= vy) // AD
|
||||
{
|
||||
if (cy + csize < vy) {
|
||||
h = ca(-(cx - vx), -(cy + csize - vy)) +
|
||||
4;
|
||||
l = ca(-(cx + csize - vx), -(cy - vy)) +
|
||||
4;
|
||||
} // A
|
||||
else {
|
||||
h = ma(-(cx + csize - vx),
|
||||
-(cy + csize - vy)) +
|
||||
4;
|
||||
l = ma(-(cx + csize - vx), -(cy - vy)) +
|
||||
4;
|
||||
} // D
|
||||
} else {
|
||||
h = ca(cy + csize - vy, -(cx + csize - vx)) + 2;
|
||||
l = ca(cy - vy, -(cx - vx)) + 2;
|
||||
} // F
|
||||
} else { // BG
|
||||
if (cy <= vy) {
|
||||
if (cy + csize < vy) {
|
||||
h = ma(-(cy + csize - vy), cx - vx) + 6;
|
||||
l = ma(-(cy + csize - vy),
|
||||
cx + csize - vx) +
|
||||
6;
|
||||
} // B
|
||||
else
|
||||
return 0;
|
||||
} else {
|
||||
h = ma(cy - vy, -(cx + csize - vx)) + 2;
|
||||
l = ma(cy - vy, -(cx - vx)) + 2;
|
||||
} // G
|
||||
}
|
||||
} else // CEH
|
||||
{
|
||||
if (cy <= vy) // CE
|
||||
{
|
||||
if (cy + csize < vy) {
|
||||
h = ca(-(cy - vy), cx - vx) + 6;
|
||||
l = ca(-(cy + csize - vy), cx + csize - vx) + 6;
|
||||
} // C
|
||||
else {
|
||||
h = ma(cx - vx, cy - vy);
|
||||
l = ma(cx - vx, cy + csize - vy);
|
||||
} // E
|
||||
} else {
|
||||
h = ca(cx + csize - vx, cy - vy);
|
||||
l = ca(cx - vx, cy + csize - vy);
|
||||
} // H
|
||||
}
|
||||
int si = fast_f2nat(h * (NUMRAYS / 8)) +
|
||||
NUMRAYS; // get indexes into occlusion map from angles
|
||||
int ei = fast_f2nat(l * (NUMRAYS / 8)) + NUMRAYS + 1;
|
||||
if (ei <= si)
|
||||
ei += NUMRAYS;
|
||||
|
||||
for (int i = si; i <= ei; i++) {
|
||||
if (dist < rdist[i & (NUMRAYS - 1)])
|
||||
// if any value in this segment of the occlusion map is
|
||||
// further away then cube is not occluded
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1; // cube is entirely occluded
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue