They confused clang-format a lot. FossilOrigin-Name: 6b85eefc857c74c00d7ef693e312cc15df53201a6712aee8ba8d57c643c1703b
357 lines
9.9 KiB
Objective-C
357 lines
9.9 KiB
Objective-C
// worldrender.cpp: goes through all cubes in top down quad tree fashion,
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// determines what has to be rendered and how (depending on neighbouring cubes),
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// then calls functions in rendercubes.cpp
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#include "cube.h"
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#import "DynamicEntity.h"
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void
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render_wall(struct sqr *o, struct sqr *s, int x1, int y1, int x2, int y2,
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int mip, struct sqr *d1, struct sqr *d2, bool topleft)
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{
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if (SOLID(o) || o->type == SEMISOLID) {
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float c1 = s->floor;
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float c2 = s->floor;
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if (s->type == FHF) {
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c1 -= d1->vdelta / 4.0f;
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c2 -= d2->vdelta / 4.0f;
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}
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float f1 = s->ceil;
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float f2 = s->ceil;
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if (s->type == CHF) {
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f1 += d1->vdelta / 4.0f;
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f2 += d2->vdelta / 4.0f;
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}
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// if(f1-c1<=0 && f2-c2<=0) return;
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render_square(o->wtex, c1, c2, f1, f2, x1 << mip, y1 << mip,
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x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
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return;
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}
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{
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float f1 = s->floor;
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float f2 = s->floor;
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float c1 = o->floor;
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float c2 = o->floor;
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if (o->type == FHF && s->type != FHF) {
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c1 -= d1->vdelta / 4.0f;
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c2 -= d2->vdelta / 4.0f;
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}
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if (s->type == FHF && o->type != FHF) {
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f1 -= d1->vdelta / 4.0f;
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f2 -= d2->vdelta / 4.0f;
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}
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if (f1 >= c1 && f2 >= c2)
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goto skip;
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render_square(o->wtex, f1, f2, c1, c2, x1 << mip, y1 << mip,
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x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
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}
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skip: {
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float f1 = o->ceil;
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float f2 = o->ceil;
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float c1 = s->ceil;
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float c2 = s->ceil;
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if (o->type == CHF && s->type != CHF) {
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f1 += d1->vdelta / 4.0f;
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f2 += d2->vdelta / 4.0f;
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} else if (s->type == CHF && o->type != CHF) {
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c1 += d1->vdelta / 4.0f;
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c2 += d2->vdelta / 4.0f;
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}
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if (c1 <= f1 && c2 <= f2)
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return;
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render_square(o->utex, f1, f2, c1, c2, x1 << mip, y1 << mip, x2 << mip,
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y2 << mip, 1 << mip, d1, d2, topleft);
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}
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}
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const int MAX_MIP = 5; // 32x32 unit blocks
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const int MIN_LOD = 2;
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const int LOW_LOD = 25;
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const int MAX_LOD = 1000;
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int lod = 40, lodtop, lodbot, lodleft, lodright;
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int min_lod;
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int stats[LARGEST_FACTOR];
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// detect those cases where a higher mip solid has a visible wall next to lower
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// mip cubes (used for wall rendering below)
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bool
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issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
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{
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if (!(mip--))
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return true;
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struct sqr *w = wmip[mip];
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int msize = ssize >> mip;
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x *= 2;
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y *= 2;
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switch (SWS(w, x + x1, y + y1, msize)->type) {
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case SEMISOLID:
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if (issemi(mip, x + x1, y + y1, x1, y1, x2, y2))
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return true;
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case CORNER:
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case SOLID:
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break;
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default:
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return true;
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}
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switch (SWS(w, x + x2, y + y2, msize)->type) {
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case SEMISOLID:
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if (issemi(mip, x + x2, y + y2, x1, y1, x2, y2))
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return true;
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case CORNER:
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case SOLID:
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break;
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default:
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return true;
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}
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return false;
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}
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bool render_floor, render_ceil;
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// the core recursive function, renders a rect of cubes at a certain mip level
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// from a viewer perspective call itself for lower mip levels, on most modern
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// machines however this function will use the higher mip levels only for
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// perfect mips.
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void
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render_seg_new(
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float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
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{
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struct sqr *w = wmip[mip];
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int sz = ssize >> mip;
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int vxx = ((int)vx + (1 << mip) / 2) >> mip;
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int vyy = ((int)vy + (1 << mip) / 2) >> mip;
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int lx =
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vxx - lodleft; // these mark the rect inside the current rest that
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// we want to render using a lower mip level
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int ly = vyy - lodtop;
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int rx = vxx + lodright;
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int ry = vyy + lodbot;
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float fsize = (float)(1 << mip);
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for (int ox = x; ox < xs; ox++) {
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// first collect occlusion information for this block
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for (int oy = y; oy < ys; oy++) {
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SWS(w, ox, oy, sz)->occluded =
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isoccluded(player1.origin.x, player1.origin.y,
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(float)(ox << mip), (float)(oy << mip), fsize);
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}
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}
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int pvx = (int)vx >> mip;
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int pvy = (int)vy >> mip;
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if (pvx >= 0 && pvy >= 0 && pvx < sz && pvy < sz) {
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// SWS(w,vxx,vyy,sz)->occluded = 0;
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// player cell never occluded
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SWS(w, pvx, pvy, sz)->occluded = 0;
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}
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#define df(x) s->floor - (x->vdelta / 4.0f)
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#define dc(x) s->ceil + (x->vdelta / 4.0f)
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// loop through the rect 3 times (for floor/ceil/walls seperately, to
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// facilitate dynamic stripify) for each we skip occluded cubes
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// (occlusion at higher mip levels is a big time saver!). during the
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// first loop (ceil) we collect cubes that lie within the lower mip rect
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// and are also deferred, and render them recursively. Anything left
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// (perfect mips and higher lods) we render here.
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#define LOOPH \
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{ \
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for (int xx = x; xx < xs; xx++) \
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for (int yy = y; yy < ys; yy++) { \
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struct sqr *s = SWS(w, xx, yy, sz); \
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if (s->occluded == 1) \
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continue; \
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if (s->defer && !s->occluded && mip && \
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xx >= lx && xx < rx && yy >= ly && \
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yy < ry)
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#define LOOPD \
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struct sqr *t = SWS(s, 1, 0, sz); \
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struct sqr *u = SWS(s, 1, 1, sz); \
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struct sqr *v = SWS(s, 0, 1, sz);
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LOOPH // ceils
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{
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int start = yy;
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struct sqr *next;
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while (yy < ys - 1 && (next = SWS(w, xx, yy + 1, sz))->defer &&
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!next->occluded)
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yy++; // collect 2xN rect of lower mip
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render_seg_new(vx, vy, vh, mip - 1, xx * 2, start * 2,
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xx * 2 + 2, yy * 2 + 2);
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continue;
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}
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stats[mip]++;
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LOOPD
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if ((s->type == SPACE || s->type == FHF) && s->ceil >= vh &&
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render_ceil)
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render_flat(s->ctex, xx << mip, yy << mip, 1 << mip, s->ceil, s,
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t, u, v, true);
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if (s->type == CHF) // if(s->ceil>=vh)
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render_flatdelta(s->ctex, xx << mip, yy << mip, 1 << mip, dc(s),
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dc(t), dc(u), dc(v), s, t, u, v, true);
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}
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}
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LOOPH continue; // floors
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LOOPD
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if ((s->type == SPACE || s->type == CHF) && s->floor <= vh && render_floor) {
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render_flat(s->ftex, xx << mip, yy << mip, 1 << mip, s->floor, s, t, u,
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v, false);
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if (s->floor < hdr.waterlevel && !SOLID(s))
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addwaterquad(xx << mip, yy << mip, 1 << mip);
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}
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if (s->type == FHF) {
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render_flatdelta(s->ftex, xx << mip, yy << mip, 1 << mip, df(s), df(t),
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df(u), df(v), s, t, u, v, false);
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if (s->floor - s->vdelta / 4.0f < hdr.waterlevel && !SOLID(s))
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addwaterquad(xx << mip, yy << mip, 1 << mip);
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}
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}
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}
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LOOPH continue; // walls
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LOOPD
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// w
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// zSt
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// vu
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struct sqr *w = SWS(s, 0, -1, sz);
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struct sqr *z = SWS(s, -1, 0, sz);
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bool normalwall = true;
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if (s->type == CORNER) {
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// cull also
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bool topleft = true;
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struct sqr *h1 = NULL;
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struct sqr *h2 = NULL;
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if (SOLID(z)) {
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if (SOLID(w)) {
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render_wall(w, h2 = s, xx + 1, yy, xx, yy + 1, mip, t,
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v, false);
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topleft = false;
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} else if (SOLID(v)) {
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render_wall(v, h2 = s, xx, yy, xx + 1, yy + 1, mip, s,
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u, false);
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}
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} else if (SOLID(t)) {
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if (SOLID(w)) {
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render_wall(w, h1 = s, xx + 1, yy + 1, xx, yy, mip, u,
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s, false);
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} else if (SOLID(v)) {
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render_wall(v, h1 = s, xx, yy + 1, xx + 1, yy, mip, v,
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t, false);
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topleft = false;
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}
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} else {
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normalwall = false;
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bool wv = w->ceil - w->floor < v->ceil - v->floor;
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if (z->ceil - z->floor < t->ceil - t->floor) {
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if (wv) {
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render_wall(h1 = s, h2 = v, xx + 1, yy, xx,
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yy + 1, mip, t, v, false);
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topleft = false;
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} else {
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render_wall(h1 = s, h2 = w, xx, yy, xx + 1,
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yy + 1, mip, s, u, false);
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}
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} else {
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if (wv) {
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render_wall(h2 = s, h1 = v, xx + 1, yy + 1, xx,
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yy, mip, u, s, false);
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} else {
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render_wall(h2 = s, h1 = w, xx, yy + 1, xx + 1,
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yy, mip, v, t, false);
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topleft = false;
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}
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}
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}
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render_tris(
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xx << mip, yy << mip, 1 << mip, topleft, h1, h2, s, t, u, v);
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}
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if (normalwall) {
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bool inner = xx != sz - 1 && yy != sz - 1;
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if (xx >= vxx && xx != 0 && yy != sz - 1 && !SOLID(z) &&
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(!SOLID(s) || z->type != CORNER) &&
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(z->type != SEMISOLID || issemi(mip, xx - 1, yy, 1, 0, 1, 1)))
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render_wall(s, z, xx, yy, xx, yy + 1, mip, s, v, true);
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if (xx <= vxx && inner && !SOLID(t) &&
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(!SOLID(s) || t->type != CORNER) &&
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(t->type != SEMISOLID || issemi(mip, xx + 1, yy, 0, 0, 0, 1)))
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render_wall(s, t, xx + 1, yy, xx + 1, yy + 1, mip, t, u, false);
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if (yy >= vyy && yy != 0 && xx != sz - 1 && !SOLID(w) &&
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(!SOLID(s) || w->type != CORNER) &&
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(w->type != SEMISOLID || issemi(mip, xx, yy - 1, 0, 1, 1, 1)))
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render_wall(s, w, xx, yy, xx + 1, yy, mip, s, t, false);
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if (yy <= vyy && inner && !SOLID(v) &&
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(!SOLID(s) || v->type != CORNER) &&
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(v->type != SEMISOLID || issemi(mip, xx, yy + 1, 0, 0, 1, 0)))
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render_wall(s, v, xx, yy + 1, xx + 1, yy + 1, mip, v, u, true);
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}
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}
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}
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}
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static void
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distlod(int *low, int *high, int angle, float widef)
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{
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float f = 90.0f / lod / widef;
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*low = (int)((90 - angle) / f);
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*high = (int)(angle / f);
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if (*low < min_lod)
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*low = min_lod;
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if (*high < min_lod)
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*high = min_lod;
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}
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// does some out of date view frustrum optimisation that doesn't contribute much
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// anymore
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void
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render_world(
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float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
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{
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for (int i = 0; i < LARGEST_FACTOR; i++)
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stats[i] = 0;
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min_lod = MIN_LOD + abs(pitch) / 12;
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yaw = 360 - yaw;
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float widef = fov / 75.0f;
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int cdist = abs(yaw % 90 - 45);
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// hack to avoid popup at high fovs at 45 yaw
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if (cdist < 7) {
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// less if lod worked better
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min_lod =
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max(min_lod, (int)(MIN_LOD + (10 - cdist) / 1.0f * widef));
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widef = 1.0f;
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}
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lod = MAX_LOD;
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lodtop = lodbot = lodleft = lodright = min_lod;
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if (yaw > 45 && yaw <= 135) {
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lodleft = lod;
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distlod(&lodtop, &lodbot, yaw - 45, widef);
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} else if (yaw > 135 && yaw <= 225) {
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lodbot = lod;
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distlod(&lodleft, &lodright, yaw - 135, widef);
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} else if (yaw > 225 && yaw <= 315) {
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lodright = lod;
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distlod(&lodbot, &lodtop, yaw - 225, widef);
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} else {
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lodtop = lod;
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distlod(&lodright, &lodleft, yaw <= 45 ? yaw + 45 : yaw - 315,
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widef);
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}
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float hyfov = fov * h / w / 2;
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render_floor = pitch < hyfov;
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render_ceil = -pitch < hyfov;
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render_seg_new(
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vx, vy, vh, MAX_MIP, 0, 0, ssize >> MAX_MIP, ssize >> MAX_MIP);
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mipstats(stats[0], stats[1], stats[2]);
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}
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