/* This file is part of Buld Then Snip. Buld Then Snip is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Buld Then Snip is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Buld Then Snip. If not, see . */ #include "common.h" // TODO: bump up to 127.5f #define FOG_DISTANCE 40.0f #define DF_NX 0x01 #define DF_NY 0x02 #define DF_NZ 0x04 #define DF_PX 0x08 #define DF_PY 0x10 #define DF_PZ 0x20 #define DF_SPREAD 0x3F enum { CM_NX = 0, CM_NY, CM_NZ, CM_PX, CM_PY, CM_PZ, CM_MAX }; uint32_t *cubemap_color[CM_MAX]; float *cubemap_depth[CM_MAX]; int cubemap_size; int cubemap_shift; uint32_t *rtmp_pixels; int rtmp_width, rtmp_height, rtmp_pitch; camera_t *rtmp_camera; map_t *rtmp_map; /* * REFERENCE IMPLEMENTATION * */ void render_vxl_rect(uint32_t *ccolor, float *cdepth, int x1, int y1, int x2, int y2, uint32_t color, float depth) { // TODO: one of these: // - a proper front-to-back renderer with the linked lists and stuff // - a back-to-front renderer // // because this is a tad slow for my liking. int b = color&255; int g = (color>>8)&255; int r = (color>>16)&255; int t = (color>>24)&255; float fog = (FOG_DISTANCE-(depth < 0.001f ? 0.001f : depth))/FOG_DISTANCE; if(fog > 1.0f) fog = 1.0f; r = (r*fog+0.5f); g = (g*fog+0.5f); b = (b*fog+0.5f); color = b|(g<<8)|(r<<16)|(t<<24); int x,y; // arrange *1 <= *2 if(x1 > x2) { int t = x1; x1 = x2; x2 = t; } if(y1 > y2) { int t = y1; y1 = y2; y2 = t; } // clip if(x1 < 0) x1 = 0; if(y1 < 0) y1 = 0; if(x2 > cubemap_size) x2 = cubemap_size; if(y2 > cubemap_size) y2 = cubemap_size; // render uint32_t *cstart = &ccolor[(y1<= rtmp_map->ylen) { coz += gy; dist += 1.0f; if(gy*coz > 0) break; continue; } // calculate frustum int frustum = (int)(dist*cubemap_size); // prep boundaries int bx1 = 0; int by1 = 0; int bx2 = frustum*2; int by2 = frustum*2; // clamp wrt pixel counts // TODO! // relocate bx1 -= frustum; by1 -= frustum; bx2 -= frustum; by2 -= frustum; // need to go towards 0, not -inf! // (can be done as shifts, just looks nicer this way) bx1 /= cubemap_size; by1 /= cubemap_size; bx2 /= cubemap_size; by2 /= cubemap_size; bx1--;by1--; bx2+=2;by2+=2; // go through loop int cox,coy; //printf("%.3f %i %i %i %i\n ", dist, bx1, by1, bx2, by2); if(dist > 0.001f) { float boxsize = tracemul/dist; if(gy >= 0) { // bottom cubemap face for(cox = bx1; cox <= bx2; cox++) for(coy = by1; coy <= by2; coy++) { uint8_t *pillar = rtmp_map->pillars[ ((cox+blkx)&(rtmp_map->xlen-1)) +(((coy+blkz)&(rtmp_map->zlen-1))*rtmp_map->xlen)]+4; //printf("%4i %4i %4i - %i %i %i %i\n",cox,coy,coz, // pillar[0],pillar[1],pillar[2],pillar[3]); // get correct height for(;;) { if(coz == pillar[1]) { float px1 = (cox+cmoffsx)*boxsize+traceadd; float py1 = (coy+cmoffsy)*boxsize+traceadd; float px2 = px1+boxsize; float py2 = py1+boxsize; //printf("%i %i %i %i\n",(int)px1,(int)py1,(int)px2,(int)py2); render_vxl_rect(ccolor, cdepth, (int)px1, (int)py1, (int)px2, (int)py2, *(uint32_t *)(&pillar[4]), dist); break; // TODO: sides } else if(coz >= pillar[1] && coz <= pillar[2]) { // TODO: sides float px1 = (cox+cmoffsx)*boxsize+traceadd; float py1 = (coy+cmoffsy)*boxsize+traceadd; float px2 = px1+boxsize; float py2 = py1+boxsize; render_vxl_rect(ccolor, cdepth, (int)px1, (int)py1, (int)px2, (int)py2, *(uint32_t *)(&pillar[4*(coz-pillar[1]+1)]), dist); break; } else if(pillar[0] == 0 || (coz < pillar[3])) { break; } else { pillar += pillar[0]*4; } } } } else { // top cubemap face int ln = 0; for(cox = bx1; cox <= bx2; cox++) for(coy = by1; coy <= by2; coy++) { uint8_t *pillar = rtmp_map->pillars[ ((cox+blkx)&(rtmp_map->xlen-1)) +(((coy+blkz)&(rtmp_map->zlen-1))*rtmp_map->xlen)]+4; //if(pillar[0] == 0) // continue; //printf("%4i %4i %4i - %i %i %i %i\n",cox,coy,coz, // pillar[0],pillar[1],pillar[2],pillar[3]); // get correct height for(;;) { if(coz >= pillar[1] && coz <= pillar[2]) { float px1 = (-cox+cmoffsx)*boxsize+traceadd; float py1 = (-coy+cmoffsy)*boxsize+traceadd; float px2 = px1+boxsize; float py2 = py1+boxsize; render_vxl_rect(ccolor, cdepth, (int)px1, (int)py1, (int)px2, (int)py2, *(uint32_t *)(&pillar[4*(coz-pillar[1]+1)]), dist); // TODO: sides // wait, how the hell am i going to do these here?! break; } else if(ln != 0 && (coz < pillar[3] && coz > pillar[3]-ln)) { float px1 = (-cox+cmoffsx)*boxsize+traceadd; float py1 = (-coy+cmoffsy)*boxsize+traceadd; float px2 = px1+boxsize; float py2 = py1+boxsize; //printf("%i %i %i %i\n",(int)px1,(int)py1,(int)px2,(int)py2); render_vxl_rect(ccolor, cdepth, (int)px1, (int)py1, (int)px2, (int)py2, *(uint32_t *)(&pillar[4*(coz-pillar[3])]), dist); // TODO: sides break; } else if(pillar[0] == 0 || (coz < pillar[1])) { break; } else { ln = pillar[0]-(pillar[2]-pillar[1]+1); pillar += pillar[0]*4; } } } } } coz += gy; dist += 1.0f; } } void render_vxl_face_horiz(int blkx, int blky, int blkz, float subx, float suby, float subz, int face, int gx, int gy, int gz) { int sx,sy; int i; float tracemul = cubemap_size/2; float traceadd = tracemul; // get cubemaps uint32_t *ccolor = cubemap_color[face]; float *cdepth = cubemap_depth[face]; // clear cubemap for(i = 0; i < cubemap_size*cubemap_size; i++) { ccolor[i] = 0x00000000; cdepth[i] = FOG_DISTANCE; } // get X cube direction int xgx = gz+gy; int xgy = 0; int xgz = -gx; // get Y cube direction int ygx = 0; int ygy = gx+gz; int ygz = gy; // get cubemap offset float cmoffsx = -(xgx*subx+xgy*suby+xgz*subz); float cmoffsy = -(ygx*subx+ygy*suby+ygz*subz); if(cmoffsy >= 0.0f) cmoffsy = -cmoffsy; if(cmoffsx >= 0.0f) cmoffsx -= 1.0f; //else // blky--; // get distance to wall float dist = -(subx*gx+suby*gy+subz*gz); if(dist < 0.0f) dist = 1.0f+dist; dist -= 1.0f; int coz = blky; // now loop and follow through while(dist < FOG_DISTANCE) { // calculate frustum int frustum = (int)(dist*cubemap_size); // prep boundaries int bx1 = 0; int by1 = 0; int bx2 = frustum*2; int by2 = frustum*2; // clamp wrt pixel counts // TODO! // relocate bx1 -= frustum; by1 -= frustum; bx2 -= frustum; by2 -= frustum; // need to go towards 0, not -inf! // (can be done as shifts, just looks nicer this way) bx1 /= cubemap_size; by1 /= cubemap_size; bx2 /= cubemap_size; by2 /= cubemap_size; bx1-=2;by1--; bx2+=2;by2++; // go through loop int cox,coy; cox = 0; coy = 0; if(dist > 0.001f) { float boxsize = tracemul/dist; float nboxsize = tracemul/(dist+0.5f); for(cox = bx1; cox <= bx2; cox++) { coz = 0; uint8_t *pillar = rtmp_map->pillars[ ((cox*gz+blkx)&(rtmp_map->xlen-1)) +(((-cox*gx+blkz)&(rtmp_map->zlen-1))*rtmp_map->xlen)]+4; //printf("%4i %4i %4i - %i %i %i %i\n",cox,coy,coz, // pillar[0],pillar[1],pillar[2],pillar[3]); for(;;) { uint8_t *pcol = pillar+4; // render top if(pillar[2]-blky >= by1 && pillar[1]-blky <= by2) for(coz = pillar[1]; coz <= pillar[2]; coz++) { if(coz-blky >= by1 && coz-blky <= by2) { float px1 = (cox+cmoffsx)*boxsize+traceadd; float py1 = (coz+cmoffsy-blky)*boxsize+traceadd; float px2 = px1+boxsize; float py2 = py1+boxsize; float px3 = (cox+cmoffsx)*nboxsize+traceadd; float py3 = (coz+cmoffsy-blky)*nboxsize+traceadd; float px4 = px3+nboxsize; float py4 = py3+nboxsize; render_vxl_rect(ccolor, cdepth, (int)px1, (int)py1, (int)px2, (int)py2, *((uint32_t *)pcol), dist); // TODO: replace these with trapezium drawing routines if(px3 < px1) render_vxl_rect(ccolor, cdepth, (int)px3, (int)py3, (int)px1, (int)py4, *((uint32_t *)pcol), dist); else if(px2 < px4) render_vxl_rect(ccolor, cdepth, (int)px2, (int)py3, (int)px4, (int)py4, *((uint32_t *)pcol), dist); if(py3 < py1) render_vxl_rect(ccolor, cdepth, (int)px3, (int)py3, (int)px4, (int)py1, *((uint32_t *)pcol), dist); else if(py2 < py4) render_vxl_rect(ccolor, cdepth, (int)px3, (int)py2, (int)px4, (int)py4, *((uint32_t *)pcol), dist); } pcol+=4; } // advance where sensible if(pillar[2]-blky > by2) break; if(pillar[0] == 0) break; pillar += pillar[0]*4; // render bottom int diff = (pillar-pcol)>>2; for(coz = pillar[3]-diff; coz < pillar[3]; coz++) { if(coz-blky >= by1 && coz-blky <= by2) { float px1 = (cox+cmoffsx)*boxsize+traceadd; float py1 = (coz+cmoffsy-blky)*boxsize+traceadd; float px2 = px1+boxsize; float py2 = py1+boxsize; float px3 = (cox+cmoffsx)*nboxsize+traceadd; float py3 = (coz+cmoffsy-blky)*nboxsize+traceadd; float px4 = px3+nboxsize; float py4 = py3+nboxsize; render_vxl_rect(ccolor, cdepth, (int)px1, (int)py1, (int)px2, (int)py2, *((uint32_t *)pcol), dist); // TODO: replace these with trapezium drawing routines if(px3 < px1) render_vxl_rect(ccolor, cdepth, (int)px3, (int)py3, (int)px1, (int)py4, *((uint32_t *)pcol), dist); else if(px2 < px4) render_vxl_rect(ccolor, cdepth, (int)px2, (int)py3, (int)px4, (int)py4, *((uint32_t *)pcol), dist); if(py3 < py1) render_vxl_rect(ccolor, cdepth, (int)px3, (int)py3, (int)px4, (int)py1, *((uint32_t *)pcol), dist); else if(py2 < py4) render_vxl_rect(ccolor, cdepth, (int)px3, (int)py2, (int)px4, (int)py4, *((uint32_t *)pcol), dist); } pcol+=4; } } } } dist += 1.0f; blkx += gx; blkz += gz; } } void render_vxl_redraw(camera_t *camera, map_t *map) { int x,y,z; // stash stuff in globals to prevent spamming the stack too much // (and in turn thrashing the cache) rtmp_camera = camera; rtmp_map = map; // get block pos int blkx = ((int)floor(camera->mpx)) & (map->xlen-1); int blky = ((int)floor(camera->mpy));// & (map->ylen-1); int blkz = ((int)floor(camera->mpz)) & (map->zlen-1); // get block subpos float subx = (camera->mpx - floor(camera->mpx)); float suby = (camera->mpy - floor(camera->mpy)); float subz = (camera->mpz - floor(camera->mpz)); // render each face render_vxl_face_horiz(blkx, blky, blkz, subx, suby, subz, CM_NX, -1, 0, 0); render_vxl_face_vert(blkx, blky, blkz, subx, suby, subz, CM_NY, 0, -1, 0); render_vxl_face_horiz(blkx, blky, blkz, subx, suby, subz, CM_NZ, 0, 0, -1); render_vxl_face_horiz(blkx, blky, blkz, subx, suby, subz, CM_PX, 1, 0, 0); render_vxl_face_vert(blkx, blky, blkz, subx, suby, subz, CM_PY, 0, 1, 0); render_vxl_face_horiz(blkx, blky, blkz, subx, suby, subz, CM_PZ, 0, 0, 1); } void render_cubemap(uint32_t *pixels, int width, int height, int pitch, camera_t *camera, map_t *map) { int x,y,z; // stash stuff in globals to prevent spamming the stack too much // (and in turn thrashing the cache) rtmp_pixels = pixels; rtmp_width = width; rtmp_height = height; rtmp_pitch = pitch; rtmp_camera = camera; rtmp_map = map; // get corner traces float tracemul = cubemap_size/2; float traceadd = tracemul; float ctrx1 = (camera->mzx+camera->mxx-camera->myx); float ctry1 = (camera->mzy+camera->mxy-camera->myy); float ctrz1 = (camera->mzz+camera->mxz-camera->myz); float ctrx2 = (camera->mzx-camera->mxx-camera->myx); float ctry2 = (camera->mzy-camera->mxy-camera->myy); float ctrz2 = (camera->mzz-camera->mxz-camera->myz); float ctrx3 = (camera->mzx+camera->mxx+camera->myx); float ctry3 = (camera->mzy+camera->mxy+camera->myy); float ctrz3 = (camera->mzz+camera->mxz+camera->myz); float ctrx4 = (camera->mzx-camera->mxx+camera->myx); float ctry4 = (camera->mzy-camera->mxy+camera->myy); float ctrz4 = (camera->mzz-camera->mxz+camera->myz); // calculate deltas float fbx = ctrx1, fby = ctry1, fbz = ctrz1; // base float fex = ctrx2, fey = ctry2, fez = ctrz2; // end float flx = ctrx3-fbx, fly = ctry3-fby, flz = ctrz3-fbz; // left side float frx = ctrx4-fex, fry = ctry4-fey, frz = ctrz4-fez; // right side flx /= (float)width; fly /= (float)width; flz /= (float)width; frx /= (float)width; fry /= (float)width; frz /= (float)width; // scale cubemap correctly fbx += flx*((float)(width-height))/2.0f; fby += fly*((float)(width-height))/2.0f; fbz += flz*((float)(width-height))/2.0f; fex += frx*((float)(width-height))/2.0f; fey += fry*((float)(width-height))/2.0f; fez += frz*((float)(width-height))/2.0f; // raytrace it // TODO: find some faster method uint32_t *p = pixels; int hwidth = width/2; int hheight = height/2; for(y = -hheight; y < hheight; y++) { float fx = fbx; float fy = fby; float fz = fbz; float fdx = (fex-fbx)/(float)width; float fdy = (fey-fby)/(float)width; float fdz = (fez-fbz)/(float)width; for(x = -hwidth; x < hwidth; x++) { // get correct cube map and draw if(fabsf(fx) > fabsf(fy) && fabsf(fx) > fabsf(fz)) { *p++ = cubemap_color[fx >= 0.0f ? CM_PX : CM_NX][ ((cubemap_size-1)&(int)(-fz*tracemul/fx+traceadd)) |(((cubemap_size-1)&(int)(fy*tracemul/fabsf(fx)+traceadd))< fabsf(fy) && fabsf(fz) > fabsf(fx)) { *p++ = cubemap_color[fz >= 0.0f ? CM_PZ : CM_NZ][ ((cubemap_size-1)&(int)(fx*tracemul/fz+traceadd)) |(((cubemap_size-1)&(int)(fy*tracemul/fabsf(fz)+traceadd))<= 0.0f ? CM_PY : CM_NY][ ((cubemap_size-1)&(int)(fx*tracemul/fy+traceadd)) |(((cubemap_size-1)&(int)(fz*tracemul/fy+traceadd))<pillars[y*map->xlen+x][8]); //pixels[y*pitch+x] = cubemap_color[CM_PZ][y*cubemap_size+x]; }*/ } int render_init(int width, int height) { int i; int size = (width > height ? width : height); // get nearest power of 2 size = (size-1); size |= size>>1; size |= size>>2; size |= size>>4; size |= size>>8; size++; // reduce quality a little bit // 800x600 -> 1024^2 -> 512^2 ends up as 1MB x 6 textures = 6MB size >>= 1; // allocate cubemaps for(i = 0; i < CM_MAX; i++) { cubemap_color[i] = malloc(size*size*4); cubemap_depth[i] = malloc(size*size*4); if(cubemap_color[i] == NULL || cubemap_depth[i] == NULL) { // Can't allocate :. Can't continue // Clean up like a boss fprintf(stderr, "render_init: could not allocate cubemap %i\n", i); for(; i >= 0; i--) { if(cubemap_color[i] != NULL) free(cubemap_color[i]); if(cubemap_depth[i] != NULL) free(cubemap_depth[i]); cubemap_color[i] = NULL; cubemap_depth[i] = NULL; } return 1; } } // we might as well set this, too! cubemap_size = size; // calculate shift factor cubemap_shift = -1; while(size != 0) { cubemap_shift++; size >>= 1; } return 0; } void render_deinit(void) { int i; // deallocate cubemaps for(i = 0; i < CM_MAX; i++) { if(cubemap_color[i] != NULL) { free(cubemap_color[i]); cubemap_color[i] = NULL; } if(cubemap_depth[i] != NULL) { free(cubemap_depth[i]); cubemap_depth[i] = NULL; } } }