/*
This file is part of Iceball.
Iceball 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.
Iceball 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 Iceball. If not, see .
*/
#include "common.h"
#if 0
#define DEBUG_INVERT_DRAW_DIR
#endif
#if 0
#define DEBUG_SHOW_TOP_BOTTOM
#define DEBUG_HIDE_MAIN
#endif
#define CUBESUX_MARKER 20
#define RAYC_MAX ((int)((FOG_MAX_DISTANCE+1)*(FOG_MAX_DISTANCE+1)*8+10))
#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
};
int cam_shading_map[6][4] = {
{CM_PZ, CM_NZ, CM_PY, CM_NY},
{CM_NX, CM_PX, CM_NZ, CM_PZ},
{CM_NX, CM_PX, CM_PY, CM_NY},
{CM_NZ, CM_PZ, CM_PY, CM_NY},
{CM_PX, CM_NX, CM_PZ, CM_NZ},
{CM_PX, CM_NX, CM_PY, CM_NY},
};
uint32_t *cubemap_color[CM_MAX];
float *cubemap_depth[CM_MAX];
int cubemap_size;
int cubemap_shift;
float fog_distance = FOG_INIT_DISTANCE;
uint32_t fog_color = 0xD0E0FF;
uint32_t *rtmp_pixels;
int rtmp_width, rtmp_height, rtmp_pitch;
camera_t *rtmp_camera;
map_t *rtmp_map;
uint32_t cam_shading[6] = {
0x000C0, 0x000A0, 0x000D0, 0x000E0, 0x00FF, 0x000D0,
};
typedef struct raydata {
int16_t x,y,z;
int8_t gx,gz;
float y1,y2;
float sx,sy,sz;
} raydata_t;
typedef struct rayblock {
uint32_t color;
float x,y,z;
} rayblock_t;
typedef struct edgebit {
int x1,x2;
float z1,u1,v1;
float z2,u2,v2;
} edgebit_t;
int elist_y1;
int elist_y2;
edgebit_t *elist = NULL;
int elist_len = 0;
int rayc_block_len, rayc_block_head;
int rayc_data_len, rayc_data_head;
raydata_t rayc_data[RAYC_MAX];
rayblock_t *rayc_block = NULL;
#ifdef RENDER_CUBES_MULTITHREADED
int *rayc_stack_len = NULL;
int *rayc_stack_ordlen = NULL;
#endif
int *rayc_mark = NULL;
int rayc_block_size = 0;
int rayc_mark_size = 0;
float *dbuf;
#ifdef RENDER_FACE_COUNT
int render_face_current = 0;
int render_face_remain = 0;
#endif
/*
* REFERENCE IMPLEMENTATION
*
*/
uint32_t render_fog_apply_new(uint32_t color, float depth)
{
int b = color&255;
int g = (color>>8)&255;
int r = (color>>16)&255;
int t = (color>>24)&255;
//float fog = (fog_distance*fog_distance/depth)/256.0f;
float fog = (fog_distance*fog_distance-(depth < 0.001f ? 0.001f : depth))
/(fog_distance*fog_distance);
if(fog > 1.0f)
fog = 1.0f;
if(fog < 0.0f)
fog = 0.0f;
r = (r*fog+((fog_color>>16)&0xFF)*(1.0-fog)+0.5f);
g = (g*fog+((fog_color>>8)&0xFF)*(1.0-fog)+0.5f);
b = (b*fog+((fog_color)&0xFF)*(1.0-fog)+0.5f);
int fcol = b|(g<<8)|(r<<16);
return fcol|(t<<24);
}
uint32_t render_fog_apply(uint32_t color, float depth)
{
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;
if(fog < 0.0f)
fog = 0.0f;
r = (r*fog+((fog_color>>16)&0xFF)*(1.0-fog)+0.5f);
g = (g*fog+((fog_color>>8)&0xFF)*(1.0-fog)+0.5f);
b = (b*fog+((fog_color)&0xFF)*(1.0-fog)+0.5f);
int fcol = b|(g<<8)|(r<<16);
return fcol|(t<<24);
}
void render_rect_clip(uint32_t *color, int *x1, int *y1, int *x2, int *y2, float depth)
{
*color = render_fog_apply(*color, depth);
// 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;
}
void render_rect_clip_screen(uint32_t *color, int *x1, int *y1, int *x2, int *y2, float depth)
{
*color = render_fog_apply(*color, depth);
// 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 > rtmp_width)
*x2 = rtmp_width;
if(*y2 > rtmp_height)
*y2 = rtmp_height;
}
void render_rect_zbuf(uint32_t *ccolor, float *cdepth, int x1, int y1, int x2, int y2, uint32_t color, float depth)
{
int x,y;
// clip
render_rect_clip_screen(&color, &x1, &y1, &x2, &y2, depth);
//uint32_t dummy;
//render_rect_clip_screen(&dummy, &x1, &y1, &x2, &y2, depth);
if(x2 <= 0)
return;
if(x1 >= rtmp_width)
return;
if(y2 <= 0)
return;
if(y1 >= rtmp_height)
return;
if(x1 == x2)
return;
if(y1 == y2)
return;
// render
uint32_t *cptr = &ccolor[y1*rtmp_pitch+x1];
float *dptr = &cdepth[y1*rtmp_width+x1];
int stride = x2-x1;
int pitch = rtmp_pitch - stride;
int dpitch = rtmp_width - stride;
#ifdef __SSE__
if(x2-x1 >= 16)
{
int fpitch = cubemap_size - (((x2-x1)+7)&~7);
uint32_t *cfptr = cptr;
float *dfptr = dptr;
int xs;
for(x = x1; x < x2; x += 8)
{
_mm_prefetch(cfptr, _MM_HINT_NTA);
cfptr += 8;
_mm_prefetch(dfptr, _MM_HINT_NTA);
dfptr += 8;
}
cfptr += fpitch;
dfptr += fpitch;
for(y = y1; y < y2-1; y++)
{
for(x = x1; x < x2-8; x += 8)
{
_mm_prefetch(cfptr, _MM_HINT_NTA);
for(xs = 0; xs < 8; xs++)
{
if(*dptr > depth)
{
*dptr = depth;
*cptr = color;
}
cptr++; dptr++;
}
_mm_prefetch(dfptr, _MM_HINT_NTA);
cfptr += 8;
dfptr += 8;
}
_mm_prefetch(cfptr, _MM_HINT_NTA);
cfptr += 8;
for(x = x; x < x2; x++)
{
if(*dptr > depth)
{
*dptr = depth;
*cptr = color;
}
cptr++; dptr++;
}
_mm_prefetch(dfptr, _MM_HINT_NTA);
dfptr += 8;
cfptr += fpitch;
dfptr += fpitch;
cptr += pitch;
dptr += pitch;
}
{
for(x = x1; x < x2; x++)
{
if(*dptr > depth)
{
*dptr = depth;
*cptr = color;
}
cptr++; dptr++;
}
dptr += dpitch;
cptr += pitch;
}
} else {
for(y = y1; y < y2; y++)
{
for(x = x1; x < x2; x++)
{
if(*dptr > depth)
{
*dptr = depth;
*cptr = color;
}
cptr++; dptr++;
}
dptr += dpitch;
cptr += pitch;
}
}
#else
for(y = y1; y < y2; y++)
{
for(x = x1; x < x2; x++)
{
if(*dptr > depth)
{
*dptr = depth;
*cptr = color;
}
cptr++; dptr++;
}
dptr += dpitch;
cptr += pitch;
}
#endif
}
// TODO: fast ver?
void render_vxl_rect_ftb_fast(uint32_t *ccolor, float *cdepth, int x1, int y1, int x2, int y2, uint32_t color, float depth)
//void render_vxl_rect_ftb_slow(uint32_t *ccolor, float *cdepth, int x1, int y1, int x2, int y2, uint32_t color, float depth)
{
int x,y;
// TODO: stop using this bloody function
// (alternatively, switch to the fast FTB as used in Doom and Quake)
//
// NOTE: this approach seems to be faster than render_vxl_rect_btf.
// clip
uint32_t dummy;
render_rect_clip(&dummy, &x1, &y1, &x2, &y2, depth);
if(x2 <= 0)
return;
if(x1 >= cubemap_size)
return;
if(y2 <= 0)
return;
if(y1 >= cubemap_size)
return;
if(x1 >= x2)
return;
if(y1 >= y2)
return;
// render
uint32_t *cptr = &ccolor[(y1<= 16)
{
int fpitch = cubemap_size - (((x2-x1)+7)&~7);
uint32_t *cfptr = cptr;
float *dfptr = dptr;
int xs;
for(x = x1; x < x2; x += 8)
{
_mm_prefetch(cfptr, _MM_HINT_NTA);
cfptr += 8;
_mm_prefetch(dfptr, _MM_HINT_NTA);
dfptr += 8;
}
cfptr += fpitch;
dfptr += fpitch;
for(y = y1; y < y2-1; y++)
{
for(x = x1; x < x2-8; x += 8)
{
_mm_prefetch(cfptr, _MM_HINT_NTA);
for(xs = 0; xs < 8; xs++)
{
if(*cptr == fog_color)
{
*cptr = color;
*dptr = depth;
}
cptr++;
dptr++;
}
_mm_prefetch(dfptr, _MM_HINT_NTA);
cfptr += 8;
dfptr += 8;
}
_mm_prefetch(cfptr, _MM_HINT_NTA);
cfptr += 8;
for(x = x; x < x2; x++)
{
if(*cptr == fog_color)
{
*cptr = color;
*dptr = depth;
}
cptr++;
dptr++;
}
_mm_prefetch(dfptr, _MM_HINT_NTA);
dfptr += 8;
cfptr += fpitch;
dfptr += fpitch;
cptr += pitch;
dptr += pitch;
}
{
for(x = x1; x < x2; x++)
{
if(*cptr == fog_color)
{
*cptr = color;
*dptr = depth;
}
cptr++;
dptr++;
}
}
} else {
for(y = y1; y < y2; y++)
{
for(x = x1; x < x2; x++)
{
if(*cptr == fog_color)
{
*cptr = color;
*dptr = depth;
}
cptr++;
dptr++;
}
cptr += pitch;
dptr += pitch;
}
}
#else
for(y = y1; y < y2; y++)
{
for(x = x1; x < x2; x++)
{
if(*cptr == fog_color)
{
*cptr = color;
*dptr = depth;
}
cptr++;
dptr++;
}
cptr += pitch;
dptr += pitch;
}
#endif
}
void render_vxl_cube_htrap(uint32_t *ccolor, float *cdepth,
int x1a, int x1b, int y1, int x2a, int x2b, int y2, uint32_t color, float depth)
{
// dropout
if(x1b <= 0 && x2b <= 0)
return;
if(x1a >= cubemap_size && x2a >= cubemap_size)
return;
if(y2 <= 0)
return;
if(y1 >= cubemap_size)
return;
if(x1a >= x1b || x2a >= x2b)
return;
if(y1 >= y2)
return;
// calc gradients
int m_x1a = (((x2a-x1a)<<16)+0x8000)/(y2-y1);
int m_x1b = (((x2b-x1b)<<16)+0x8000)/(y2-y1);
int sub_x1a = 0;
int sub_x1b = 0;
// Y clamp
// TODO: clamp y1 properly
if(y2 >= cubemap_size)
y2 = cubemap_size;
// render
//uint32_t *cptr = &ccolor[(y1<= 0)
{
int rx1a = (x1a < 0 ? 0 : x1a);
int rx1b = (x1b >= cubemap_size ? cubemap_size : x1b);
cptr = &ccolor[(y<>16);
x1b += (sub_x1b>>16);
sub_x1a &= 0xFFFF;
sub_x1b &= 0xFFFF;
}
}
void render_vxl_cube_vtrap(uint32_t *ccolor, float *cdepth,
int x1, int y1a, int y1b, int x2, int y2a, int y2b, uint32_t color, float depth)
{
// TODO: make this not so bloody horrible for the cache
// dropout
if(y1b <= 0 && y2b <= 0)
return;
if(y1a >= cubemap_size && y2a >= cubemap_size)
return;
if(x2 <= 0)
return;
if(x1 >= cubemap_size)
return;
if(y1a >= y1b || y2a >= y2b)
return;
if(x1 >= x2)
return;
// calc gradients
int m_y1a = ((y2a-y1a)<<16);
int m_y1b = ((y2b-y1b)<<16);
m_y1a /= (x2-x1);
m_y1b /= (x2-x1);
int sub_y1a = 0;
int sub_y1b = 0;
// X clamp
// TODO: clamp x1 properly
// TODO: fix the leaks properly
x2++; y1b++; y2b++;
if(x2 >= cubemap_size)
x2 = cubemap_size;
// render
//uint32_t *cptr = &ccolor[(y1<= 0)
{
int ry1a = (y1a < 0 ? 0 : y1a);
int ry1b = (y1b >= cubemap_size ? cubemap_size : y1b);
cptr = &ccolor[(ry1a<>16);
y1b += (sub_y1b>>16);
sub_y1a &= 0xFFFF;
sub_y1b &= 0xFFFF;
}
}
uint32_t render_shade(uint32_t color, int face)
{
uint32_t fc = cam_shading[face];
return (((((color&0x00FF00FF)*fc)>>8)&0x00FF00FF))
|((((((color>>8)&0x00FF00FF)*fc))&0xFF00FF00))|0x01000000;
}
void render_vxl_cube_sides(uint32_t *ccolor, float *cdepth, int x1, int y1, int x2, int y2, uint32_t color, float depth, int face, float fdist)
{
int hsize = (cubemap_size>>1);
#if 0
if(depth > CUBESUX_MARKER)
{
int x3 = ((x1-hsize)*depth)/(depth+1.0f)+hsize;
int y3 = ((y1-hsize)*depth)/(depth+1.0f)+hsize;
int x4 = ((x2-hsize+1)*depth)/(depth+1.0f)+hsize;
int y4 = ((y2-hsize+1)*depth)/(depth+1.0f)+hsize;
if(x1 > x3) x1 = x3;
if(y1 > y3) y1 = y3;
if(x2 < x4) x2 = x4;
if(y2 < y4) y2 = y4;
render_vxl_rect_ftb_fast(ccolor, cdepth, x1, y1, x2, y2, render_shade(color, face), depth+0.5f);
return;
}
#endif
int x3 = ((x1-hsize)*depth)/(depth+1.0f)+hsize;
int y3 = ((y1-hsize)*depth)/(depth+1.0f)+hsize;
int x4 = ((x2-hsize)*depth)/(depth+1.0f)+hsize;
int y4 = ((y2-hsize)*depth)/(depth+1.0f)+hsize+1;
render_vxl_rect_ftb_fast(ccolor, cdepth, x1, y1, x2, y2, render_fog_apply_new(render_shade(color, face), fdist), depth);
depth += 0.5f;
if(y3 < y1)
render_vxl_cube_htrap(ccolor, cdepth,
x3, x4, y3, x1, x2, y1,
render_fog_apply_new(render_shade(color, cam_shading_map[face][2]), fdist), depth+1.0f);
else if(y2 < y4)
render_vxl_cube_htrap(ccolor, cdepth,
x1, x2, y2, x3, x4, y4,
render_fog_apply_new(render_shade(color, cam_shading_map[face][3]), fdist), depth+1.0f);
if(x3 < x1)
render_vxl_cube_vtrap(ccolor, cdepth,
x3, y3, y4, x1, y1, y2,
render_fog_apply_new(render_shade(color, cam_shading_map[face][0]), fdist), depth+1.0f);
else if(x2 < x4)
render_vxl_cube_vtrap(ccolor, cdepth,
x2, y1, y2, x4, y3, y4,
render_fog_apply_new(render_shade(color, cam_shading_map[face][1]), fdist), depth+1.0f);
}
void render_vxl_cube(uint32_t *ccolor, float *cdepth, int x1, int y1, int x2, int y2, uint32_t color, float depth, int face, float fdist)
{
render_vxl_cube_sides(ccolor, cdepth, x1, y1, x2, y2, color, depth, face, fdist);
}
void render_vxl_face_raycast(int blkx, int blky, int blkz,
float subx, float suby, float subz,
int face,
int gx, int gy, int gz)
{
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] = fog_color;
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 = fabsf(gx+gz);
int ygz = gy;
// get base pos
float bx = blkx+subx;
float by = blky+suby;
float bz = blkz+subz;
if(xgx+xgy+xgz < 0)
{
bx += xgx;
by += xgy;
bz += xgz;
}
if(ygx+ygy+ygz < 0)
{
bx += ygx;
by += ygy;
bz += ygz;
}
if(gx+gy+gz < 0)
{
bx += gx;
by += gy;
bz += gz;
}
// now crawl through the block list
#ifdef DEBUG_INVERT_DRAW_DIR
{
{
int bctr;
for(bctr = rayc_block_len-1; bctr >= 0; bctr--)
#else
#ifndef RENDER_CUBES_MULTITHREADED
{
{
int bctr;
for(bctr = 0; bctr <= rayc_block_len; bctr++)
#else
int ord_accum_start = 0;
int ord_accum_end = 0;
int ord_idx;
//printf("start\n");
for(ord_idx = 0; rayc_stack_ordlen[ord_idx] != -1; ord_idx++)
{
ord_accum_start = ord_accum_end;
ord_accum_end += rayc_stack_ordlen[ord_idx];
//printf("%i\n", ord_accum_end);
int pil_idx;
#pragma omp parallel for
for(pil_idx = ord_accum_start; pil_idx < ord_accum_end; pil_idx++)
{
int bctr;
int bc_start = rayc_stack_len[pil_idx];
int bc_end = rayc_stack_len[pil_idx+1];
for(bctr = bc_start; bctr < bc_end && bctr < rayc_block_len; bctr++)
#endif
#endif
{
rayblock_t *b = &rayc_block[bctr];
// get block delta
float dx = b->x - bx;
float dy = b->y - by;
float dz = b->z - bz;
// get correct screen positions
float sx = dx*xgx+dy*xgy+dz*xgz;
float sy = dx*ygx+dy*ygy+dz*ygz;
float sz = dx* gx+dy* gy+dz* gz;
// check distance
if(sz < 0.001f || sz >= fog_distance)
continue;
// frustum cull
if(fabsf(sx) > fabsf(sz+2.0f) || fabsf(sy) > fabsf(sz+2.0f))
continue;
// draw
float boxsize = tracemul/fabsf(sz);
float px1 = sx*boxsize+traceadd;
float py1 = sy*boxsize+traceadd;
float px2 = px1+boxsize;
float py2 = py1+boxsize;
render_vxl_cube(ccolor, cdepth,
(int)px1, (int)py1, (int)px2, (int)py2,
b->color, sz, face, sx*sx+sy*sy+sz*sz);
}
}
}
}
void render_vxl_redraw(camera_t *camera, map_t *map)
{
// if there isn't a map, clear screen and return
if(map == NULL)
{
int face,i;
for(face = 0; face < 6; face++)
{
// 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] = fog_color;
cdepth[i] = fog_distance;
}
}
return;
}
int i;
// stash stuff in globals to prevent spamming the stack too much
// (and in turn thrashing the cache)
rtmp_camera = camera;
rtmp_map = map;
// stash x/y/zlen
int xlen = map->xlen;
int ylen = map->ylen;
int zlen = map->zlen;
// get block pos
int blkx = ((int)floor(camera->mpx)) & (xlen-1);
int blky = ((int)floor(camera->mpy));// & (ylen-1);
int blkz = ((int)floor(camera->mpz)) & (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));
// get centre (base) pos
float bx = blkx + subx;
float by = blky + suby;
float bz = blkz + subz;
int byi = blky;
// check if we need to reallocate the mark table and block list
{
int markbase = xlen * zlen;
int blockbase = markbase * ylen;
if(rayc_mark_size != markbase)
{
rayc_mark_size = markbase;
rayc_mark = (int*)realloc(rayc_mark, rayc_mark_size*sizeof(int));
#ifdef RENDER_CUBES_MULTITHREADED
rayc_stack_len = realloc(rayc_stack_len, rayc_mark_size*8*sizeof(int));
rayc_stack_ordlen = realloc(rayc_stack_ordlen, rayc_mark_size*8*sizeof(int));
#endif
}
if(rayc_block_size != blockbase)
{
rayc_block_size = blockbase;
rayc_block = (rayblock_t*)realloc(rayc_block, rayc_block_size*sizeof(rayblock_t));
}
}
// clear the mark table
memset(rayc_mark, 0, rayc_mark_size*sizeof(int));
// prep the starting block
rayc_block_len = 0;
rayc_block_head = 0;
rayc_data_len = 1;
rayc_data_head = 0;
rayc_data[0].x = blkx;
rayc_data[0].y = blky;
rayc_data[0].z = blkz;
rayc_data[0].gx = 0;
rayc_data[0].gz = 0;
rayc_data[0].y1 = blky+suby;
rayc_data[0].y2 = blky+suby;
rayc_data[0].sx = subx;
rayc_data[0].sy = suby;
rayc_data[0].sz = subz;
rayc_mark[blkx + blkz*xlen] = 1;
#ifdef RENDER_CUBES_MULTITHREADED
// get the block order stack set up for multiprocessing stuff
int stack_ordidx = 0;
int stack_pilidx = 0;
int stack_ordrem = 1;
int stack_ordptr = 0;
int stack_pilptr = 0;
#endif
// build your way up
while(rayc_data_head < rayc_data_len)
{
raydata_t *rd = &(rayc_data[rayc_data_head++]);
// back this up so we can flip the top
rayblock_t *b_pstart = &(rayc_block[rayc_block_len]);
rayblock_t *b_pmid = b_pstart;
// get delta
float dx = rd->x - bx;
float dz = rd->z - bz;
if(rd->gx < 0) dx++;
else if(rd->gx == 0) dx = 0;
if(rd->gz < 0) dz++;
else if(rd->gz == 0) dz = 0;
// skip this if it's in the fog
if(dx*dx+dz*dz >= fog_distance*fog_distance)
continue;
int near_cast = (rayc_data_head == 1);
// find where we are
int idx = (((int)(rd->z)) & (zlen-1))*xlen + (((int)rd->x) & (xlen-1));
uint8_t *p = map->pillars[idx]+4;
rayc_mark[idx] = -1;
int lastn = 0;
int topcount = 0;
int lasttop = 0;
float ysearch = rd->y1;
while(p[0] != 0)
{
if(ysearch < p[2] && (lastn == 0 || ysearch >= lasttop))
break;
lastn = p[0];
lasttop = p[1];
topcount = p[0] - (p[2]-p[1]+1);
p += p[0]*4;
}
int spreadflag = 1;
// advance y1/y2
float y1 = rd->y1;
float y2 = rd->y2;
if(near_cast)
{
y1 = (lastn == 0 ? 0.0f : p[3]);
if(y1 > rd->y1)
y1 = rd->y1;
rd->y1 = y1;
rd->y2 = y2 = p[1];
} else {
float dist1 = sqrtf(dx*dx+dz*dz);
float dist2 = dist1 + 1.0f; // approx max dist this can travel
float travel = dist2/dist1;
if(y1 < by)
y1 = by + (y1-by)*travel;
if(y2 > by)
y2 = by + (y2-by)*travel;
}
int iy1 = floor(y1);
int iy2 = floor(y2);
float by1 = y1;
float by2 = y2;
// TODO: get the order right!
#ifdef DEBUG_SHOW_TOP_BOTTOM
{
rayblock_t *b = &rayc_block[rayc_block_len++];
b->x = rd->x;
b->z = rd->z;
b->y = iy1;
b->color = 0xFFFF0000;
}
{
rayblock_t *b = &rayc_block[rayc_block_len++];
b->x = rd->x;
b->z = rd->z;
b->y = iy2;
b->color = 0xFF0000FF;
}
b_pstart += 2;
b_pmid += 2;
#endif
// add the top blocks (if they exist and we can see them)
if(lastn == 0)
{
if(y1 > 0.0f) y1 = 0;
y2 = p[1];
} else if(rayc_data_head == 1) {
y1 = p[3];
y2 = p[1];
// just the immediate ceiling, thanks.
#ifndef DEBUG_HIDE_MAIN
{
rayblock_t *b = &rayc_block[rayc_block_len++];
b->x = rd->x;
b->z = rd->z;
b->y = p[3]-1;
b->color = *(uint32_t *)(&p[-4]);
}
#endif
} else if(p[3] >= rd->y1-1) {
y1 = p[3];
y2 = p[1];
uint32_t *c = (uint32_t *)(&p[-4*topcount]);
#ifndef DEBUG_HIDE_MAIN
for(i = p[3]-topcount; i <= p[3]-1; i++)
{
if(i < iy1)
{
c++;
continue;
}
rayblock_t *b = &rayc_block[rayc_block_len++];
b->x = rd->x;
b->z = rd->z;
b->y = i;
b->color = *(c++);
}
#endif
}
// sneak your way down
while(p[1] <= iy2)
{
if(p[1] != p[3])
y2 = p[1];
//printf("%i %i %i %i [%i, %i]\n", p[0],p[1],p[2],p[3],iy1,iy2);
uint32_t *c = (uint32_t *)(&p[4]);
#ifndef DEBUG_HIDE_MAIN
for(i = p[1]; i <= p[2] && i <= iy2; i++)
{
rayblock_t *b = &rayc_block[rayc_block_len++];
b->x = rd->x;
b->z = rd->z;
b->y = i;
b->color = *(c++);
}
#endif
if(p[0] == 0)
break;
lastn = p[0];
lasttop = p[1];
topcount = p[0] - (p[2]-p[1]+1);
p += 4*p[0];
if(p[1] != p[3] && rd->y2 >= p[3])
y2 = p[1];
c = (uint32_t *)(&p[-4*topcount]);
#ifndef DEBUG_HIDE_MAIN
for(i = p[3]-topcount; i <= p[3]-1 && i <= iy2; i++)
{
rayblock_t *b = &rayc_block[rayc_block_len++];
b->x = rd->x;
b->z = rd->z;
b->y = i;
b->color = *(c++);
}
#endif
}
// find the y middle
while(b_pmid < &rayc_block[rayc_block_len] && b_pmid->y <= byi)
b_pmid++;
b_pmid--;
// flip!
while(b_pstart < b_pmid)
{
rayblock_t t;
t = *b_pstart;
*b_pstart = *b_pmid;
*b_pmid = t;
b_pstart++;
b_pmid--;
}
#ifdef RENDER_CUBES_MULTITHREADED
// add blockdata to span length table
rayc_stack_len[stack_pilidx++] = rayc_block_len - stack_pilptr;
stack_pilptr = rayc_block_len;
#endif
// correct the y spread
if(y1 < by1)
y1 = by1;
if(y2 > by2)
y2 = by2;
spreadflag = spreadflag && (y1 < y2);
//spreadflag = 1;
// spread out
int ofx = 1;
int ofz = 0;
if(spreadflag) do
{
int idx2 = ((ofx + (int)rd->x) & (xlen-1))
+ xlen * ((ofz + (int)rd->z) & (zlen-1));
if(ofx * rd->gx < 0 || ofz * rd->gz < 0)
{
// do nothing
} else if(rayc_mark[idx2] == 0) {
rayc_mark[idx2] = rayc_data_len+1;
raydata_t *rd2 = &(rayc_data[rayc_data_len++]);
rd2->x = ofx + (int)rd->x;
rd2->z = ofz + (int)rd->z;
rd2->y1 = y1;
rd2->y2 = y2;
rd2->sx = subx;
rd2->sy = suby;
rd2->sz = subz;
rd2->gx = (ofx == 0 ? rd->gx : ofx);
rd2->gz = (ofz == 0 ? rd->gz : ofz);
} else if(rayc_mark[idx2] != -1) {
raydata_t *rd2 = &(rayc_data[rayc_mark[idx2]-1]);
if(y1 < rd2->y1)
rd2->y1 = y1;
if(y2 > rd2->y2)
rd2->y2 = y2;
if(rd2->gx == 0)
rd2->gx = (ofx == 0 ? rd->gx : ofx);
if(rd2->gz == 0)
rd2->gz = (ofz == 0 ? rd->gz : ofz);
}
{
int t = ofx;
ofx = -ofz;
ofz = t;
}
} while(ofx != 1);
#ifdef RENDER_CUBES_MULTITHREADED
// add data to ordered span count table if necessary
if(--stack_ordrem <= 0)
{
rayc_stack_ordlen[stack_ordidx++] = stack_ordrem = rayc_data_len - stack_ordptr;
stack_ordptr = rayc_data_len;
}
#endif
}
#ifdef RENDER_CUBES_MULTITHREADED
// terminate stack lists
rayc_stack_len[stack_pilidx++] = 0;
rayc_stack_len[stack_pilidx] = -1;
rayc_stack_ordlen[stack_ordidx++] = rayc_data_len - stack_ordptr;
rayc_stack_ordlen[stack_ordidx] = -1;
// apply running sum to stack lists
{
int rsum = 0;
for(i = 0; rayc_stack_len[i] != -1; i++)
{
rsum += rayc_stack_len[i];
rayc_stack_len[i] = rsum;
}
}
#endif
//printf("%i %i %i\n", stack_pilidx, stack_ordidx, stack_ordrem);
// render each face
#ifdef RENDER_FACE_COUNT
for(i = 0; i < RENDER_FACE_COUNT && render_face_remain > 0; i++)
{
switch(render_face_current)
{
default:
render_face_current = 0;
/* FALL THROUGH */
case 0:
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NX, -1, 0, 0);
break;
case 1:
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NY, 0, -1, 0);
break;
case 2:
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NZ, 0, 0, -1);
break;
case 3:
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PX, 1, 0, 0);
break;
case 4:
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PY, 0, 1, 0);
break;
case 5:
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PZ, 0, 0, 1);
break;
}
render_face_current++;
render_face_remain--;
}
#else
#if 1
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NX, -1, 0, 0);
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NY, 0, -1, 0);
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NZ, 0, 0, -1);
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PX, 1, 0, 0);
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PY, 0, 1, 0);
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PZ, 0, 0, 1);
#else
#pragma omp sections
{
#pragma omp section
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NX, -1, 0, 0);
#pragma omp section
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NY, 0, -1, 0);
#pragma omp section
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_NZ, 0, 0, -1);
#pragma omp section
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PX, 1, 0, 0);
#pragma omp section
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PY, 0, 1, 0);
#pragma omp section
render_vxl_face_raycast(blkx, blky, blkz, subx, suby, subz, CM_PZ, 0, 0, 1);
}
#endif
#endif
}
void render_cubemap_edge(
int face,
int x1, int y1, float z1, float u1, float v1,
int x2, int y2, float z2, float u2, float v2)
{
int y;
// if out of Y range, drop out early.
if(y1 < 0 && y2 < 0)
return;
if(y1 >= rtmp_height && y2 >= rtmp_height)
return;
// if perfectly horizontal, drop out early.
if(y1 == y2)
return;
// prep line drawer
int dx = x2-x1;
int dy = y2-y1;
int xadd = 0;
int xinc = 1;
int dc = 0;
// ensure dy is positive
if(dy < 0)
{
dx = -dx;
dy = -dy;
}
// ensure dx is positive
if(dx < 0)
{
dx = -dx;
xinc = -1;
}
// calculate correct xadd,dx,dy
xadd = dx/dy;
xadd *= xinc;
dx %= dy;
// we are going clockwise.
if(y1 < y2)
{
// right side
// clip for y
if(y1 < 0)
{
y1 = -y1;
dc = dx*y1;
z1 += (z2-z1)*y1;
u1 += (u2-u1)*y1;
v1 += (v2-v1)*y1;
x1 += xinc*(dc/dy) + xadd*y1;
dc %= dy;
y1 = 0;
}
if(y2 > rtmp_height)
y2 = rtmp_height;
// expand list top/bottom
if(y1 < elist_y1) elist_y1 = y1;
if(y2 > elist_y2) elist_y2 = y2;
// calc deltas
float dz = z2-z1;
float du = u2-u1;
float dv = v2-v1;
// apply
edgebit_t *eb = &elist[y1];
for(y = y1; y < y2; y++)
{
eb->x2 = x1;
eb->z2 = z1;
eb->u2 = u1;
eb->v2 = v1;
z1 += dz;
u1 += du;
v1 += dv;
x1 += xadd;
dc += dx;
if(dc >= dy)
{
x1 += xinc;
dc -= dy;
}
eb++;
}
} else {
// left side
// clip for y
if(y2 < 0)
{
y2 = -y2;
dc = dx*y2;
z2 += (z1-z2)*y2;
u2 += (u1-u2)*y2;
v2 += (v1-v2)*y2;
x2 += xinc*(dc/dy) + xadd*y1;
dc %= dy;
y2 = 0;
}
if(y1 > rtmp_height)
y1 = rtmp_height;
// expand list top/bottom
if(y2 < elist_y1) elist_y1 = y2;
if(y1 > elist_y2) elist_y2 = y1;
// calc deltas
float dz = z1-z2;
float du = u1-u2;
float dv = v1-v2;
// apply
edgebit_t *eb = &elist[y1];
for(y = y2; y < y1; y++)
{
eb->x1 = x2;
eb->z1 = z2;
eb->u1 = u2;
eb->v1 = v2;
z2 += dz;
u2 += du;
v2 += dv;
x2 += xadd;
dc += dx;
if(dc >= dy)
{
x2 += xinc;
dc -= dy;
}
eb++;
}
}
// clamp y1,y2 to screen size
// NOTE: shouldn't be necessary if the algo is correct
if(elist_y1 < 0) elist_y1 = 0;
if(elist_y2 > rtmp_height) elist_y2 = rtmp_height;
}
void render_cubemap_quad(
int face,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3,
float x4, float y4, float z4)
{
float u1,u2,u3,u4;
float v1,v2,v3,v4;
// precalc 1/z
z1 = 1.0f/z1;
z2 = 1.0f/z2;
z3 = 1.0f/z3;
z4 = 1.0f/z4;
// prep u/v values
u1 = -z1; v1 = -z1;
u2 = z1; v2 = -z1;
u3 = z1; v3 = z1;
u4 = -z1; v4 = z1;
// copy to some "unclipped" things
float x1a,x1b,y1a,y1b,z1a,z1b,u1a,u1b,v1a,v1b;
float x2a,x2b,y2a,y2b,z2a,z2b,u2a,u2b,v2a,v2b;
float x3a,x3b,y3a,y3b,z3a,z3b,u3a,u3b,v3a,v3b;
float x4a,x4b,y4a,y4b,z4a,z4b,u4a,u4b,v4a,v4b;
x1a=x1b=x1; y1a=y1b=y1; z1a=z1b=z1; u1a=u1b=u1; v1a=v1b=v1;
x2a=x2b=x2; y2a=y2b=y2; z2a=z2b=z2; u2a=u2b=u2; v2a=v2b=v2;
x3a=x3b=x3; y3a=y3b=y3; z3a=z3b=z3; u3a=u3b=u3; v3a=v3b=v3;
x4a=x4b=x4; y4a=y4b=y4; z4a=z4b=z4; u4a=u4b=u4; v4a=v4b=v4;
// TODO: clip stuff
// render edges
if(x1a != x1b || y1a != y1b)
render_cubemap_edge(face, x1a,y1a,z1a,u1a,v1a, x1b,y1b,z1b,u1b,v1b);
render_cubemap_edge(face, x1b,y1b,z1b,u1b,v1b, x2a,y2a,z2a,u2a,v2a);
if(x2a != x2b || y2a != y2b)
render_cubemap_edge(face, x2a,y2a,z2a,u2a,v2a, x2b,y2b,z2b,u2b,v2b);
render_cubemap_edge(face, x2b,y2b,z2b,u2b,v2b, x3a,y3a,z3a,u3a,v3a);
if(x3a != x3b || y3a != y3b)
render_cubemap_edge(face, x3a,y3a,z3a,u3a,v3a, x3b,y3b,z3b,u3b,v3b);
render_cubemap_edge(face, x3b,y3b,z3b,u3b,v3b, x4a,y4a,z4a,u4a,v4a);
if(x4a != x4b || y4a != y4b)
render_cubemap_edge(face, x4a,y4a,z4a,u4a,v4a, x4b,y4b,z4b,u4b,v4b);
render_cubemap_edge(face, x4b,y4b,z4b,u4b,v4b, x1a,y1a,z1a,u1a,v1a);
}
void render_cubemap_face(int face, int gx, int gy, int gz)
{
int x,y;
// reset edge list
elist_y1 = rtmp_height;
elist_y2 = 0;
// calculate corners
float cx1 = gx, cx2 = gx, cx3 = gx, cx4 = gx;
float cy1 = gy, cy2 = gy, cy3 = gy, cy4 = gy;
float cz1 = gz, cz2 = gz, cz3 = gz, cz4 = gz;
// populate edge list
render_cubemap_quad(face,
cx1,cy1,cz1,
cx2,cy2,cz2,
cx3,cy3,cz3,
cx4,cy4,cz4);
// render edge list
uint32_t *pb = rtmp_pixels + (rtmp_pitch*elist_y1);
float *db = dbuf + (rtmp_width*elist_y1);
for(y = elist_y1; y < elist_y2; y++)
{
edgebit_t *eb = &elist[y];
// get start/end
int x1 = eb->x1;
int x2 = eb->x2;
// get start z/u/v
float zi = eb->z1;
float ui = eb->u1;
float vi = eb->v1;
// get delta z/u/v
float dzi = eb->z2-eb->z1;
float dui = eb->u2-eb->u1;
float dvi = eb->v2-eb->v1;
uint32_t *p = &pb[x1];
float *d = &db[x1];
for(x = x1; x < x2; x++)
{
// invert z
float z = 1/zi;
// calculate u,v
float u = ui*z;
float v = vi*z;
// TODO: fetch
// TODO: plot
//*(p++);
//*(d++);
}
pb += rtmp_pitch;
db += rtmp_width;
}
}
// TODO: get this working
void render_cubemap_new(uint32_t *pixels, int width, int height, int pitch, camera_t *camera, map_t *map)
{
// 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;
// prep edge list
if(elist_len != height)
{
if(elist != NULL)
free(elist);
elist_len = height;
elist = (edgebit_t*)malloc(sizeof(edgebit_t)*elist_len);
}
// do each face
// TODO? backface cull?
render_cubemap_face(CM_NX, -1, 0, 0);
render_cubemap_face(CM_NY, 0, -1, 0);
render_cubemap_face(CM_NZ, 0, 0, -1);
render_cubemap_face(CM_PX, 1, 0, 0);
render_cubemap_face(CM_PY, 0, 1, 0);
render_cubemap_face(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;
// 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 fbxq = ctrx1, fbyq = ctry1, fbzq = ctrz1; // base
float fexq = ctrx2, feyq = ctry2, fezq = ctrz2; // end
float flx = ctrx3-fbxq, fly = ctry3-fbyq, flz = ctrz3-fbzq; // left side
float frx = ctrx4-fexq, fry = ctry4-feyq, frz = ctrz4-fezq; // right side
flx /= (float)width; fly /= (float)width; flz /= (float)width;
frx /= (float)width; fry /= (float)width; frz /= (float)width;
// scale cubemap correctly
fbxq += flx*((float)(width-height))/2.0f;
fbyq += fly*((float)(width-height))/2.0f;
fbzq += flz*((float)(width-height))/2.0f;
fexq += frx*((float)(width-height))/2.0f;
feyq += fry*((float)(width-height))/2.0f;
fezq += frz*((float)(width-height))/2.0f;
// raytrace it
// TODO: find some faster method
int hwidth = width/2;
int hheight = height/2;
#if 0
uint32_t *p = pixels;
float *d = dbuf;
for(y = -hheight; y < hheight; y++)
#else
#pragma omp parallel
{
int x,y,z;
float fex = fexq;
float fey = feyq;
float fez = fezq;
float fbx = fbxq;
float fby = fbyq;
float fbz = fbzq;
uint32_t *p = pixels;
float *d = dbuf;
int t_count = omp_get_num_threads();
int t_idx = omp_get_thread_num();
int y_start = (height*t_idx)/t_count-hheight;
int y_end = (height*(t_idx+1))/t_count-hheight;
p += (y_start+hheight)*pitch;
d += (y_start+hheight)*width;
fbx += flx*(y_start+hheight);
fby += fly*(y_start+hheight);
fbz += flz*(y_start+hheight);
fex += frx*(y_start+hheight);
fey += fry*(y_start+hheight);
fez += frz*(y_start+hheight);
for(y = y_start; y < y_end; y++)
#endif
{
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++)
{
int pidx, pmap;
// get correct cube map + pos
float tx,ty,tz,atz;
if(fabsf(fx) > fabsf(fy) && fabsf(fx) > fabsf(fz))
{
tx = -fz;
ty = fy;
tz = fx;
atz = fabs(tz);
pmap = fx >= 0.0f ? CM_PX : CM_NX;
} else if(fabsf(fz) > fabsf(fy) && fabsf(fz) > fabsf(fx)) {
tx = fx;
ty = fy;
tz = fz;
atz = fabs(tz);
pmap = fz >= 0.0f ? CM_PZ : CM_NZ;
} else {
tx = fx;
ty = fz;
tz = fy;
atz = tz;
pmap = fy >= 0.0f ? CM_PY : CM_NY;
}
pidx = ((cubemap_size-1)&(int)(tx*tracemul/tz+traceadd))
|(((cubemap_size-1)&(int)(ty*tracemul/atz+traceadd))<pillars[y*map->xlen+x][8]);
//pixels[y*pitch+x] = cubemap_color[CM_PZ][y*cubemap_size+x];
}*/
}
void render_pmf_box(float x, float y, float z, float depth, float r, uint32_t color)
{
// check Z straight away
if(z < 0.001f)
return;
// get box
int x1 = (( x-r)/z)*rtmp_width/2+rtmp_width/2;
int y1 = (( y-r)/z)*rtmp_width/2+rtmp_height/2;
int x2 = (( x+r)/z)*rtmp_width/2+rtmp_width/2;
int y2 = (( y+r)/z)*rtmp_width/2+rtmp_height/2;
// render
render_rect_zbuf(rtmp_pixels, dbuf, x1, y1, x2, y2, color, depth);
}
void render_pmf_bone(uint32_t *pixels, int width, int height, int pitch, camera_t *cam_base,
model_bone_t *bone, int islocal,
float px, float py, float pz, float ry, float rx, float ry2, float scale)
{
// 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 = cam_base;
// get zoom factor
float bzoom = (cam_base->mzx*cam_base->mzx
+ cam_base->mzy*cam_base->mzy
+ cam_base->mzz*cam_base->mzz);
float unzoom = 1.0f/bzoom;
float rezoom = sqrtf(bzoom);
scale /= 256.0f;
int i;
for(i = 0; i < bone->ptlen; i++)
{
model_point_t *pt = &(bone->pts[i]);
// get color
uint32_t color = (pt->b)|(pt->g<<8)|(pt->r<<16)|(1<<24);
// get position
float x = pt->x;
float y = pt->y;
float z = pt->z;
// rotate
float sry = sin(ry);
float cry = cos(ry);
float srx = sin(rx);
float crx = cos(rx);
float sry2 = sin(ry2);
float cry2 = cos(ry2);
float tx = (x*cry+z*sry);
float ty = y;
float tz = (z*cry-x*sry);
y = (ty*crx-tz*srx);
tz = (tz*crx+ty*srx);
x = (tx*cry2+tz*sry2);
z = (tz*cry2-tx*sry2);
// scalinate
x *= scale;
y *= scale;
z *= scale;
// offsettate
x += px;
y += py;
z += pz;
if(!islocal)
{
x -= cam_base->mpx;
y -= cam_base->mpy;
z -= cam_base->mpz;
}
// get correct centre depth
float m = fabsf(x);
if(m < fabsf(y))
m = fabsf(y);
if(m < fabsf(z))
m = fabsf(z);
//float dlen2 = x*x + y*y + z*z;
//float dlen = sqrtf(dlen2);
//float depth = sqrtf(2*m*m - dlen2);
float depth = m;
// cameranananinate
if(!islocal)
{
float nx = x*cam_base->mxx+y*cam_base->mxy+z*cam_base->mxz;
float ny = x*cam_base->myx+y*cam_base->myy+z*cam_base->myz;
float nz = x*cam_base->mzx*unzoom+y*cam_base->mzy*unzoom+z*cam_base->mzz*unzoom;
x = nx;
y = ny;
z = nz;
}
//depth *= z*rezoom;
// plotinate
render_pmf_box(-x, y, z, depth, pt->radius*scale, color);
}
}
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++;
int msize = 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] = (uint32_t*)malloc(size*size*4);
cubemap_depth[i] = (float*)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;
}
// allocate space for depth buffer
dbuf = (float*)malloc(width*height*sizeof(float));
// TODO: check if NULL
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;
}
}
// deallocate edgelist
if(elist != NULL)
{
free(elist);
elist = NULL;
elist_len = 0;
}
// deallocate depth buffer
if(dbuf != NULL)
{
free(dbuf);
dbuf = NULL;
}
}