gzdoom/src/swrenderer/scene/r_voxel.cpp

217 lines
6.9 KiB
C++

/*
** Voxel rendering
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_data/colormaps.h"
#include "r_data/voxels.h"
#include "r_data/sprites.h"
#include "d_net.h"
#include "po_man.h"
#include "r_things.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/drawers/r_thread.h"
#include "r_utility.h"
#include "swrenderer/r_main.h"
#include "r_voxel.h"
namespace swrenderer
{
void R_DrawVisVoxel(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom)
{
R_SetColorMapLight(sprite->Style.BaseColormap, 0, sprite->Style.ColormapNum << FRACBITS);
bool visible = R_SetPatchStyle(sprite->Style.RenderStyle, sprite->Style.Alpha, sprite->Translation, sprite->FillColor);
if (!visible)
return;
DVector3 view_origin = { sprite->pa.vpos.X, sprite->pa.vpos.Y, sprite->pa.vpos.Z };
FAngle view_angle = sprite->pa.vang;
DVector3 sprite_origin = { sprite->gpos.X, sprite->gpos.Y, sprite->gpos.Z };
DAngle sprite_angle = sprite->Angle;
double sprite_xscale = FIXED2DBL(sprite->xscale);
double sprite_yscale = sprite->yscale;
FVoxel *voxel = sprite->voxel;
// Select mipmap level:
double viewSin = view_angle.Cos();
double viewCos = view_angle.Sin();
double logmip = fabs((view_origin.X - sprite_origin.X) * viewCos - (view_origin.Y - sprite_origin.Y) * viewSin);
int miplevel = 0;
while (miplevel < voxel->NumMips - 1 && logmip >= FocalLengthX)
{
logmip *= 0.5;
miplevel++;
}
const FVoxelMipLevel &mip = voxel->Mips[miplevel];
if (mip.SlabData == nullptr)
return;
minZ >>= miplevel;
maxZ >>= miplevel;
sprite_xscale *= (1 << miplevel);
sprite_yscale *= (1 << miplevel);
// Find voxel cube eigenvectors and origin in world space:
double spriteSin = sprite_angle.Sin();
double spriteCos = sprite_angle.Cos();
DVector2 dirX(spriteSin * sprite_xscale, -spriteCos * sprite_xscale);
DVector2 dirY(spriteCos * sprite_xscale, spriteSin * sprite_xscale);
double dirZ = -sprite_yscale;
DVector3 voxel_origin = sprite_origin;
voxel_origin.X -= dirX.X * mip.Pivot.X + dirX.Y * mip.Pivot.Y;
voxel_origin.Y -= dirY.X * mip.Pivot.X + dirY.Y * mip.Pivot.Y;
voxel_origin.Z -= dirZ * mip.Pivot.Z;
// Voxel cube walking directions:
int startX[4] = { 0, mip.SizeX - 1, 0, mip.SizeX - 1 };
int startY[4] = { 0, 0, mip.SizeY - 1, mip.SizeY - 1 };
int stepX[4] = { 1, -1, 1, -1 };
int stepY[4] = { 1, 1, -1, -1 };
// The point in cube mipmap local space where voxel sides change from front to backfacing:
double dx = (view_origin.X - sprite_origin.X) / sprite_xscale;
double dy = (view_origin.Y - sprite_origin.Y) / sprite_xscale;
int backX = (int)(dx * spriteCos - dy * spriteSin + mip.Pivot.X);
int backY = (int)(dy * spriteCos + dx * spriteSin + mip.Pivot.Y);
int endX = clamp(backX, 0, mip.SizeX - 1);
int endY = clamp(backY, 0, mip.SizeY - 1);
// Draw the voxel cube:
for (int index = 0; index < 4; index++)
{
if ((stepX[index] < 0 && endX >= startX[index]) ||
(stepX[index] > 0 && endX <= startX[index]) ||
(stepY[index] < 0 && endY >= startY[index]) ||
(stepY[index] > 0 && endY <= startY[index])) continue;
for (int x = startX[index]; x != endX; x += stepX[index])
{
for (int y = startY[index]; y != endY; y += stepY[index])
{
kvxslab_t *slab_start = R_GetSlabStart(mip, x, y);
kvxslab_t *slab_end = R_GetSlabEnd(mip, x, y);
for (kvxslab_t *slab = slab_start; slab != slab_end; slab = R_NextSlab(slab))
{
// To do: check slab->backfacecull
int ztop = slab->ztop;
int zbottom = ztop + slab->zleng;
//ztop = MAX(ztop, minZ);
//zbottom = MIN(zbottom, maxZ);
for (int z = ztop; z < zbottom; z++)
{
uint8_t color = slab->col[z - slab->ztop];
DVector3 voxel_pos = voxel_origin;
voxel_pos.X += dirX.X * x + dirX.Y * y;
voxel_pos.Y += dirY.X * x + dirY.Y * y;
voxel_pos.Z += dirZ * z;
R_FillBox(voxel_pos, sprite_xscale, sprite_yscale, color, cliptop, clipbottom, false, false);
}
}
}
}
}
}
kvxslab_t *R_GetSlabStart(const FVoxelMipLevel &mip, int x, int y)
{
return (kvxslab_t *)&mip.SlabData[mip.OffsetX[x] + (int)mip.OffsetXY[x * (mip.SizeY + 1) + y]];
}
kvxslab_t *R_GetSlabEnd(const FVoxelMipLevel &mip, int x, int y)
{
return R_GetSlabStart(mip, x, y + 1);
}
kvxslab_t *R_NextSlab(kvxslab_t *slab)
{
return (kvxslab_t*)(((uint8_t*)slab) + 3 + slab->zleng);
}
void R_FillBox(DVector3 origin, double extentX, double extentY, int color, short *cliptop, short *clipbottom, bool viewspace, bool pixelstretch)
{
double viewX, viewY, viewZ;
if (viewspace)
{
viewX = origin.X;
viewY = origin.Y;
viewZ = origin.Z;
}
else // world space
{
double translatedX = origin.X - ViewPos.X;
double translatedY = origin.Y - ViewPos.Y;
double translatedZ = origin.Z - ViewPos.Z;
viewX = translatedX * ViewSin - translatedY * ViewCos;
viewY = translatedZ;
viewZ = translatedX * ViewTanCos + translatedY * ViewTanSin;
}
if (viewZ < 0.01f)
return;
double screenX = CenterX + viewX / viewZ * CenterX;
double screenY = CenterY - viewY / viewZ * InvZtoScale;
double screenExtentX = extentX / viewZ * CenterX;
double screenExtentY = pixelstretch ? screenExtentX * YaspectMul : screenExtentX;
int x1 = MAX((int)(screenX - screenExtentX), 0);
int x2 = MIN((int)(screenX + screenExtentX + 0.5f), viewwidth - 1);
int y1 = MAX((int)(screenY - screenExtentY), 0);
int y2 = MIN((int)(screenY + screenExtentY + 0.5f), viewheight - 1);
int pixelsize = r_swtruecolor ? 4 : 1;
if (y1 < y2)
{
for (int x = x1; x < x2; x++)
{
int columnY1 = MAX(y1, (int)cliptop[x]);
int columnY2 = MIN(y2, (int)clipbottom[x]);
if (columnY1 < columnY2)
{
using namespace drawerargs;
dc_dest = dc_destorg + (dc_pitch * columnY1 + x) * pixelsize;
dc_color = color;
dc_count = columnY2 - columnY1;
R_Drawers()->FillColumn();
}
}
}
}
}