Voxel mipmap selection

This commit is contained in:
Magnus Norddahl 2016-12-27 03:07:50 +01:00
parent 6b2ddb0f3a
commit 66b154a475

View file

@ -46,7 +46,7 @@ namespace swrenderer
if (!visible) if (!visible)
return; return;
FVector3 view_origin = sprite->pa.vpos; DVector3 view_origin = { sprite->pa.vpos.X, sprite->pa.vpos.Y, sprite->pa.vpos.Z };
FAngle view_angle = sprite->pa.vang; FAngle view_angle = sprite->pa.vang;
DVector3 sprite_origin = { sprite->gpos.X, sprite->gpos.Y, sprite->gpos.Z }; DVector3 sprite_origin = { sprite->gpos.X, sprite->gpos.Y, sprite->gpos.Z };
DAngle sprite_angle = sprite->Angle; DAngle sprite_angle = sprite->Angle;
@ -54,13 +54,29 @@ namespace swrenderer
double sprite_yscale = sprite->yscale; double sprite_yscale = sprite->yscale;
FVoxel *voxel = sprite->voxel; FVoxel *voxel = sprite->voxel;
// To do: calculate the mipmap level based on distance, sprite scale and voxel extents // Select mipmap level:
int miplevel = 0;//voxel->NumMips;
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]; const FVoxelMipLevel &mip = voxel->Mips[miplevel];
if (mip.SlabData == nullptr) if (mip.SlabData == nullptr)
return; 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 spriteSin = sprite_angle.Sin();
double spriteCos = sprite_angle.Cos(); double spriteCos = sprite_angle.Cos();
@ -73,30 +89,59 @@ namespace swrenderer
voxel_origin.Y -= dirY.X * mip.Pivot.X + dirY.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_origin.Z -= dirZ * mip.Pivot.Z;
// To do: do this loop sorted back to front: // Voxel cube walking directions:
for (int x = 0; x < mip.SizeX; x++) 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++)
{ {
for (int y = 0; y < mip.SizeY; y++) 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])
{ {
kvxslab_t *slab_start = R_GetSlabStart(mip, x, y); for (int y = startY[index]; y != endY; y += stepY[index])
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 kvxslab_t *slab_start = R_GetSlabStart(mip, x, y);
kvxslab_t *slab_end = R_GetSlabEnd(mip, x, y);
for (int i = 0; i < slab->zleng; i++) for (kvxslab_t *slab = slab_start; slab != slab_end; slab = R_NextSlab(slab))
{ {
int z = slab->ztop + i; // To do: check slab->backfacecull
uint8_t color = slab->col[i];
DVector3 voxel_pos = voxel_origin; int ztop = slab->ztop;
voxel_pos.X += dirX.X * x + dirX.Y * y; int zbottom = ztop + slab->zleng;
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); //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);
}
} }
} }
} }