mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 13:31:07 +00:00
Voxel mipmap selection
This commit is contained in:
parent
6b2ddb0f3a
commit
66b154a475
1 changed files with 65 additions and 20 deletions
|
@ -46,21 +46,37 @@ 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;
|
||||||
double sprite_xscale = FIXED2DBL(sprite->xscale);
|
double sprite_xscale = FIXED2DBL(sprite->xscale);
|
||||||
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue