// worldrender.cpp: goes through all cubes in top down quad tree fashion, determines what has to // be rendered and how (depending on neighbouring cubes), then calls functions in rendercubes.cpp #include "cube.h" void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft) { if(SOLID(o) || o->type==SEMISOLID) { float c1 = s->floor; float c2 = s->floor; if(s->type==FHF) { c1 -= d1->vdelta/4.0f; c2 -= d2->vdelta/4.0f; }; float f1 = s->ceil; float f2 = s->ceil; if(s->type==CHF) { f1 += d1->vdelta/4.0f; f2 += d2->vdelta/4.0f; }; //if(f1-c1<=0 && f2-c2<=0) return; render_square(o->wtex, c1, c2, f1, f2, x1<floor; float f2 = s->floor; float c1 = o->floor; float c2 = o->floor; if(o->type==FHF && s->type!=FHF) { c1 -= d1->vdelta/4.0f; c2 -= d2->vdelta/4.0f; } if(s->type==FHF && o->type!=FHF) { f1 -= d1->vdelta/4.0f; f2 -= d2->vdelta/4.0f; } if(f1>=c1 && f2>=c2) goto skip; render_square(o->wtex, f1, f2, c1, c2, x1<ceil; float f2 = o->ceil; float c1 = s->ceil; float c2 = s->ceil; if(o->type==CHF && s->type!=CHF) { f1 += d1->vdelta/4.0f; f2 += d2->vdelta/4.0f; } else if(s->type==CHF && o->type!=CHF) { c1 += d1->vdelta/4.0f; c2 += d2->vdelta/4.0f; } if(c1<=f1 && c2<=f2) return; render_square(o->utex, f1, f2, c1, c2, x1<>mip; x *= 2; y *= 2; switch(SWS(w, x+x1, y+y1, msize)->type) { case SEMISOLID: if(issemi(mip, x+x1, y+y1, x1, y1, x2, y2)) return true; case CORNER: case SOLID: break; default: return true; }; switch(SWS(w, x+x2, y+y2, msize)->type) { case SEMISOLID: if(issemi(mip, x+x2, y+y2, x1, y1, x2, y2)) return true; case CORNER: case SOLID: break; default: return true; }; return false; }; bool render_floor, render_ceil; // the core recursive function, renders a rect of cubes at a certain mip level from a viewer perspective // call itself for lower mip levels, on most modern machines however this function will use the higher // mip levels only for perfect mips. void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs, int ys) { sqr *w = wmip[mip]; int sz = ssize>>mip; int vxx = ((int)vx+(1<>mip; int vyy = ((int)vy+(1<>mip; int lx = vxx-lodleft; // these mark the rect inside the current rest that we want to render using a lower mip level int ly = vyy-lodtop; int rx = vxx+lodright; int ry = vyy+lodbot; float fsize = (float)(1<occluded = isoccluded(player1->o.x, player1->o.y, (float)(ox<>mip; int pvy = (int)vy>>mip; if(pvx>=0 && pvy>=0 && pvxoccluded = 0; SWS(w, pvx, pvy, sz)->occluded = 0; // player cell never occluded }; #define df(x) s->floor-(x->vdelta/4.0f) #define dc(x) s->ceil+(x->vdelta/4.0f) // loop through the rect 3 times (for floor/ceil/walls seperately, to facilitate dynamic stripify) // for each we skip occluded cubes (occlusion at higher mip levels is a big time saver!). // during the first loop (ceil) we collect cubes that lie within the lower mip rect and are // also deferred, and render them recursively. Anything left (perfect mips and higher lods) we // render here. #define LOOPH {for(int xx = x; xxoccluded==1) continue; \ if(s->defer && !s->occluded && mip && xx>=lx && xx=ly && yydefer && !next->occluded) yy++; // collect 2xN rect of lower mip render_seg_new(vx, vy, vh, mip-1, xx*2, start*2, xx*2+2, yy*2+2); continue; }; stats[mip]++; LOOPD if((s->type==SPACE || s->type==FHF) && s->ceil>=vh && render_ceil) render_flat(s->ctex, xx<ceil, s, t, u, v, true); if(s->type==CHF) //if(s->ceil>=vh) render_flatdelta(s->ctex, xx<type==SPACE || s->type==CHF) && s->floor<=vh && render_floor) { render_flat(s->ftex, xx<floor, s, t, u, v, false); if(s->floortype==FHF) { render_flatdelta(s->ftex, xx<floor-s->vdelta/4.0ftype==CORNER) { // cull also bool topleft = true; sqr *h1 = NULL; sqr *h2 = NULL; if(SOLID(z)) { if(SOLID(w)) { render_wall(w, h2 = s, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; } else if(SOLID(v)) { render_wall(v, h2 = s, xx, yy, xx+1, yy+1, mip, s, u, false); }; } else if(SOLID(t)) { if(SOLID(w)) { render_wall(w, h1 = s, xx+1, yy+1, xx, yy, mip, u, s, false); } else if(SOLID(v)) { render_wall(v, h1 = s, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; }; } else { normalwall = false; bool wv = w->ceil-w->floor < v->ceil-v->floor; if(z->ceil-z->floor < t->ceil-t->floor) { if(wv) { render_wall(h1 = s, h2 = v, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; } else { render_wall(h1 = s, h2 = w, xx, yy, xx+1, yy+1, mip, s, u, false); }; } else { if(wv) { render_wall(h2 = s, h1 = v, xx+1, yy+1, xx, yy, mip, u, s, false); } else { render_wall(h2 = s, h1 = w, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; }; }; }; render_tris(xx<=vxx && xx!=0 && yy!=sz-1 && !SOLID(z) && (!SOLID(s) || z->type!=CORNER) && (z->type!=SEMISOLID || issemi(mip, xx-1, yy, 1, 0, 1, 1))) render_wall(s, z, xx, yy, xx, yy+1, mip, s, v, true); if(xx<=vxx && inner && !SOLID(t) && (!SOLID(s) || t->type!=CORNER) && (t->type!=SEMISOLID || issemi(mip, xx+1, yy, 0, 0, 0, 1))) render_wall(s, t, xx+1, yy, xx+1, yy+1, mip, t, u, false); if(yy>=vyy && yy!=0 && xx!=sz-1 && !SOLID(w) && (!SOLID(s) || w->type!=CORNER) && (w->type!=SEMISOLID || issemi(mip, xx, yy-1, 0, 1, 1, 1))) render_wall(s, w, xx, yy, xx+1, yy, mip, s, t, false); if(yy<=vyy && inner && !SOLID(v) && (!SOLID(s) || v->type!=CORNER) && (v->type!=SEMISOLID || issemi(mip, xx, yy+1, 0, 0, 1, 0))) render_wall(s, v, xx, yy+1, xx+1, yy+1, mip, v, u, true); }; }}; }; void distlod(int &low, int &high, int angle, float widef) { float f = 90.0f/lod/widef; low = (int)((90-angle)/f); high = (int)(angle/f); if(low45 && yaw<=135) { lodleft = lod; distlod(lodtop, lodbot, yaw-45, widef); } else if(yaw>135 && yaw<=225) { lodbot = lod; distlod(lodleft, lodright, yaw-135, widef); } else if(yaw>225 && yaw<=315) { lodright = lod; distlod(lodbot, lodtop, yaw-225, widef); } else { lodtop = lod; distlod(lodright, lodleft, yaw<=45 ? yaw+45 : yaw-315, widef); }; float hyfov = fov*h/w/2; render_floor = pitch>MAX_MIP, ssize>>MAX_MIP); mipstats(stats[0], stats[1], stats[2]); };