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-rw-r--r--src/render.zig255
1 files changed, 132 insertions, 123 deletions
diff --git a/src/render.zig b/src/render.zig
index e2aa401..27bd0cc 100644
--- a/src/render.zig
+++ b/src/render.zig
@@ -290,6 +290,9 @@ pub fn Renderer(PlaneWidth: f32, PlaneHeight: f32) type {
map: level.Map,
pixels: []Colour,
) void {
+ // TODO REMOVE ME
+ std.debug.assert(surfaces_image.getSize().x > 0);
+
// This is a TERRIBLE hack: for whatever reason *linearly*
// interpolating on the direction vectors gives
// perspective-correct-seeming walls!
@@ -347,8 +350,8 @@ pub fn Renderer(PlaneWidth: f32, PlaneHeight: f32) type {
dist_x = (ppos_y - @intToFloat(f32, ipos_y)) * dx_for_y_step;
}
- var top_of_floor: f32 = undefined;
- var bottom_of_ceiling: f32 = undefined;
+ var top_of_floor: f32 = 0;
+ var bottom_of_ceiling: f32 = PlaneHeight;
var distance: f32 = 0;
var next_distance: f32 = 0;
@@ -404,7 +407,9 @@ pub fn Renderer(PlaneWidth: f32, PlaneHeight: f32) type {
const cell = map.lookup(ipos_x, ipos_y);
// Are we drawing vertical surfaces?
- if (cell.floor_height > 0 or cell.draw_down) {
+
+ // TODO: not quite right, ``anything vertical'' not just ``anything''
+ if (cell.lower_layers.len > 0) {
var ray0_x: f32 = undefined;
var ray0_y: f32 = undefined;
var ray1_x: f32 = undefined;
@@ -429,153 +434,157 @@ pub fn Renderer(PlaneWidth: f32, PlaneHeight: f32) type {
ray1_y = std.math.modf(next_distance * sinra + ppos_y).fpart;
}
- if (hitDistLocalCoords(ray0_x, ray0_y, ray1_x, ray1_y, cell.vertices)) |dist_frac| {
- // TODO: Correct for fisheye?
- const adj_distance = distance + dist_frac.local_dist;
+ for (cell.lower_layers.constSlice()) |layer| {
+ if (hitDistLocalCoords(ray0_x, ray0_y, ray1_x, ray1_y, layer.vertices.constSlice())) |dist_frac| {
+ // TODO: Correct for fisheye?
+ const adj_distance = distance + dist_frac.local_dist;
- // project the top of the bottom and the bottom of the top
- top_of_floor = PlaneHeight / 2 + PlaneDist * (cell.floor_height - pheight) / adj_distance;
- bottom_of_ceiling = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - pheight) / adj_distance;
+ // project the top of the bottom and the bottom of the top
+ top_of_floor = PlaneHeight / 2 + PlaneDist * (layer.height - pheight) / adj_distance;
+ // bottom_of_ceiling = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - pheight) / adj_distance;
- const draw_lower = cell.floor_height > 0 and top_of_floor > highest_drawn;
- const draw_upper = cell.draw_down and bottom_of_ceiling < lowest_drawn;
+ const draw_lower = layer.height > 0 and top_of_floor > highest_drawn;
+ // const draw_upper = cell.draw_down and bottom_of_ceiling < lowest_drawn;
- // Are we able to see any vertical faces?
- if (draw_upper or draw_lower) {
- const texstrip = @floatToInt(c_uint, constants.TextureDim * dist_frac.frac);
+ // Are we able to see any vertical faces?
+ if (draw_lower) {
+ const texstrip = @floatToInt(c_uint, constants.TextureDim * dist_frac.frac);
- // height of a unit-height wall at this distance
- const nominal_length = PlaneDist / adj_distance;
- // used for texel indexing
- const inv_nom_len = adj_distance / PlaneDist;
+ // height of a unit-height wall at this distance
+ const nominal_length = PlaneDist / adj_distance;
+ // used for texel indexing
+ const inv_nom_len = adj_distance / PlaneDist;
- const td = @floatToInt(c_uint, constants.TextureDim);
- if (draw_lower) {
- // which texture index?
- const t_lower_off = cell.lower_texture * td;
- // Note the bizarre rounding we have to do to avoid artifacts
- const constrained_top = std.math.floor(std.math.min(top_of_floor, lowest_drawn));
- const proj_height = cell.floor_height * nominal_length;
- const constrained_bottom = std.math.max(highest_drawn, top_of_floor - proj_height);
- const stop = @floatToInt(usize, PlaneWidth * (PlaneHeight - constrained_bottom)) + col;
- const pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_top - 1, 0)));
- var pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
- var texel_y: f32 = std.math.max((top_of_floor - constrained_top) / nominal_length, 0);
+ const td = @floatToInt(c_uint, constants.TextureDim);
+ if (draw_lower) {
+ // which texture index?
+ const t_lower_off = layer.vertical_texture * td;
+ // Note the bizarre rounding we have to do to avoid artifacts
+ const constrained_top = std.math.floor(std.math.min(top_of_floor, lowest_drawn));
+ const proj_height = layer.height * nominal_length;
+ const constrained_bottom = std.math.max(highest_drawn, top_of_floor - proj_height);
+ const stop = @floatToInt(usize, PlaneWidth * (PlaneHeight - constrained_bottom)) + col;
+ const pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_top - 1, 0)));
+ var pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
+ var texel_y: f32 = std.math.max((top_of_floor - constrained_top) / nominal_length, 0);
- // now we have what we need to draw the face,
- // and update the z-buffer.
- while (pix_index < stop) : ({
- pix_index += @floatToInt(usize, PlaneWidth);
- texel_y += inv_nom_len;
- }) {
- const ty = @floatToInt(c_uint, std.math.modf(texel_y).fpart * constants.TextureDim);
- const texel = walls_image.getPixel(.{ .x = t_lower_off + texstrip, .y = ty });
+ // now we have what we need to draw the face,
+ // and update the z-buffer.
+ while (pix_index < stop) : ({
+ pix_index += @floatToInt(usize, PlaneWidth);
+ texel_y += inv_nom_len;
+ }) {
+ const ty = @floatToInt(c_uint, std.math.modf(texel_y).fpart * constants.TextureDim);
+ const texel = walls_image.getPixel(.{ .x = t_lower_off + texstrip, .y = ty });
- pixels[pix_index] = texel;
- self.z_buffer[pix_index] = adj_distance;
+ pixels[pix_index] = texel;
+ self.z_buffer[pix_index] = adj_distance;
+ }
+ highest_drawn = constrained_top;
}
- highest_drawn = constrained_top;
}
- if (draw_upper) {
- const proj_default_end = PlaneHeight / 2 + PlaneDist * (level.Cell.DEFAULT_HEIGHT - pheight) / adj_distance;
- const constrained_top = std.math.min(lowest_drawn, proj_default_end);
- const constrained_bottom = std.math.ceil(std.math.max(bottom_of_ceiling, highest_drawn));
- const stop = @floatToInt(usize, PlaneWidth * (PlaneHeight - constrained_bottom)) + col;
- const t_upper_off = cell.upper_texture * td;
- const pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_top - 1, 0)));
- var pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
- var texel_y: f32 = constants.TextureDim - (constrained_top - constrained_bottom) / nominal_length;
- while (pix_index < stop) : ({
- pix_index += @floatToInt(usize, PlaneWidth);
- texel_y += inv_nom_len;
- }) {
- const ty = @floatToInt(c_uint, std.math.modf(texel_y).fpart * constants.TextureDim);
- const texel = walls_image.getPixel(.{ .x = t_upper_off + texstrip, .y = ty });
+ // if (draw_upper) {
+ // const proj_default_end = PlaneHeight / 2 + PlaneDist * (level.Cell.DEFAULT_HEIGHT - pheight) / adj_distance;
+ // const constrained_top = std.math.min(lowest_drawn, proj_default_end);
+ // const constrained_bottom = std.math.ceil(std.math.max(bottom_of_ceiling, highest_drawn));
+ // const stop = @floatToInt(usize, PlaneWidth * (PlaneHeight - constrained_bottom)) + col;
+ // const t_upper_off = cell.upper_texture * td;
+ // const pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_top - 1, 0)));
+ // var pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
+ // var texel_y: f32 = constants.TextureDim - (constrained_top - constrained_bottom) / nominal_length;
+ // while (pix_index < stop) : ({
+ // pix_index += @floatToInt(usize, PlaneWidth);
+ // texel_y += inv_nom_len;
+ // }) {
+ // const ty = @floatToInt(c_uint, std.math.modf(texel_y).fpart * constants.TextureDim);
+ // const texel = walls_image.getPixel(.{ .x = t_upper_off + texstrip, .y = ty });
- pixels[pix_index] = texel;
- self.z_buffer[pix_index] = adj_distance;
- }
- lowest_drawn = constrained_bottom;
- }
+ // pixels[pix_index] = texel;
+ // self.z_buffer[pix_index] = adj_distance;
+ // }
+ // lowest_drawn = constrained_bottom;
+ // }
}
}
}
- // do we potentially draw floor and or ceiling for this cell?
- if (highest_drawn < PlaneHeight / 2 or (cell.draw_down and lowest_drawn > PlaneHeight / 2)) {
- // Note: next_top can never exceed PlaneHeight / 2 in
- // the body of the next block. If the wall is taller
- // than us the back edge is lower than the front one so
- // this check will fail as we just drew it (or higher
- // than it). If the wall is shorter then the back edge
- // is at most the horizon. Similarly so for next_bottom
- const next_top = PlaneHeight / 2 + PlaneDist * (cell.floor_height - pheight) / next_distance;
- const next_bottom = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - pheight) / next_distance;
+ // // do we potentially draw floor and or ceiling for this cell?
+ // if (highest_drawn < PlaneHeight / 2 or (cell.draw_down and lowest_drawn > PlaneHeight / 2)) {
+ // // Note: next_top can never exceed PlaneHeight / 2 in
+ // // the body of the next block. If the wall is taller
+ // // than us the back edge is lower than the front one so
+ // // this check will fail as we just drew it (or higher
+ // // than it). If the wall is shorter then the back edge
+ // // is at most the horizon. Similarly so for next_bottom
+ // const next_top = PlaneHeight / 2 + PlaneDist * (cell.floor_height - pheight) / next_distance;
+ // const next_bottom = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - pheight) / next_distance;
- // draw floor?
- if (false and next_top > highest_drawn) {
- const toff = cell.floor_texture * @floatToInt(c_uint, constants.TextureDim);
+ // // draw floor?
+ // if (false and next_top > highest_drawn) {
+ // const toff = cell.floor_texture * @floatToInt(c_uint, constants.TextureDim);
- top_of_floor = std.math.ceil(std.math.min(std.math.min(next_top, lowest_drawn), PlaneHeight / 2 - 1));
- const thresh = std.math.ceil(highest_drawn);
+ // top_of_floor = std.math.ceil(std.math.min(std.math.min(next_top, lowest_drawn), PlaneHeight / 2 - 1));
+ // const thresh = std.math.ceil(highest_drawn);
- const itop = @floatToInt(usize, std.math.max(top_of_floor, 0));
- const ptop = @floatToInt(usize, PlaneHeight) - itop - 1;
- var pix_index = ptop * @floatToInt(usize, PlaneWidth) + col;
- while (top_of_floor > thresh) : ({
- top_of_floor -= 1;
- pix_index += @floatToInt(usize, PlaneWidth);
- }) {
- const row_dist = (pheight - cell.floor_height) * PlaneDist / (PlaneHeight / 2 - top_of_floor);
- // draw the correct pixel
- const sx = std.math.modf(ppos_x + row_dist * cosra);
- const sy = std.math.modf(ppos_y + row_dist * sinra);
- const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart));
- const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart));
- const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py });
- pixels[pix_index] = val;
+ // const itop = @floatToInt(usize, std.math.max(top_of_floor, 0));
+ // const ptop = @floatToInt(usize, PlaneHeight) - itop - 1;
+ // var pix_index = ptop * @floatToInt(usize, PlaneWidth) + col;
+ // while (top_of_floor > thresh) : ({
+ // top_of_floor -= 1;
+ // pix_index += @floatToInt(usize, PlaneWidth);
+ // }) {
+ // const row_dist = (pheight - cell.floor_height) * PlaneDist / (PlaneHeight / 2 - top_of_floor);
+ // // draw the correct pixel
+ // const sx = std.math.modf(ppos_x + row_dist * cosra);
+ // const sy = std.math.modf(ppos_y + row_dist * sinra);
+ // const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart));
+ // const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart));
+ // const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py });
+ // pixels[pix_index] = val;
- // record in the z_buffer only if we're above the floor!
- if (cell.floor_height > 0) self.z_buffer[pix_index] = row_dist;
- }
- highest_drawn = next_top;
- }
+ // // record in the z_buffer only if we're above the floor!
+ // if (cell.floor_height > 0) self.z_buffer[pix_index] = row_dist;
+ // }
+ // highest_drawn = next_top;
+ // }
- // draw ceiling?
- if (false and cell.draw_down and next_bottom < lowest_drawn) {
- const toff = cell.ceiling_texture * @floatToInt(c_uint, constants.TextureDim);
+ // // draw ceiling?
+ // if (false and cell.draw_down and next_bottom < lowest_drawn) {
+ // const toff = cell.ceiling_texture * @floatToInt(c_uint, constants.TextureDim);
- bottom_of_ceiling = std.math.ceil(lowest_drawn);
- const thresh = std.math.max(std.math.max(next_bottom, highest_drawn), PlaneHeight / 2 - 1);
+ // bottom_of_ceiling = std.math.ceil(lowest_drawn);
+ // const thresh = std.math.max(std.math.max(next_bottom, highest_drawn), PlaneHeight / 2 - 1);
- const itop = @floatToInt(usize, bottom_of_ceiling);
- const ptop = @floatToInt(usize, PlaneHeight) - itop - 1;
- var pix_index = ptop * @floatToInt(usize, PlaneWidth) + col;
+ // const itop = @floatToInt(usize, bottom_of_ceiling);
+ // const ptop = @floatToInt(usize, PlaneHeight) - itop - 1;
+ // var pix_index = ptop * @floatToInt(usize, PlaneWidth) + col;
- while (bottom_of_ceiling > thresh) : ({
- bottom_of_ceiling -= 1;
- pix_index += @floatToInt(usize, PlaneWidth);
- }) {
- const row_dist = (cell.ceiling_height - pheight) * PlaneDist / (bottom_of_ceiling - PlaneHeight / 2);
+ // while (bottom_of_ceiling > thresh) : ({
+ // bottom_of_ceiling -= 1;
+ // pix_index += @floatToInt(usize, PlaneWidth);
+ // }) {
+ // const row_dist = (cell.ceiling_height - pheight) * PlaneDist / (bottom_of_ceiling - PlaneHeight / 2);
- const sx = std.math.modf(ppos_x + row_dist * cosra);
- const sy = std.math.modf(ppos_y + row_dist * sinra);
- const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart));
- const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart));
- const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py });
- pixels[pix_index] = val;
+ // const sx = std.math.modf(ppos_x + row_dist * cosra);
+ // const sy = std.math.modf(ppos_y + row_dist * sinra);
+ // const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart));
+ // const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart));
+ // const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py });
+ // pixels[pix_index] = val;
- if (cell.draw_down) self.z_buffer[pix_index] = row_dist;
- }
- lowest_drawn = next_bottom;
- }
+ // if (cell.draw_down) self.z_buffer[pix_index] = row_dist;
+ // }
+ // lowest_drawn = next_bottom;
+ // }
+ // }
+ // }
+
+ // Have we filled this column?
+ if (top_of_floor > lowest_drawn or bottom_of_ceiling < highest_drawn) {
+ still_drawing = false;
}
}
- // Have we filled this column?
- if (top_of_floor > lowest_drawn or bottom_of_ceiling < highest_drawn) {
- still_drawing = false;
- }
}
}
};