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|
// This file is part of ZiRC
//
// Copyright (C) 2021, tslil clingman
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
const std = @import("std");
const RenderWindow = @import("sfml").graphics.RenderWindow;
const Sprite = @import("sfml").graphics.Sprite;
const Texture = @import("sfml").graphics.Texture;
const Image = @import("sfml").graphics.Image;
const Colour = @import("sfml").graphics.Color;
const level = @import("level.zig");
const constants = @import("constants.zig");
const player = @import("player.zig");
fn playerDistComp(pos: [2]f32, lhs: level.Object, rhs: level.Object) bool {
const lx = lhs.pos_x - pos[0];
const ly = lhs.pos_y - pos[1];
const rx = rhs.pos_x - pos[0];
const ry = rhs.pos_y - pos[1];
return (lx * lx + ly * ly > rx * rx + ry * ry);
}
fn fasterColourBlend(onto: Colour, from: Colour) Colour {
const af: u16 = from.a;
const of: u16 = onto.a;
const ablend: u16 = @divTrunc(of * (255 - af), 255);
const na: u16 = af + ablend;
if (na == 0) return Colour.Black;
const rf: u16 = from.r;
const ro: u16 = onto.r;
const gf: u16 = from.g;
const go: u16 = onto.g;
const bf: u16 = from.b;
const bo: u16 = onto.b;
// The most accurate i've found is
const nr = @divTrunc(ro * ablend + rf * af, na);
const ng = @divTrunc(go * ablend + gf * af, na);
const nb = @divTrunc(bo * ablend + bf * af, na);
// These computations are incorrect, but faster
// const nr = (af * rf + (255 - af) * ro) / 255;
// const ng = (af * gf + (255 - af) * go) / 255;
// const nb = (af * bf + (255 - af) * bo) / 255;
return Colour{
.a = @intCast(u8, na),
.r = @intCast(u8, nr),
.g = @intCast(u8, ng),
.b = @intCast(u8, nb),
};
}
fn hitDistLocalCoords(
ray0: [2]f32,
ray1: [2]f32,
vertices: [][2]f32,
) ?f32 {
const rdy = ray1[1] - ray0[1];
const rdx = ray1[0] - ray0[0];
var vp = vertices[0];
var crossp: f32 = rdy * (vp[0] - ray0[0]) - rdx * (vp[1] - ray0[1]);
// TODO: there is currently a bug in the logic, if vp->v is parallel to
// ray0->ray1, then we'll return the distance ray0->vp (even if v is
// closer). This is incorrect.
if (crossp == 0) {
// hit a vertex exactly
const dx = vp[0] - ray0[0];
const dy = vp[1] - ray0[1];
return math.sqrt(dx * dx + dy * dy);
}
var i: usize = 1;
var v = vertices[i];
var cross: f32 = rdy * (v[0] - ray0[0]) - rdx * (v[1] - ray0[1]);
while (i < vertices.len) : ({
i += 1;
vp = v;
v = vertices[i];
crossp = cross;
cross = rdy * (v[0] - ray0[0]) - rdx * (v[1] - ray0[1]);
}) {
if (cross == 0) {
const dx = v[0] - ray0[0];
const dy = v[1] - ray0[1];
return math.sqrt(dx * dx + dy * dy);
} else {
if (crossp * cross < 0) {
// If the segment from ray0->ray1 has vp and v on opposite sides
// of it then it intersects the line segment vp->v. This is not
// true in general, but all coordinates are constrained to be in
// the unit square so it is true here. With that we compute the
// distance to the intersection from ray0
const vdx = v[0] - vp[0];
const vdy = v[1] - vp[1];
const dx = rdx * cross; // this should really be negative, but we square it...
const dy = rdy * (vdx * (ray0[1] - v[1]) - vdy * (ray0[0] - v[0]));
return math.sqrt(dx * dx + dy * dy) / (rdx * vdy - vdx * rdy);
}
}
}
return null;
}
pub fn Renderer(PlaneWidth: f32, PlaneHeight: f32) type {
const FOV: f32 = std.math.pi / 3.0;
const PlanePixels = PlaneWidth * PlaneHeight;
// given the desired width of the image, how far away must
// the projection plane be from the camera?
const FOV_SCALE = 2 * std.math.tan(FOV / 2);
const PlaneDist = PlaneWidth / FOV_SCALE;
return struct {
z_buffer: [PlanePixels]f32,
pub fn new() @This() {
return Renderer(PlaneWidth, PlaneHeight){
.z_buffer = [_]f32{std.math.inf(f32)} ** PlanePixels,
};
}
pub fn renderWorld(
self: *@This(),
plyr: player.Player,
window: RenderWindow,
objects_image: Image,
walls_image: Image,
surfaces_image: Image,
rendered_surfaces_texture: Texture,
rendered_surfaces_sprite: Sprite,
map: level.Map,
) !void {
// Fist reset the z_buffer
var i: usize = 0;
while (i < self.z_buffer.len) : (i += 1) {
self.z_buffer[i] = std.math.inf(f32);
}
var pixels = [_]Colour{Colour.Transparent} ** (PlaneWidth * PlaneHeight);
// Draw all vertical and horizontal surfaces, and populate the z-buffer
self.renderCells(plyr, walls_image, surfaces_image, map, &pixels);
// use the z_buffer to render sprites
self.renderObjects(plyr, objects_image, map, &pixels);
try rendered_surfaces_texture.updateFromPixels(&pixels, null);
window.draw(rendered_surfaces_sprite, null);
}
fn renderObjects(
self: @This(),
plyr: player.Player,
objects_image: Image,
map: level.Map,
pixels: []Colour,
) void {
const ppos_x = plyr.pos_x;
const ppos_y = plyr.pos_y;
const pheight = plyr.height;
const pcos = std.math.cos(plyr.ang);
const psin = std.math.sin(plyr.ang);
std.sort.sort(level.Object, map.objects.items,
// Wow, context with an arbitrary type! No macros, just
// Zig all the way down!
[2]f32{ ppos_x, ppos_y }, playerDistComp);
for (map.objects.items) |obj| {
const ox = obj.pos_x - ppos_x;
const oy = obj.pos_y - ppos_y;
// We compute the two coordinates of rotating by -self.ang, the
// first of which gives the perpendicular distance to the plane
// of projection, and the second of which gives the
// (unprojected) centre of the object.
const perp_distance = pcos * ox + psin * oy;
const centre = psin * ox - pcos * oy;
// NOTE: in the below we have applied the magic scaling factor
// of FOV_SCALE. I don't understand how this compensates for the
// linear interpolation incorrectness we do elsewhere, but
// somehow it scales the *correct* values we compute above into
// whatever agrees with the wall and floor rendering voodoo.
// This quantity is independent of FOV_SCALE because it enters
// both via centre and perp_distance
const proj_centre = PlaneWidth / 2 + PlaneDist * centre / perp_distance;
// Here's the magic adjustment
const scaled_perp_distance = FOV_SCALE * perp_distance;
const width = PlaneDist * obj.width / scaled_perp_distance;
const left = proj_centre - width / 2;
// TODO: prune before this?
if (left + width < 0 or left >= PlaneWidth) continue;
const height = PlaneDist * obj.height / scaled_perp_distance;
const top = PlaneHeight / 2 + PlaneDist * (obj.height - pheight + obj.pos_z) / scaled_perp_distance;
// TODO: likewise?
if (top < 0 or top - height >= PlaneHeight) continue;
// Something is on the screen, let's draw it!
const start = std.math.max(0, left);
const end = @floatToInt(usize, std.math.min(left + width, PlaneWidth - 1));
const inv_height = 1 / height;
var tex_frac: f32 = std.math.clamp((start - left) / width, 0, 1);
var col: usize = @floatToInt(usize, start);
const tex_frac_step = 1 / width;
while (col < end) : ({
col += 1;
tex_frac += tex_frac_step;
}) {
var bottom = std.math.min(top, PlaneHeight);
var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - bottom - 1, 0)));
var texel_y = (top - bottom) / height;
while (pix_y < PlaneHeight and bottom >= top - height) : ({
bottom -= 1;
pix_y += 1;
texel_y += inv_height;
}) {
const index = col * @floatToInt(usize, PlaneHeight) + @floatToInt(usize, bottom);
if (self.z_buffer[index] > scaled_perp_distance) {
const tx = @floatToInt(c_uint, tex_frac * constants.TextureDim);
const toff = obj.texture * @floatToInt(c_uint, constants.TextureDim);
const ty = @floatToInt(c_uint, texel_y * constants.TextureDim);
const texel = objects_image.getPixel(.{ .x = toff + tx, .y = ty });
const pix_index = @floatToInt(usize, PlaneWidth) * pix_y + col;
// TODO: Decide whether being accurate is as important as being fast
pixels[pix_index] = fasterColourBlend(pixels[pix_index], texel);
}
}
}
}
}
fn renderCells(
self: *@This(),
plyr: player.Player,
walls_image: Image,
surfaces_image: Image,
map: level.Map,
pixels: []Colour,
) void {
// This is a TERRIBLE hack: for whatever reason *linearly*
// interpolating on the direction vectors gives
// perspective-correct-seeming walls!
const cos_first = std.math.cos(plyr.ang + 0.5 * FOV);
const cos_last = std.math.cos(plyr.ang - 0.5 * FOV);
const sin_first = std.math.sin(plyr.ang + 0.5 * FOV);
const sin_last = std.math.sin(plyr.ang - 0.5 * FOV);
const cos_step = (cos_last - cos_first) / PlaneWidth;
const sin_step = (sin_last - sin_first) / PlaneWidth;
const ppos_x = plyr.pos_x;
const ppos_y = plyr.pos_y;
const pheight = plyr.height;
var col: u16 = 0;
var cosra = cos_first;
var sinra = sin_first;
while (col < PlaneWidth) : ({
col += 1;
cosra += cos_step;
sinra += sin_step;
}) {
// Observe that sqrt(1+tan^2) = abs(1/cos) sqrt(cos^2+sin^2) =
// abs(1/cos). Similarly so for cot, hence we obtain the
// following lengths for the hypotenuses assuming that x
// (respectively y) are unit length and the angle is ra. This
// for whatever reasons still works when we linearly interpolate
// on cos and sin!
const dy_for_x_step = std.math.fabs(1 / cosra);
const dx_for_y_step = std.math.fabs(1 / sinra);
var step_x: i32 = -1;
var step_y: i32 = -1;
var dist_x: f32 = undefined;
var dist_y: f32 = undefined;
var ipos_x: i32 = @floatToInt(i32, std.math.floor(ppos_x));
var ipos_y: i32 = @floatToInt(i32, std.math.floor(ppos_y));
// looking right
if (cosra >= 0) {
step_x = 1;
// assuming unit size grid cells
dist_y = (@intToFloat(f32, ipos_x) + 1 - ppos_x) * dy_for_x_step;
} else {
dist_y = (ppos_x - @intToFloat(f32, ipos_x)) * dy_for_x_step;
}
if (sinra >= 0) {
step_y = 1;
dist_x = (@intToFloat(f32, ipos_y) + 1 - ppos_y) * dx_for_y_step;
} else {
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 distance: f32 = 0;
var still_drawing = true;
var highest_drawn: f32 = 0;
var lowest_drawn: f32 = PlaneHeight - 1;
var horizontal_hit: bool = undefined;
while (still_drawing and map.inBounds(ipos_x, ipos_y)) : ({
// Find the next cell on our path
if (dist_y < dist_x) {
horizontal_hit = false;
distance = dist_y;
dist_y += dy_for_x_step;
ipos_x += step_x;
} else {
horizontal_hit = true;
distance = dist_x;
dist_x += dx_for_y_step;
ipos_y += step_y;
}
}) {
const cell = map.lookup(ipos_x, ipos_y);
// Are we drawing vertical surfaces?
if (cell.floor_height > 0 or cell.draw_down) {
if (hitDistLocalCoords(ray0, ray1, cell.vertices)) |local_distance| {
}
// project the top of the bottom and the bottom of the top
top_of_floor = PlaneHeight / 2 + PlaneDist * (cell.floor_height - pheight) / distance;
bottom_of_ceiling = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - pheight) / distance;
const draw_lower = 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) {
// we need the distance to calculate the fractional
// part of the relevant coordinate for texture
// mapping of the walls
const hit_coordinate = if (horizontal_hit) distance * cosra + ppos_x else distance * sinra + ppos_y;
var texfrac = std.math.modf(hit_coordinate).fpart;
// we also want to be sure that we're consistently orienting
// textures, in this case clockwise
if ((horizontal_hit and sinra < 0) or (!horizontal_hit and cosra > 0)) texfrac = 1 - texfrac;
const texstrip = @floatToInt(c_uint, (constants.TextureDim - 1) * texfrac);
// height of a unit-height wall at this distance
const nominal_length = PlaneDist / distance;
const inv_nom_len = distance / PlaneDist;
// used for texel indexing
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.min(std.math.floor(top_of_floor), std.math.ceil(lowest_drawn));
const stop = @floatToInt(i32, highest_drawn);
var zb_y = @floatToInt(i32, constrained_top);
var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_top - 1, 0)));
var texel_y = (top_of_floor - constrained_top) / nominal_length;
// now we have what we need to draw the face,
// and update the z-buffer
while (zb_y > stop) : ({
zb_y -= 1;
pix_y += 1;
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 });
const pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
pixels[pix_index] = texel;
const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + zb_y);
self.z_buffer[index] = distance;
}
highest_drawn = top_of_floor;
}
if (draw_upper) {
const proj_default_end = PlaneHeight / 2 + PlaneDist * (level.Cell.DEFAULT_HEIGHT - pheight) / distance;
const stop = @floatToInt(i32, std.math.min(lowest_drawn, proj_default_end));
const t_upper_off = cell.upper_texture * td;
const constrained_bottom = std.math.max(bottom_of_ceiling, highest_drawn);
var zb_y = @floatToInt(i32, constrained_bottom);
var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_bottom - 1, 0)));
var texel_y: f32 = 0;
while (zb_y < stop) : ({
zb_y += 1;
pix_y -= 1;
texel_y += inv_nom_len;
}) {
const ty = @floatToInt(c_uint, (1 - std.math.modf(texel_y).fpart) * (constants.TextureDim - 1));
const texel = walls_image.getPixel(.{ .x = t_upper_off + texstrip, .y = ty });
const pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
pixels[pix_index] = texel;
const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + zb_y);
self.z_buffer[index] = distance;
}
lowest_drawn = bottom_of_ceiling;
}
}
}
// do we potentially draw floor for this cell?
if (highest_drawn < PlaneHeight / 2 or (cell.draw_down and lowest_drawn > PlaneHeight / 2)) {
if (dist_y < dist_x) {
distance = dist_y;
} else {
distance = dist_x;
}
// 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) / distance;
const next_bottom = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - pheight) / distance;
// draw floor?
if (next_top > highest_drawn) {
top_of_floor = std.math.ceil(highest_drawn);
const thresh = std.math.min(std.math.min(next_top, lowest_drawn), PlaneHeight / 2 - 1);
while (top_of_floor < thresh) : (top_of_floor += 1) {
const row_dist = (pheight - cell.floor_height) * PlaneDist / (PlaneHeight / 2 - top_of_floor);
const ptop = @floatToInt(usize, top_of_floor);
const itop = @floatToInt(usize, PlaneHeight) - ptop - 1;
// 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 toff = cell.floor_texture * @floatToInt(c_uint, constants.TextureDim);
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[itop * @floatToInt(usize, PlaneWidth) + col] = val;
// record in the z_buffer only if we're above the floor!
if (cell.floor_height > 0) {
const index = col * @floatToInt(usize, PlaneHeight) + ptop;
self.z_buffer[index] = row_dist;
}
}
highest_drawn = next_top;
}
// draw ceiling?
if (cell.draw_down and next_bottom < lowest_drawn) {
bottom_of_ceiling = std.math.ceil(lowest_drawn);
const thresh = std.math.max(std.math.max(next_bottom, highest_drawn), PlaneHeight / 2 - 1);
while (bottom_of_ceiling > thresh) : (bottom_of_ceiling -= 1) {
const row_dist = (cell.ceiling_height - pheight) * PlaneDist / (bottom_of_ceiling - PlaneHeight / 2);
const ptop = @floatToInt(usize, bottom_of_ceiling);
const itop = @floatToInt(usize, PlaneHeight) - ptop;
const sx = std.math.modf(ppos_x + row_dist * cosra);
const sy = std.math.modf(ppos_y + row_dist * sinra);
const toff = cell.ceiling_texture * @floatToInt(c_uint, constants.TextureDim);
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[itop * @floatToInt(usize, PlaneWidth) + col] = val;
if (cell.draw_down) {
const index = col * @floatToInt(usize, PlaneHeight) + ptop;
self.z_buffer[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;
}
}
}
};
}
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