// worldocull.cpp: occlusion map and occlusion test #include "cube.h" #define NUMRAYS 512 float rdist[NUMRAYS]; bool ocull = true; float odist = 256; void toggleocull() { ocull = !ocull; } COMMAND(toggleocull, ARG_NONE); // constructs occlusion map: cast rays in all directions on the 2d plane and record distance. // done exactly once per frame. void disableraytable() { odist = 1e16f; loopi(NUMRAYS) rdist[i] = 1e16f; } void computeraytable(float vx, float vy, float fov) { if(!ocull) { disableraytable(); return; } odist = getvar("fog")*1.5f; float apitch = (float)fabs(camera1->pitch); float af = fov/2+apitch/1.5f+3; float byaw = (camera1->yaw-90+af)/360*PI2; float syaw = (camera1->yaw-90-af)/360*PI2; loopi(NUMRAYS) { float angle = i*PI2/NUMRAYS; if((apitch>45 // must be bigger if fov>120 || (anglesyaw) || (anglesyaw-PI2) || (anglesyaw+PI2)) && !OUTBORD(vx, vy) && !SOLID(S(int(vx), int(vy)))) // try to avoid tracing ray if outside of frustrum { float ray = i*8/(float)NUMRAYS; float dx, dy; if(ray>1 && ray<3) { dx = -(ray-2); dy = 1; } else if(ray>=3 && ray<5) { dx = -1; dy = -(ray-4); } else if(ray>=5 && ray<7) { dx = ray-6; dy = -1; } else { dx = 1; dy = ray>4 ? ray-8 : ray; } float sx = vx; float sy = vy; for(;;) { sx += dx; sy += dy; if(SOLID(S(int(sx), int(sy)))) // 90% of time spend in this function is on this line { rdist[i] = (float)(fabs(sx-vx)+fabs(sy-vy)); break; } } } else { rdist[i] = 2; } } } // test occlusion for a cube... one of the most computationally expensive functions in the engine // as its done for every cube and entity, but its effect is more than worth it! #ifdef __GNUC__ // GCC seems to have trouble inlining these #define ca(xv, yv) ({ float x = (xv), y = (yv); x>y ? y/x : 2-x/y; }) #define ma(xv, yv) ({ float x = (xv), y = (yv); x==0 ? (y>0 ? 2 : -2) : y/x; }) #else static inline float ca(float x, float y) { return x>y ? y/x : 2-x/y; } static inline float ma(float x, float y) { return x==0 ? (y>0 ? 2 : -2) : y/x; } #endif int isoccluded(float vx, float vy, float cx, float cy, float csize) // v = viewer, c = cube to test { // ABC // D E // FGH // - check middle cube? BG // find highest and lowest angle in the occlusion map that this cube spans, based on its most left and right // points on the border from the viewer pov... I see no easier way to do this than this silly code below float xdist = 0, ydist = 0, h, l; if(cx<=vx) // ABDFG { if(cx+csize odist) return 2; if(cy<=vy) // AD { if(cy+csize odist) return 2; h = ca(-(cx-vx), ydist)+4; l = ca(xdist, -(cy-vy))+4; } // A else { h = ma(xdist, -(cy+csize-vy))+4; l = ma(xdist, -(cy-vy))+4; } // D } else { if((ydist = cy-vy) > odist) return 2; h = ca(cy+csize-vy, xdist)+2; l = ca(ydist, -(cx-vx))+2; } // F } else // BG { if(cy<=vy) { if(cy+csize odist) return 2; h = ma(ydist, cx-vx)+6; l = ma(ydist, cx+csize-vx)+6; } // B else return 0; } else { if((ydist = cy-vy) > odist) return 2; h = ma(ydist, -(cx+csize-vx))+2; l = ma(ydist, -(cx-vx))+2; } // G } } else // CEH { if((xdist = cx-vx) > odist) return 2; if(cy<=vy) // CE { if(cy+csize odist) return 2; h = ca(-(cy-vy), xdist)+6; l = ca(ydist, cx+csize-vx)+6; } // C else { h = ma(xdist, cy-vy); l = ma(xdist, cy+csize-vy); } // E } else { if((ydist = cy-vy) > odist) return 2; h = ca(cx+csize-vx, ydist); l = ca(xdist, cy+csize-vy); } // H } float dist = xdist+ydist-1; // 1 needed? int si = int(h*(NUMRAYS/8))+NUMRAYS; // get indexes into occlusion map from angles int ei = int(l*(NUMRAYS/8))+NUMRAYS+1; if(ei<=si) ei += NUMRAYS; for(int i = si; i<=ei; i++) { if(dist