// worldocull.cpp: occlusion map and occlusion test
#include "cube.h"
#import "DynamicEntity.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
computeraytable(float vx, float vy)
{
if (!ocull)
return;
odist = getvar(@"fog") * 1.5f;
float apitch = (float)fabs(player1.pitch);
float af = getvar(@"fov") / 2 + apitch / 1.5f + 3;
float byaw = (player1.yaw - 90 + af) / 360 * PI2;
float syaw = (player1.yaw - 90 - af) / 360 * PI2;
for (int i = 0; i < NUMRAYS; i++) {
float angle = i * PI2 / NUMRAYS;
// try to avoid tracing ray if outside of frustrum
// apitch must be bigger if fov > 120
if ((apitch > 45 || (angle < byaw && angle > syaw) ||
(angle < byaw - PI2 && angle > syaw - PI2) ||
(angle < byaw + PI2 && angle > syaw + PI2)) &&
!OUTBORD(vx, vy) && !SOLID(S((int)vx, (int)vy))) {
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;
// 90% of time spend in this function is on this
// line
if (SOLID(S((int)sx, (int)sy))) {
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!
inline float
ca(float x, float y)
{
return x > y ? y / x : 2 - x / y;
}
inline float
ma(float x, float y)
{
return x == 0 ? (y > 0 ? 2 : -2) : y / x;
}
int
isoccluded(float vx, float vy, float cx, float cy,
float csize) // v = viewer, c = cube to test
{
if (!ocull)
return 0;
float
nx = vx,
ny = vy; // n = point on the border of the cube that is closest to v
if (nx < cx)
nx = cx;
else if (nx > cx + csize)
nx = cx + csize;
if (ny < cy)
ny = cy;
else if (ny > cy + csize)
ny = cy + csize;
float xdist = (float)fabs(nx - vx);
float ydist = (float)fabs(ny - vy);
if (xdist > odist || ydist > odist)
return 2;
float dist = xdist + ydist - 1; // 1 needed?
// 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 h, l;
if (cx <= vx) // ABDFG
{
if (cx + csize < vx) // ADF
{
if (cy <= vy) // AD
{
if (cy + csize < vy) {
h = ca(-(cx - vx), -(cy + csize - vy)) +
4;
l = ca(-(cx + csize - vx), -(cy - vy)) +
4;
} // A
else {
h = ma(-(cx + csize - vx),
-(cy + csize - vy)) +
4;
l = ma(-(cx + csize - vx), -(cy - vy)) +
4;
} // D
} else {
h = ca(cy + csize - vy, -(cx + csize - vx)) + 2;
l = ca(cy - vy, -(cx - vx)) + 2;
} // F
} else { // BG
if (cy <= vy) {
if (cy + csize < vy) {
h = ma(-(cy + csize - vy), cx - vx) + 6;
l = ma(-(cy + csize - vy),
cx + csize - vx) +
6;
} // B
else
return 0;
} else {
h = ma(cy - vy, -(cx + csize - vx)) + 2;
l = ma(cy - vy, -(cx - vx)) + 2;
} // G
}
} else // CEH
{
if (cy <= vy) // CE
{
if (cy + csize < vy) {
h = ca(-(cy - vy), cx - vx) + 6;
l = ca(-(cy + csize - vy), cx + csize - vx) + 6;
} // C
else {
h = ma(cx - vx, cy - vy);
l = ma(cx - vx, cy + csize - vy);
} // E
} else {
h = ca(cx + csize - vx, cy - vy);
l = ca(cx - vx, cy + csize - vy);
} // H
}
// get indexes into occlusion map from angles
int si = h * (NUMRAYS / 8) + NUMRAYS;
int ei = l * (NUMRAYS / 8) + NUMRAYS + 1;
if (ei <= si)
ei += NUMRAYS;
for (int i = si; i <= ei; i++) {
if (dist < rdist[i & (NUMRAYS - 1)])
// if any value in this segment of the occlusion map is
// further away then cube is not occluded
return 0;
}
return 1; // cube is entirely occluded
}