1
2
3
4
5
6
7
8
9
10
11
|
// worldocull.cpp: occlusion map and occlusion test
#include "cube.h"
#define NUMRAYS 512
float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;
void
|
>
>
|
1
2
3
4
5
6
7
8
9
10
11
12
13
|
// 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
|
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
|
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;
loopi(NUMRAYS)
{
float angle = i * PI2 / NUMRAYS;
if ((apitch > 45 // must be bigger if fov>120
|| (angle < byaw && angle > syaw) ||
(angle < byaw - PI2 && angle > syaw - PI2) ||
|
|
|
|
|
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
|
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;
loopi(NUMRAYS)
{
float angle = i * PI2 / NUMRAYS;
if ((apitch > 45 // must be bigger if fov>120
|| (angle < byaw && angle > syaw) ||
(angle < byaw - PI2 && angle > syaw - PI2) ||
|