basic raycaster implementation

This commit is contained in:
Zeno Rogue 2019-10-22 00:37:57 +02:00
parent 315e93a76a
commit edbbb51135
3 changed files with 357 additions and 2 deletions

View File

@ -6065,6 +6065,7 @@ EX void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
color_t dummy;
int ofs = wall_offset(c);
if(isWall3(c, wcol)) {
if(!use_raycasting) {
color_t wcol2 = wcol;
#if CAP_TEXTURE
if(texture::config.tstate == texture::tsActive) wcol2 = texture::config.recolor(wcol);
@ -6115,9 +6116,9 @@ EX void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
queuepoly(V, cgi.shPlainWall3D[ofs + a], darkena(wcol2 - d * get_darkval(c, a), 0, 0xFF));
}
}
}
} }
else {
for(int a=0; a<c->type; a++) if(c->move(a)) {
if(!use_raycasting) for(int a=0; a<c->type; a++) if(c->move(a)) {
color_t t = transcolor(c, c->move(a), wcol);
if(t) {
t = t - get_darkval(c, a) * ((t & 0xF0F0F000) >> 4);
@ -7345,6 +7346,8 @@ EX void precise_mouseover() {
EX transmatrix Viewbase;
EX bool use_raycasting;
EX void drawthemap() {
check_cgi();
cgi.require_shapes();
@ -7398,6 +7401,10 @@ EX void drawthemap() {
for(int m=0; m<motypes; m++) if(isPrincess(eMonster(m)))
minf[m].name = princessgender() ? "Princess" : "Prince";
use_raycasting = false;
if(hyperbolic && pmodel == mdPerspective && !binarytiling)
use_raycasting = true;
iinf[itSavedPrincess].name = minf[moPrincess].name;
@ -7438,6 +7445,7 @@ EX void drawthemap() {
profile_start(1);
make_actual_view();
currentmap->draw();
if(use_raycasting) do_raycast();
drawWormSegments();
drawBlizzards();
drawArrowTraps();

View File

@ -25,6 +25,7 @@
#include "classes.cpp"
#include "glhr.cpp"
#include "shaders.cpp"
#include "raycaster.cpp"
#include "hprint.cpp"
#include "util.cpp"
#include "hyperpoint.cpp"

346
raycaster.cpp Normal file
View File

@ -0,0 +1,346 @@
// Hyperbolic Rogue -- raycaster
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file raycaster.cpp
* \brief A raycaster to draw walls.
*/
#include "hyper.h"
namespace hr {
GLuint txConnections = 0, txWallcolor = 0, txMatrixid = 0, txWallTexture = 0;
#define IN_ODS 0
struct raycaster : glhr::GLprogram {
GLint uStart, uStartid, uN, uM, uLength, uFovX, uFovY, uIPD;
GLint tConnections, tWallTexture, tWallcolor, tMatrixid;
raycaster(string vsh, string fsh) : GLprogram(vsh, fsh) {
println(hlog, "assigning");
uStart = glGetUniformLocation(_program, "uStart");
uStartid = glGetUniformLocation(_program, "uStartid");
uN = glGetUniformLocation(_program, "uN");
uM = glGetUniformLocation(_program, "uM");
uLength = glGetUniformLocation(_program, "uLength");
uFovX = glGetUniformLocation(_program, "uFovX");
uFovY = glGetUniformLocation(_program, "uFovY");
uIPD = glGetUniformLocation(_program, "uIPD");
tConnections = glGetUniformLocation(_program, "tConnections");
tWallTexture = glGetUniformLocation(_program, "tWallTexture");
tWallcolor = glGetUniformLocation(_program, "tWallcolor");
tMatrixid = glGetUniformLocation(_program, "tMatrixid");
}
};
shared_ptr<raycaster> our_raycaster;
void enable_raycaster() {
if(!our_raycaster) {
string vsh =
"#define PI 3.14159265358979324\n"
"attribute vec4 aPosition;\n"
"uniform float uFovX, uFovY;\n"
"varying vec4 at;\n"
"void main() { \n"
" gl_Position = aPosition; at = aPosition; \n"
#if IN_ODS
" at[0] *= PI; at[1] *= PI; \n"
#else
" at[0] *= uFovX; at[1] *= uFovY; \n"
#endif
" }\n";
string fsh =
"varying vec4 at;\n"
"uniform int uN;\n"
"uniform int uLength;\n"
"uniform float uIPD;\n"
"uniform mat4 uStart;\n"
"uniform mat4 uM[84];\n"
"uniform mat4 uTest;\n"
"uniform float uStartid;\n"
"uniform sampler1D tConnections;\n"
"uniform sampler1D tWallcolor;\n"
"uniform sampler2D tWallTexture;\n"
"uniform sampler1D tMatrixid;\n"
"mat4 xpush(float x) { return mat4("
"cosh(x), 0., 0., sinh(x),\n"
"0., 1., 0., 0.,\n"
"0., 0., 1., 0.,\n"
"sinh(x), 0., 0., cosh(x)"
");}\n"
"mat4 xzspin(float x) { return mat4("
"cos(x), 0., sin(x), 0.,\n"
"0., 1., 0., 0.,\n"
"-sin(x), 0., cos(x), 0.,\n"
"0., 0., 0., 1."
");}\n"
"mat4 yzspin(float x) { return mat4("
"1., 0., 0., 0.,\n"
"0., cos(x), sin(x), 0.,\n"
"0., -sin(x), cos(x), 0.,\n"
"0., 0., 0., 1."
");}\n"
"void main() { \n"
#if IN_ODS
" float lambda = at[0];\n" // -PI to PI
" float phi;\n"
" float eye;\n"
" if(at.y < 0.) { phi = at.y + PI/2.; eye = uIPD / 2.; }\n" // right
" else { phi = at.y - PI/2.; eye = -uIPD / 2.; }\n"
" mat4 vw = uStart * xzspin(-lambda) * xpush(eye) * yzspin(phi);\n"
" vec4 at0 = vec4(0., 0., 1., 0.);\n"
#else
" mat4 vw = uStart;\n"
" vec4 at0 = at;"
" at0.y = -at.y;"
// " at0.z = at.y;"
" at0.w = 0.;\n"
" at0.xyz = at0.xyz / length(at0.xyz);"
#endif
" vec4 position = vw * vec4(0., 0., 0., 1.);"
" vec4 tangent = vw * at0;"
" float go = 0.;"
" float cid = uStartid;"
// " int purp = 0;"
" for(int iter=0; iter<60; iter++) {"
" float dist = 100.;"
" int which = -1;"
" if(go == 0.) {\n"
" float best = position[3];\n"
" for(int i=0; i<uN; i++) {\n"
" float cand = (uM[i] * position)[3];\n"
" if(cand < best - .001) { dist = 0.; best = cand; which = i; }\n"
" }\n"
" }\n"
" if(which == -1) for(int i=0; i<uN; i++) {"
// position * shd + tangent * chd - uM[i] * position * shd - uMi * tangent * chd
" float v = ((position - uM[i] * position)[3] / (uM[i] * tangent - tangent)[3]);\n"
" if(v > 1. || v < -1.) continue;\n"
" float d = atanh(v);\n"
" vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
" if(next_tangent[3] < (uM[i] * next_tangent)[3]) continue;\n"
// " if(d < 1e-4) continue;\n"
" if(d < dist) { dist = d; which = i; }\n"
"}"
" if(which == -1) { gl_FragColor = vec4(0., 0., 0., 1.); return; }"
// shift d units
" if(dist < 0.) { dist = 0.; }\n"
" go = go + dist;\n"
" float ch = cosh(dist); float sh = sinh(dist);\n"
" vec4 v = position * ch + tangent * sh;\n"
" tangent = tangent * ch + position * sh;\n"
" position = v;"
// apply wall color
" float u = cid + float(which) / float(uLength);\n"
" vec4 col = texture1D(tWallcolor, u);\n"
" if(col[3] > 0.0) {\n"
" vec4 inface = uM[uN+which] * position;\n"
" inface = inface / inface.w;"
" float bright = texture2D(tWallTexture, (inface.yz + vec2(1.,1.))/2.).r;\n"
" col.xyz = col.xyz * bright * max(1.-go/7., 0.5 * exp(-go/4.));\n" // exp(-go/4.);\n"
" col.w = 1.;\n"
// " if(purp == 1) { col.rgb = (col.rgb + vec3(1., 0., 1.)) / 2; }\n"
" gl_FragColor = col;\n"
" return;\n"
" }\n"
// next cell
" float rot = texture1D(tMatrixid, u).r;\n"
" int mid = int(rot * float(uLength));\n"
" position = uM[mid] * position;\n"
" tangent = uM[mid] * tangent;\n"
" cid = texture1D(tConnections, u).r;\n"
" }"
" gl_FragColor = vec4(0.,0.,0.,1.); \n"
" }";
our_raycaster = make_shared<raycaster> (vsh, fsh);
}
full_enable(our_raycaster);
}
void bind_array(vector<float>& v, GLuint t, GLuint& tx, int id) {
glUniform1i(t, id);
if(tx == 0) glGenTextures(1, &tx);
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(GL_TEXTURE_1D, tx);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage1D(GL_TEXTURE_1D, 0, GL_R32F, isize(v), 0, GL_RED, GL_FLOAT, &v[0]);
GLERR("bind_array");
}
void bind_array(vector<array<float, 4>>& v, GLuint t, GLuint& tx, int id) {
glUniform1i(t, id);
if(tx == 0) glGenTextures(1, &tx);
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(GL_TEXTURE_1D, tx);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, isize(v), 0, GL_RGBA, GL_FLOAT, &v[0]);
GLERR("bind_array");
}
bool made_texture;
void make_walltexture(GLuint t, GLuint& tx, int id) {
if(made_texture) return;
made_texture = true;
glUniform1i(our_raycaster->tWallTexture, id);
GLERR("pre walltexture");
if(tx == 0) glGenTextures(1, &tx);
GLERR("gentexture");
glActiveTexture(GL_TEXTURE0 + id);
GLERR("walltexture b");
glBindTexture(GL_TEXTURE_2D, tx);
GLERR("walltexture c");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERR("walltexture a");
constexpr int dsize = 1024;
float data[dsize][dsize];
for(int y=0; y<dsize; y++)
for(int x=0; x<dsize; x++) {
hyperpoint h = point2(x - dsize/2 + .5, y - dsize/2 + .5) / (dsize / 2);
// ld maxd = -1;
ld maxd = 100;
int q = reg3::face;
for(int s=0; s<q; s++) {
maxd = min(maxd, h[0]);
h = spin(360 * degree / q) * h;
}
maxd = -maxd;
maxd *= 2.4;
if(maxd > .9) maxd = (10 - 10 * maxd) * .9;
else maxd = 0.8 + 0.1 * max(sin(maxd*50), sin(atan2(h[1], h[0]) * 30 + M_PI/4));
data[y][x] = maxd;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, dsize, dsize, 0, GL_RED, GL_FLOAT, &data[0][0]);
GLERR("walltexture");
}
EX void do_raycast() {
enable_raycaster();
auto& o = our_raycaster;
make_walltexture(o->tWallTexture, txWallTexture, 6);
vector<glvertex> screen = {
glhr::makevertex(-1, -1, 1),
glhr::makevertex(-1, +1, 1),
glhr::makevertex(+1, -1, 1),
glhr::makevertex(-1, +1, 1),
glhr::makevertex(+1, -1, 1),
glhr::makevertex(+1, +1, 1)
};
auto& cd = current_display;
glUniform1f(o->uFovX, cd->tanfov);
glUniform1f(o->uFovY, cd->tanfov * cd->ysize / cd->xsize);
celllister cl(viewctr.at->c7, 10, 3000, NULL);
vector<cell*> lst = cl.lst;
map<cell*, int> ids;
for(int i=0; i<isize(lst); i++) ids[lst[i]] = i;
int length = next_p2(isize(lst) * S7);
glUniform1i(o->uLength, length);
GLERR("uniform length");
auto enc = [&] (int i) { return float((i+.5) / length); };
// for(auto &m: reg3::spins) println(hlog, m);
glUniformMatrix4fv(o->uStart, 1, 0, glhr::tmtogl_transpose(inverse(View)).as_array());
GLERR("uniform start");
glUniform1i(o->uN, S7);
GLERR("uniform N");
glUniform1f(o->uStartid, enc(ids[viewctr.at->c7] * S7));
GLERR("uniform startid");
glUniform1f(o->uIPD, vid.ipd);
GLERR("uniform IPD");
vector<transmatrix> ms;
for(int j=0; j<S7; j++) ms.push_back(inverse(reg3::adjmoves[j]));
for(int j=0; j<S7; j++) ms.push_back(inverse(reg3::spins[j]));
vector<float> connections(length);
vector<array<float, 4>> wallcolor(length);
vector<float> matrixid(length);
if(1) for(cell *c: lst) {
int id = ids[c];
forCellIdEx(c1, i, c) {
int u = id * S7 + i;
if(!ids.count(c1)) {
wallcolor[u] = glhr::acolor(0xFF);
continue;
}
connections[u] = enc(ids[c1] * S7);
if(isWall3(c1)) {
color_t wcol;
color_t fcol;
setcolors(c1, wcol, fcol);
wcol = darkena(wcol, 0, 0xFF);
wallcolor[u] = glhr::acolor(wcol);
}
else
wallcolor[u] = glhr::acolor(0);
transmatrix T = currentmap->relative_matrix(c->master, c1->master);
for(int k=0; k<=isize(ms); k++) {
if(k < isize(ms) && !eqmatrix(ms[k], T)) continue;
if(k == isize(ms)) ms.push_back(T);
matrixid[u] = enc(k);
break;
}
}
}
vector<glhr::glmatrix> gms;
for(auto& m: ms) gms.push_back(glhr::tmtogl_transpose(m));
glUniformMatrix4fv(o->uM, isize(gms), 0, gms[0].as_array());
bind_array(wallcolor, o->tWallcolor, txWallcolor, 4);
bind_array(connections, o->tConnections, txConnections, 3);
bind_array(matrixid, o->tMatrixid, txMatrixid, 5);
glVertexAttribPointer(hr::aPosition, 4, GL_FLOAT, GL_FALSE, sizeof(glvertex), &screen[0]);
glhr::set_depthtest(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLES, 0, 6);
GLERR("finish");
glActiveTexture(GL_TEXTURE0 + 0);
}
}