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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-27 22:39:53 +00:00
hyperrogue/raycaster.cpp
2019-10-26 17:02:20 +02:00

784 lines
25 KiB
C++

// 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 {
EX namespace ray {
/** texture IDs */
GLuint txConnections = 0, txWallcolor = 0, txTextureMap = 0;
EX bool in_use;
EX bool comparison_mode;
/** 0 - never use, 2 - always use, 1 = smart selection */
EX int want_use = 1;
EX ld exp_start = 1, exp_decay_exp = 4, exp_decay_poly = 10;
EX ld maxstep_sol = .02;
EX ld maxstep_nil = .1;
EX ld minstep = .001;
EX int max_iter_sol = 600, max_iter_iso = 60;
EX int max_cells = 8192;
EX bool rays_generate = true;
ld& exp_decay_current() {
return (sol || hyperbolic) ? exp_decay_exp : exp_decay_poly;
}
int& max_iter_current() {
if(nonisotropic) return max_iter_sol;
else return max_iter_iso;
}
ld& maxstep_current() {
if(sol) return maxstep_sol;
else return maxstep_nil;
}
#define IN_ODS 0
/** is the raycaster available? */
EX bool available() {
if(WDIM == 2) return false;
if(hyperbolic && pmodel == mdPerspective && !binarytiling)
return true;
if((sol || nil) && pmodel == mdGeodesic)
return true;
if(euclid && pmodel == mdPerspective && !binarytiling)
return true;
return false;
}
/** do we want to use the raycaster? */
EX bool requested() {
if(!want_use) return false;
if(!available()) return false;
if(want_use == 2) return true;
return racing::on || quotient;
}
struct raycaster : glhr::GLprogram {
GLint uStart, uStartid, uM, uLength, uFovX, uFovY, uIPD;
GLint uWallstart, uWallX, uWallY;
GLint tConnections, tWallcolor, tTextureMap;
GLint uBinaryWidth;
GLint uLinearSightRange, uExpStart, uExpDecay;
raycaster(string vsh, string fsh) : GLprogram(vsh, fsh) {
println(hlog, "assigning");
uStart = glGetUniformLocation(_program, "uStart");
uStartid = glGetUniformLocation(_program, "uStartid");
uM = glGetUniformLocation(_program, "uM");
uLength = glGetUniformLocation(_program, "uLength");
uFovX = glGetUniformLocation(_program, "uFovX");
uFovY = glGetUniformLocation(_program, "uFovY");
uIPD = glGetUniformLocation(_program, "uIPD");
uWallstart = glGetUniformLocation(_program, "uWallstart");
uWallX = glGetUniformLocation(_program, "uWallX");
uWallY = glGetUniformLocation(_program, "uWallY");
uBinaryWidth = glGetUniformLocation(_program, "uBinaryWidth");
uLinearSightRange = glGetUniformLocation(_program, "uLinearSightRange");
uExpDecay = glGetUniformLocation(_program, "uExpDecay");
uExpStart = glGetUniformLocation(_program, "uExpStart");
tConnections = glGetUniformLocation(_program, "tConnections");
tWallcolor = glGetUniformLocation(_program, "tWallcolor");
tTextureMap = glGetUniformLocation(_program, "tTextureMap");
}
};
shared_ptr<raycaster> our_raycaster;
EX void reset_raycaster() { our_raycaster = nullptr; };
void enable_raycaster() {
if(!our_raycaster) {
bool use_reflect = false;
string vsh =
"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 uLength;\n"
"uniform float uIPD;\n"
"uniform mat4 uStart;\n"
"uniform mat4 uM[80];\n"
"uniform mat4 uTest;\n"
"uniform vec2 uStartid;\n"
"uniform sampler2D tConnections;\n"
"uniform sampler2D tWallcolor;\n"
"uniform sampler2D tTexture;\n"
"uniform sampler2D tTextureMap;\n"
"uniform vec4 uWallX[60];\n"
"uniform vec4 uWallY[60];\n"
"uniform vec4 uFogColor;\n"
"uniform int uWallstart[16];\n"
"uniform float uLinearSightRange, uExpStart, uExpDecay;\n";
if(IN_ODS) fsh +=
"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";
fsh +=
"vec2 map_texture(vec4 pos, int which) {\n";
if(nil) fsh += "if(which == 2 || which == 5) pos.z = 0.;\n";
if(hyperbolic) fsh +=
"pos /= pos.w;\n";
fsh +=
"int s = uWallstart[which];\n"
"int e = uWallstart[which+1];\n"
"for(int i=s; i<e; i++) {\n"
"vec2 v = vec2(dot(uWallX[i], pos), dot(uWallY[i], pos));\n"
"if(v.x >= 0. && v.y >= 0. && v.x + v.y <= 1.) return vec2(v.x+v.y, v.x-v.y);\n"
"}\n"
"return vec2(1, 1);\n"
"}\n";
string fmain = "void main() {\n";
if(IN_ODS) fmain +=
" 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 fmain +=
" mat4 vw = uStart;\n"
" vec4 at0 = at;\n"
" gl_FragColor = vec4(0,0,0,1);\n"
" float left = 1.;\n"
" at0.y = -at.y;\n"
" at0.w = 0.;\n"
" at0.xyz = at0.xyz / length(at0.xyz);\n";
if(hyperbolic) fsh += " float len(vec4 x) { return x[3]; }\n";
else fsh += " float len(vec4 x) { return length(x.xyz); }\n";
if(nonisotropic) fmain +=
" const float maxstep = " + fts(maxstep_current()) + ";\n"
" const float minstep = " + fts(minstep) + ";\n"
" float next = maxstep;\n";
fmain +=
" vec4 position = vw * vec4(0., 0., 0., 1.);\n"
" vec4 tangent = vw * at0;\n"
" float go = 0.;\n"
" vec2 cid = uStartid;\n"
" for(int iter=0; iter<" + its(max_iter_current()) + "; iter++) {\n";
fmain +=
" float dist = 100.;\n";
fmain +=
" int which = -1;\n";
if(IN_ODS) fmain +=
" if(go == 0.) {\n"
" float best = len(position);\n"
" for(int i=0; i<"+its(S7)+"; i++) {\n"
" float cand = len(uM[i] * position);\n"
" if(cand < best - .001) { dist = 0.; best = cand; which = i; }\n"
" }\n"
" }\n";
if(!nonisotropic) {
fmain +=
" if(which == -1) for(int i=0; i<"+its(S7)+"; i++) {\n";
if(hyperbolic) fmain +=
" 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";
else fmain +=
" float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
" if(deno < 1e-6 && deno > -1e-6) continue;\n"
" float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
" if(d < 0.) continue;\n"
" vec4 next_position = position + d * tangent;\n"
" if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n";
fmain +=
" if(d < dist) { dist = d; which = i; }\n"
"}\n";
fmain +=
" if(dist < 0.) { dist = 0.; }\n";
fmain +=
" if(which == -1 && dist == 0.) return;";
}
// shift d units
if(hyperbolic) fmain +=
" float ch = cosh(dist); float sh = sinh(dist);\n"
" vec4 v = position * ch + tangent * sh;\n"
" tangent = tangent * ch + position * sh;\n"
" position = v;\n";
else if(nonisotropic) {
if(sol) fsh +=
"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
" return vec4(-vel.z*tra.x - vel.x*tra.z, vel.z*tra.y + vel.y * tra.z, vel.x*tra.x * exp(2.*pos.z) - vel.y * tra.y * exp(-2.*pos.z), 0.);\n"
" }\n";
else fsh +=
"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
" float x = pos.x;\n"
" return vec4(x*vel.y*tra.y - 0.5*dot(vel.yz,tra.zy), -.5*x*dot(vel.yx,tra.xy) + .5 * dot(vel.zx,tra.xz), -.5*(x*x-1.)*dot(vel.yx,tra.xy)+.5*x*dot(vel.zx,tra.xz), 0.);\n"
// " return vec4(0.,0.,0.,0.);\n"
" }\n";
if(sol) fsh += "uniform float uBinaryWidth;\n";
fmain +=
" dist = next < minstep ? 2.*next : next;\n";
if(nil) fsh +=
"vec4 translate(vec4 a, vec4 b) {\n"
"return vec4(a[0] + b[0], a[1] + b[1], a[2] + b[2] + a[0] * b[1], b[3]);\n"
"}\n"
"vec4 translatev(vec4 a, vec4 t) {\n"
"return vec4(t[0], t[1], t[2] + a[0] * t[1], 0.);\n"
"}\n"
"vec4 itranslate(vec4 a, vec4 b) {\n"
"return vec4(-a[0] + b[0], -a[1] + b[1], -a[2] + b[2] - a[0] * (b[1]-a[1]), b[3]);\n"
"}\n"
"vec4 itranslatev(vec4 a, vec4 t) {\n"
"return vec4(t[0], t[1], t[2] - a[0] * t[1], 0.);\n"
"}\n";
if(nil) fmain += "tangent = translate(position, itranslate(position, tangent));\n";
if(sol) fmain +=
"vec4 acc = christoffel(position, tangent, tangent);\n"
"vec4 pos2 = position + tangent * dist / 2.;\n"
"vec4 tan2 = tangent + acc * dist / 2.;\n"
"vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
"vec4 nposition = position + tangent * dist + acc2 / 2. * dist * dist;\n";
if(use_reflect) fmain +=
"bool reflect = false;\n";
if(nil) {
fmain +=
"vec4 xp, xt;\n"
"vec4 back = itranslatev(position, tangent);\n"
"if(back.x == 0. && back.y == 0.) {\n"
" xp = vec4(0., 0., back.z*dist, 1.);\n"
" xt = back;\n"
" }\n"
"else if(abs(back.z) == 0.) {\n"
" xp = vec4(back.x*dist, back.y*dist, back.x*back.y*dist*dist/2., 1.);\n"
" xt = vec4(back.x, back.y, dist*back.x*back.y, 0.);\n"
" }\n"
"else if(abs(back.z) < 1e-1) {\n"
// we use the midpoint method here, because the formulas below cause glitches due to float precision
" vec4 acc = christoffel(vec4(0,0,0,1), back, back);\n"
" vec4 pos2 = back * dist / 2.;\n"
" vec4 tan2 = back + acc * dist / 2.;\n"
" vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
" xp = vec4(0,0,0,1) + back * dist + acc2 / 2. * dist * dist;\n"
" xt = back + acc * dist;\n"
" }\n"
"else {\n"
" float alpha = atan2(back.y, back.x);\n"
" float w = back.z * dist;\n"
" float c = length(back.xy) / back.z;\n"
" xp = vec4(2.*c*sin(w/2.) * cos(w/2.+alpha), 2.*c*sin(w/2.)*sin(w/2.+alpha), w*(1.+(c*c/2.)*((1.-sin(w)/w)+(1.-cos(w))/w * sin(w+2.*alpha))), 1.);\n"
" xt = back.z * vec4("
"c*cos(alpha+w),"
"c*sin(alpha+w),"
"1. + c*c*2.*sin(w/2.)*sin(alpha+w)*cos(alpha+w/2.),"
"0.);\n"
" }\n"
"vec4 nposition = translate(position, xp);\n";
}
if(nil) fmain +=
"float rz = (abs(nposition.x) > abs(nposition.y) ? -nposition.x*nposition.y : 0.) + nposition.z;\n";
fmain +=
"if(next >= minstep) {\n";
if(sol) fmain +=
"if(abs(nposition.x) > uBinaryWidth || abs(nposition.y) > uBinaryWidth || abs(nposition.z) > log(2.)/2.) {\n";
else fmain +=
"if(abs(nposition.x) > .5 || abs(nposition.y) > .5 || abs(rz) > .5) {\n";
fmain +=
"next = dist / 2.; continue;\n"
"}\n"
"if(next < maxstep) next = next / 2.;\n"
"}\n"
"else {\n";
if(sol) fmain +=
"if(nposition.x > uBinaryWidth) which = 0;\n"
"if(nposition.x <-uBinaryWidth) which = 4;\n"
"if(nposition.y > uBinaryWidth) which = 1;\n"
"if(nposition.y <-uBinaryWidth) which = 5;\n"
"if(nposition.z > log(2.)/2.) which = nposition.x > 0. ? 3 : 2;\n"
"if(nposition.z <-log(2.)/2.) which = nposition.y > 0. ? 7 : 6;\n";
else fmain +=
"if(nposition.x > .5) which = 3;\n"
"if(nposition.x <-.5) which = 0;\n"
"if(nposition.y > .5) which = 4;\n"
"if(nposition.y <-.5) which = 1;\n"
"if(rz > .5) which = 5;\n"
"if(rz <-.5) which = 2;\n";
fmain +=
"next = maxstep;\n"
"}\n";
if(nil) fmain +=
"tangent = translatev(position, xt);\n";
fmain +=
"position = nposition;\n";
if(!nil) fmain +=
"tangent = tangent + acc * dist;\n";
}
else fmain +=
"position = position + tangent * dist;\n";
fmain += " go = go + dist;\n";
fmain += "if(which == -1) continue;\n";
// apply wall color
fmain +=
" vec2 u = cid + vec2(float(which) / float(uLength), 0);\n"
" vec4 col = texture2D(tWallcolor, u);\n"
" if(col[3] > 0.0) {\n"
" vec2 inface = map_texture(position, which);\n"
" vec3 tmap = texture2D(tTextureMap, u).rgb;\n"
" if(tmap.z == 0.) col.xyz *= min(1., (1.-inface.x)/ tmap.x);\n"
" else {\n"
" vec2 inface2 = tmap.xy + tmap.z * inface;\n"
" col.xyz *= texture2D(tTexture, inface2).rgb;\n"
" }\n"
" float d = max(1. - go / uLinearSightRange, uExpStart * exp(-go / uExpDecay));\n"
" col.xyz = col.xyz * d + uFogColor.xyz * (1.-d);\n";
if(nil) fmain +=
" if(abs(abs(position.x)-abs(position.y)) < .005) col.xyz /= 2.;\n";
if(use_reflect) fmain +=
" if(col.w == 1.) {\n"
" col.w = 0.9;\n"
" reflect = true;\n"
" }\n";
ld vnear = glhr::vnear_default;
ld vfar = glhr::vfar_default;
fmain +=
" gl_FragColor.xyz += left * col.xyz * col.w;\n"
" if(col.w == 1.) {\n";
if(hyperbolic) fmain +=
" float z = at0.z * sinh(go);\n"
" float w = 1.;\n";
else fmain +=
" float z = at0.z * go;\n"
" float w = 1.;\n";
fmain +=
" gl_FragDepth = (-float("+fts(vnear+vfar)+")+w*float("+fts(2*vnear*vfar)+")/z)/float("+fts(vnear-vfar)+");\n"
" gl_FragDepth = (gl_FragDepth + 1.) / 2.;\n"
" return;\n"
" }\n"
" left *= (1. - col.w);\n"
" }\n";
// next cell
fmain +=
" vec4 connection = texture2D(tConnections, u);\n"
" int mid = int(connection.z * 1024.);\n"
" position = uM[mid] * uM[which] * position;\n"
" tangent = uM[mid] * uM[which] * tangent;\n"
" cid = connection.xy;\n";
if(use_reflect) fmain +=
" if(reflect) {\n"
" if(which == 0 || which == 4) tangent.x = -tangent.x;\n"
" else if(which == 1 || which == 5) tangent.y = -tangent.y;\n"
" else tangent.z = -tangent.z;\n"
" }\n";
fmain +=
" }\n"
" gl_FragColor.xyz += left * uFogColor.xyz;\n"
" gl_FragDepth = 1.;\n"
" }";
fsh += fmain;
our_raycaster = make_shared<raycaster> (vsh, fsh);
}
full_enable(our_raycaster);
}
int length, per_row, rows;
void bind_array(vector<array<float, 4>>& v, GLint t, GLuint& tx, int id) {
if(t == -1) println(hlog, "bind to nothing");
glUniform1i(t, id);
if(tx == 0) glGenTextures(1, &tx);
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(GL_TEXTURE_2D, tx);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, length, isize(v)/length, 0, GL_RGBA, GL_FLOAT, &v[0]);
GLERR("bind_array");
}
void uniform2(GLint id, array<float, 2> fl) {
glUniform2f(id, fl[0], fl[1]);
}
array<float, 2> enc(int i, int a) {
array<float, 2> res;
res[0] = ((i%per_row) * S7 + a + .5) / length;
res[1] = ((i / per_row) + .5) / rows;
return res;
};
color_t color_out_of_range = 0xFF0080FF;
EX void cast() {
enable_raycaster();
if(comparison_mode)
glColorMask( GL_TRUE,GL_FALSE,GL_FALSE,GL_TRUE );
auto& o = our_raycaster;
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);
length = 4096;
per_row = length / S7;
vector<cell*> lst;
if(true) {
manual_celllister cl;
cl.add(viewctr.at->c7);
for(int i=0; i<isize(cl.lst); i++) {
cell *c = cl.lst[i];
if(racing::on && i > 0 && c->wall == waBarrier) continue;
forCellCM(c2, c) {
if(rays_generate) setdist(c2, 7, c);
cl.add(c2);
if(isize(cl.lst) >= max_cells) goto finish;
}
}
finish:
lst = cl.lst;
}
rows = next_p2((isize(lst)+per_row-1) / per_row);
map<cell*, int> ids;
for(int i=0; i<isize(lst); i++) ids[lst[i]] = i;
glUniform1i(o->uLength, length);
GLERR("uniform length");
// for(auto &m: reg3::spins) println(hlog, m);
transmatrix T = cview();
if(nonisotropic) T = nisot::local_perspective * T;
cell *cs = viewctr.at->c7;
T = inverse(T);
virtualRebase(cs, T, true);
glUniformMatrix4fv(o->uStart, 1, 0, glhr::tmtogl_transpose(T).as_array());
GLERR("uniform start");
uniform2(o->uStartid, enc(ids[cs], 0));
GLERR("uniform startid");
glUniform1f(o->uIPD, vid.ipd);
GLERR("uniform IPD");
vector<transmatrix> ms;
for(int j=0; j<S7; j++) ms.push_back(currentmap->relative_matrix(cwt.at->master, cwt.at->cmove(j)->master));
vector<array<float, 4>> connections(length * rows);
vector<array<float, 4>> wallcolor(length * rows);
vector<array<float, 4>> texturemap(length * rows);
if(1) for(cell *c: lst) {
int id = ids[c];
forCellIdEx(c1, i, c) {
int u = (id/per_row*length) + (id%per_row * S7) + i;
if(!ids.count(c1)) {
wallcolor[u] = glhr::acolor(color_out_of_range | 0xFF);
texturemap[u] = glhr::makevertex(0.1,0,0);
continue;
}
auto code = enc(ids[c1], 0);
connections[u][0] = code[0];
connections[u][1] = code[1];
if(isWall3(c1)) {
celldrawer dd;
dd.cw.at = c1;
dd.setcolors();
transmatrix Vf;
dd.set_land_floor(Vf);
color_t wcol = darkena(dd.wcol, 0, 0xFF);
int dv = get_darkval(c1, c->c.spin(i));
float p = 1 - dv / 16.;
wallcolor[u] = glhr::acolor(wcol);
for(int a: {0,1,2}) wallcolor[u][a] *= p;
if(qfi.fshape) {
texturemap[u] = floor_texture_map[qfi.fshape->id];
}
else
texturemap[u] = glhr::makevertex(0.1,0,0);
}
else {
color_t col = transcolor(c, c1, winf[c->wall].color) | transcolor(c1, c, winf[c1->wall].color);
if(col == 0)
wallcolor[u] = glhr::acolor(0);
else {
int dv = get_darkval(c1, c->c.spin(i));
float p = 1 - dv / 16.;
wallcolor[u] = glhr::acolor(col);
for(int a: {0,1,2}) wallcolor[u][a] *= p;
texturemap[u] = glhr::makevertex(0.001,0,0);
}
}
transmatrix T = currentmap->relative_matrix(c->master, c1->master) * inverse(ms[i]);
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);
connections[u][2] = (k+.5) / 1024.;
break;
}
}
}
vector<GLint> wallstart;
for(auto i: cgi.wallstart) wallstart.push_back(i);
glUniform1iv(o->uWallstart, isize(wallstart), &wallstart[0]);
vector<glvertex> wallx, wally;
for(auto& m: cgi.raywall) {
wallx.push_back(glhr::pointtogl(m[0]));
wally.push_back(glhr::pointtogl(m[1]));
}
glUniform4fv(o->uWallX, isize(wallx), &wallx[0][0]);
glUniform4fv(o->uWallY, isize(wally), &wally[0][0]);
if(o->uBinaryWidth != -1)
glUniform1f(o->uBinaryWidth, vid.binary_width * log(2) / 2);
glUniform1f(o->uLinearSightRange, sightranges[geometry]);
glUniform1f(o->uExpDecay, exp_decay_current());
glUniform1f(o->uExpStart, exp_start);
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(texturemap, o->tTextureMap, txTextureMap, 5);
auto cols = glhr::acolor(darkena(backcolor, 0, 0xFF));
glUniform4f(o->uFogColor, cols[0], cols[1], cols[2], cols[3]);
glVertexAttribPointer(hr::aPosition, 4, GL_FLOAT, GL_FALSE, sizeof(glvertex), &screen[0]);
if(ray::comparison_mode)
glhr::set_depthtest(false);
else {
glhr::set_depthtest(true);
glhr::set_depthwrite(true);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, floor_textures->renderedTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
GLERR("finish");
}
EX void configure() {
cmode = sm::SIDE | sm::MAYDARK;
gamescreen(0);
dialog::init(XLAT("raycasting configuration"));
dialog::addBoolItem(XLAT("available in current geometry"), available(), 0);
dialog::addBoolItem(XLAT("use raycasting?"), want_use == 2 ? true : in_use, 'u');
if(want_use == 1) dialog::lastItem().value = XLAT("SMART");
dialog::add_action([] {
want_use++; want_use %= 3;
});
dialog::addBoolItem_action(XLAT("comparison mode"), comparison_mode, 'c');
dialog::addSelItem(XLAT("exponential range"), fts(exp_decay_current()), 'r');
dialog::add_action([&] {
dialog::editNumber(exp_decay_current(), 0, 40, 0, 5, XLAT("exponential range"),
XLAT("brightness formula: max(1-d/sightrange, s*exp(-d/r))")
);
});
dialog::addSelItem(XLAT("exponential start"), fts(exp_start), 's');
dialog::add_action([&] {
dialog::editNumber(exp_start, 0, 1, 0.1, 1, XLAT("exponential start"),
XLAT("brightness formula: max(1-d/sightrange, s*exp(-d/r))\n")
);
});
if(nonisotropic) {
dialog::addSelItem(XLAT("max step"), fts(maxstep_current()), 'x');
dialog::add_action([] {
dialog::editNumber(maxstep_current(), 1e-6, 1, 0.1, sol ? 0.03 : 0.1, XLAT("max step"), "affects the precision of solving the geodesic equation in Solv");
dialog::scaleLog();
dialog::bound_low(1e-9);
dialog::reaction = reset_raycaster;
});
dialog::addSelItem(XLAT("min step"), fts(minstep), 'n');
dialog::add_action([] {
dialog::editNumber(minstep, 1e-6, 1, 0.1, 0.001, XLAT("min step"), "how precisely should we find out when do cross the cell boundary");
dialog::scaleLog();
dialog::bound_low(1e-9);
dialog::reaction = reset_raycaster;
});
}
dialog::addSelItem(XLAT("iterations"), its(max_iter_current()), 's');
dialog::add_action([&] {
dialog::editNumber(max_iter_current(), 0, 600, 1, 60, XLAT("iterations"), "in H3/H2xE/E3 this is the number of cell boundaries; in nonisotropic, the number of simulation steps");
dialog::reaction = reset_raycaster;
});
dialog::addSelItem(XLAT("max cells"), its(max_cells), 's');
dialog::add_action([&] {
dialog::editNumber(max_cells, 16, 131072, 0.1, 4096, XLAT("max cells"), "");
dialog::scaleLog();
dialog::extra_options = [] {
dialog::addBoolItem_action("generate", rays_generate, 'G');
dialog::addColorItem(XLAT("out-of-range color"), color_out_of_range, 'X');
dialog::add_action([] {
dialog::openColorDialog(color_out_of_range);
dialog::dialogflags |= sm::SIDE;
});
};
});
dialog::addBack();
dialog::display();
}
#if CAP_COMMANDLINE
int readArgs() {
using namespace arg;
if(0) ;
else if(argis("-ray-do")) {
PHASEFROM(2);
want_use = 2;
}
else if(argis("-ray-dont")) {
PHASEFROM(2);
want_use = 0;
}
else if(argis("-ray-smart")) {
PHASEFROM(2);
want_use = 1;
}
else if(argis("-ray-cells")) {
PHASEFROM(2); shift();
rays_generate = true;
max_cells = argi();
}
else if(argis("-ray-cells-no")) {
PHASEFROM(2); shift();
rays_generate = false;
max_cells = argi();
}
else return 1;
return 0;
}
auto hook = addHook(hooks_args, 100, readArgs);
#endif
EX }
}