mirror of
https://github.com/zenorogue/hyperrogue.git
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1199 lines
41 KiB
C++
1199 lines
41 KiB
C++
// Hyperbolic Rogue -- raycaster
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file raycaster.cpp
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* \brief A raycaster to draw walls.
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace ray {
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#if MAXMDIM >= 4
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/** texture IDs */
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GLuint txConnections = 0, txWallcolor = 0, txTextureMap = 0;
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EX bool in_use;
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EX bool comparison_mode;
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/** 0 - never use, 2 - always use, 1 = smart selection */
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EX int want_use = 1;
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EX ld exp_start = 1, exp_decay_exp = 4, exp_decay_poly = 10;
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EX ld maxstep_sol = .02;
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EX ld maxstep_nil = .1;
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EX ld minstep = .001;
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EX ld reflect_val = 0;
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static const int NO_LIMIT = 999999;
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EX ld hard_limit = NO_LIMIT;
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EX int max_iter_sol = 600, max_iter_iso = 60;
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EX int max_cells = 2048;
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EX bool rays_generate = true;
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EX ld& exp_decay_current() {
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return (solnih || hyperbolic) ? exp_decay_exp : exp_decay_poly;
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}
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EX int& max_iter_current() {
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if(nonisotropic) return max_iter_sol;
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else return max_iter_iso;
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}
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ld& maxstep_current() {
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if(solnih) return maxstep_sol;
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else return maxstep_nil;
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}
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#define IN_ODS 0
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eGeometry last_geometry;
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/** is the raycaster available? */
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EX bool available() {
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if(noGUI) return false;
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if(!vid.usingGL) return false;
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if(WDIM == 2) return false;
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if(hyperbolic && pmodel == mdPerspective && !penrose)
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return true;
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if(nil && S7 == 8)
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return false;
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if((solnih || nil) && pmodel == mdGeodesic)
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return true;
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if(euclid && pmodel == mdPerspective && !binarytiling)
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return true;
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if(prod && PURE)
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return true;
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return false;
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}
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/** do we want to use the raycaster? */
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EX bool requested() {
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if(!want_use) return false;
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#if CAP_TEXTURE
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if(texture::config.tstate == texture::tsActive) return false;
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#endif
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if(!available()) return false;
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if(want_use == 2) return true;
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return racing::on || quotient;
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}
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struct raycaster : glhr::GLprogram {
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GLint uStart, uStartid, uM, uLength, uFovX, uFovY, uIPD, uShift;
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GLint uWallstart, uWallX, uWallY;
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GLint tConnections, tWallcolor, tTextureMap;
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GLint uBinaryWidth, uPLevel, uLP, uStraighten, uReflectX, uReflectY;
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GLint uLinearSightRange, uExpStart, uExpDecay;
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GLint uBLevel;
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raycaster(string vsh, string fsh) : GLprogram(vsh, fsh) {
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println(hlog, "assigning");
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uStart = glGetUniformLocation(_program, "uStart");
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uStartid = glGetUniformLocation(_program, "uStartid");
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uM = glGetUniformLocation(_program, "uM");
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uLength = glGetUniformLocation(_program, "uLength");
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uFovX = glGetUniformLocation(_program, "uFovX");
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uFovY = glGetUniformLocation(_program, "uFovY");
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uShift = glGetUniformLocation(_program, "uShift");
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uIPD = glGetUniformLocation(_program, "uIPD");
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uWallstart = glGetUniformLocation(_program, "uWallstart");
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uWallX = glGetUniformLocation(_program, "uWallX");
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uWallY = glGetUniformLocation(_program, "uWallY");
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uBinaryWidth = glGetUniformLocation(_program, "uBinaryWidth");
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uStraighten = glGetUniformLocation(_program, "uStraighten");
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uPLevel = glGetUniformLocation(_program, "uPLevel");
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uLP = glGetUniformLocation(_program, "uLP");
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uReflectX = glGetUniformLocation(_program, "uReflectX");
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uReflectY = glGetUniformLocation(_program, "uReflectY");
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uLinearSightRange = glGetUniformLocation(_program, "uLinearSightRange");
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uExpDecay = glGetUniformLocation(_program, "uExpDecay");
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uExpStart = glGetUniformLocation(_program, "uExpStart");
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uShift = glGetUniformLocation(_program, "uShift");
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uBLevel = glGetUniformLocation(_program, "uBLevel");
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tConnections = glGetUniformLocation(_program, "tConnections");
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tWallcolor = glGetUniformLocation(_program, "tWallcolor");
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tTextureMap = glGetUniformLocation(_program, "tTextureMap");
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}
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};
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shared_ptr<raycaster> our_raycaster;
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EX void reset_raycaster() { our_raycaster = nullptr; };
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int deg;
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void enable_raycaster() {
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if(geometry != last_geometry) reset_raycaster();
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last_geometry = geometry;
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deg = S7; if(prod) deg += 2;
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if(!our_raycaster) {
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bool asonov = hr::asonov::in();
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bool use_reflect = reflect_val && !nil && !levellines;
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string vsh =
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"attribute mediump vec4 aPosition;\n"
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"uniform mediump float uFovX, uFovY, uShift;\n"
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"varying mediump vec4 at;\n"
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"void main() { \n"
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" gl_Position = aPosition; at = aPosition; at.x += uShift;\n"
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#if IN_ODS
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" at[0] *= PI; at[1] *= PI; \n"
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#else
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" at[0] *= uFovX; at[1] *= uFovY; \n"
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#endif
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" }\n";
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string rays = its(isize(cgi.raywall));
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string fsh =
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"varying mediump vec4 at;\n"
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"uniform mediump int uLength;\n"
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"uniform mediump float uIPD;\n"
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"uniform mediump mat4 uStart;\n"
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"uniform mediump mat4 uM[84];\n"
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"uniform mediump mat4 uTest;\n"
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"uniform mediump vec2 uStartid;\n"
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"uniform mediump sampler2D tConnections;\n"
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"uniform mediump sampler2D tWallcolor;\n"
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"uniform mediump sampler2D tTexture;\n"
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"uniform mediump sampler2D tTextureMap;\n"
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"uniform mediump vec4 uWallX["+rays+"];\n"
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"uniform mediump vec4 uWallY["+rays+"];\n"
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"uniform mediump vec4 uFogColor;\n"
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"uniform mediump int uWallstart["+its(deg+1)+"];\n"
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"uniform mediump float uLinearSightRange, uExpStart, uExpDecay;\n";
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if(prod) fsh +=
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"uniform mediump float uPLevel;\n"
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"uniform mediump mat4 uLP;\n";
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int flat1 = 0, flat2 = S7;
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if(hyperbolic && binarytiling) {
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fsh += "uniform mediump float uBLevel;\n";
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flat1 = binary::dirs_outer();
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flat2 -= binary::dirs_inner();
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}
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if(IN_ODS || hyperbolic) fsh +=
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"mat4 xpush(float x) { return mat4("
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"cosh(x), 0., 0., sinh(x),\n"
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"0., 1., 0., 0.,\n"
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"0., 0., 1., 0.,\n"
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"sinh(x), 0., 0., cosh(x)"
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");}\n";
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if(IN_ODS) fsh +=
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"mat4 xzspin(float x) { return mat4("
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"cos(x), 0., sin(x), 0.,\n"
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"0., 1., 0., 0.,\n"
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"-sin(x), 0., cos(x), 0.,\n"
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"0., 0., 0., 1."
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");}\n"
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"mat4 yzspin(float x) { return mat4("
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"1., 0., 0., 0.,\n"
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"0., cos(x), sin(x), 0.,\n"
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"0., -sin(x), cos(x), 0.,\n"
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"0., 0., 0., 1."
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");}\n";
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fsh +=
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"vec2 map_texture(vec4 pos, int which) {\n";
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if(nil) fsh += "if(which == 2 || which == 5) pos.z = 0.;\n";
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else if(hyperbolic && binarytiling) fsh +=
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"pos = vec4(-log(pos.w-pos.x), pos.y, pos.z, 1);\n"
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"pos.yz *= exp(pos.x);\n";
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else if(hyperbolic) fsh +=
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"pos /= pos.w;\n";
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else if(prod) fsh +=
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"pos = vec4(pos.x/pos.z, pos.y/pos.z, pos.w, 0);\n";
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fsh +=
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"int s = uWallstart[which];\n"
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"int e = uWallstart[which+1];\n"
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"for(int ix=0; ix<16; ix++) {\n"
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"int i = s+ix; if(i >= e) break;\n"
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"vec2 v = vec2(dot(uWallX[i], pos), dot(uWallY[i], pos));\n"
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"if(v.x >= 0. && v.y >= 0. && v.x + v.y <= 1.) return vec2(v.x+v.y, v.x-v.y);\n"
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"}\n"
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"return vec2(1, 1);\n"
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"}\n";
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string fmain = "void main() {\n";
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if(use_reflect) fmain += " bool depthtoset = true;\n";
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if(IN_ODS) fmain +=
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" float lambda = at[0];\n" // -PI to PI
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" float phi;\n"
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" float eye;\n"
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" if(at.y < 0.) { phi = at.y + PI/2.; eye = uIPD / 2.; }\n" // right
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" else { phi = at.y - PI/2.; eye = -uIPD / 2.; }\n"
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" mat4 vw = uStart * xzspin(-lambda) * xpush(eye) * yzspin(phi);\n"
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" vec4 at0 = vec4(0., 0., 1., 0.);\n";
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else fmain +=
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" mat4 vw = uStart;\n"
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" vec4 at0 = at;\n"
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" gl_FragColor = vec4(0,0,0,1);\n"
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" float left = 1.;\n"
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" at0.y = -at.y;\n"
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" at0.w = 0.;\n"
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" at0.xyz = at0.xyz / length(at0.xyz);\n";
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if(hyperbolic) fsh += " float len(vec4 x) { return x[3]; }\n";
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else fsh += " float len(vec4 x) { return length(x.xyz); }\n";
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if(nonisotropic) fmain +=
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" const float maxstep = " + fts(maxstep_current()) + ";\n"
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" const float minstep = " + fts(minstep) + ";\n"
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" float next = maxstep;\n";
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if(prod) {
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string sgn=in_h2xe() ? "-" : "+";
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fmain +=
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" vec4 position = vw * vec4(0., 0., 1., 0.);\n"
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" vec4 at1 = uLP * at0;\n";
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if(in_e2xe()) fmain +=
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" float zpos = log(position.z);\n";
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else fmain +=
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" float zpos = log(position.z*position.z"+sgn+"position.x*position.x"+sgn+"position.y*position.y)/2.;\n";
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fmain +=
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" position *= exp(-zpos);\n"
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" float zspeed = at1.z;\n"
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" float xspeed = length(at1.xy);\n"
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" vec4 tangent = vw * exp(-zpos) * vec4(at1.xy, 0, 0) / xspeed;\n";
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}
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else fmain +=
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" vec4 position = vw * vec4(0., 0., 0., 1.);\n"
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" vec4 tangent = vw * at0;\n";
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fmain +=
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" float go = 0.;\n"
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" vec2 cid = uStartid;\n"
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" for(int iter=0; iter<" + its(max_iter_current()) + "; iter++) {\n";
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fmain +=
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" float dist = 100.;\n";
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fmain +=
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" int which = -1;\n";
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if(in_e2xe()) fmain += "tangent.w = position.w = 0.;\n";
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if(IN_ODS) fmain +=
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" if(go == 0.) {\n"
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" float best = len(position);\n"
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" for(int i=0; i<"+its(S7)+"; i++) {\n"
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" float cand = len(uM[i] * position);\n"
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" if(cand < best - .001) { dist = 0.; best = cand; which = i; }\n"
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" }\n"
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" }\n";
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if(!nonisotropic) {
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fmain +=
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" if(which == -1) {\n";
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fmain += "for(int i="+its(flat1)+"; i<"+its(flat2)+"; i++) {\n";
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if(in_h2xe()) fmain +=
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" float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n"
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" if(v > 1. || v < -1.) continue;\n"
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" float d = atanh(v);\n"
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" vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
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" if(next_tangent[2] < (uM[i] * next_tangent)[2]) continue;\n"
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" d /= xspeed;\n";
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else if(in_s2xe()) fmain +=
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" float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n"
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" float d = atan(v);\n"
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" vec4 next_tangent = tangent * cos(d) - position * sin(d);\n"
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" if(next_tangent[2] > (uM[i] * next_tangent)[2]) continue;\n"
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" d /= xspeed;\n";
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else if(in_e2xe()) fmain +=
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" float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
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" if(deno < 1e-6 && deno > -1e-6) continue;\n"
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" float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
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" if(d < 0.) continue;\n"
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" vec4 next_position = position + d * tangent;\n"
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" if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n"
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" d /= xspeed;\n";
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else if(hyperbolic) fmain +=
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" float v = ((position - uM[i] * position)[3] / (uM[i] * tangent - tangent)[3]);\n"
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" if(v > 1. || v < -1.) continue;\n"
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" float d = atanh(v);\n"
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" vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
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" if(next_tangent[3] < (uM[i] * next_tangent)[3]) continue;\n";
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else fmain +=
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" float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
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" if(deno < 1e-6 && deno > -1e-6) continue;\n"
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" float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
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" if(d < 0.) continue;\n"
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" vec4 next_position = position + d * tangent;\n"
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" if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n";
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fmain +=
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" if(d < dist) { dist = d; which = i; }\n"
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"}\n";
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// 20: get to horosphere +uBLevel (take smaller root)
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// 21: get to horosphere -uBLevel (take larger root)
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if(hyperbolic && binarytiling) {
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fmain +=
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"for(int i=20; i<22; i++) {\n"
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"float sgn = i == 20 ? -1. : 1.;\n"
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"vec4 zpos = xpush(uBLevel*sgn) * position;\n"
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"vec4 ztan = xpush(uBLevel*sgn) * tangent;\n"
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"float Mp = zpos.w - zpos.x;\n"
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"float Mt = ztan.w - ztan.x;\n"
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"float a = (Mp*Mp-Mt*Mt);\n"
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"float b = Mp/a;\n"
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"float c = (1.+Mt*Mt) / a;\n"
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"if(b*b < c) continue;\n"
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"if(sgn < 0. && Mt > 0.) continue;\n"
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"float zsgn = (Mt > 0. ? -sgn : sgn);\n"
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"float u = sqrt(b*b-c)*zsgn + b;\n"
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"float v = -(Mp*u-1.) / Mt;\n"
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"float d = asinh(v);\n"
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"if(d < 0. && abs(log(position.w*position.w-position.x*position.x)) < uBLevel) continue;\n"
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"if(d < dist) { dist = d; which = i; }\n"
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"}\n";
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}
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if(prod) fmain +=
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"if(zspeed > 0.) { float d = (uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"+1; }}\n"
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"if(zspeed < 0.) { float d = (-uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"; }}\n";
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fmain += "}\n";
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fmain +=
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" if(dist < 0.) { dist = 0.; }\n";
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fmain +=
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" if(which == -1 && dist == 0.) return;";
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}
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// shift d units
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if(use_reflect) fmain +=
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"bool reflect = false;\n";
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if(in_h2xe()) fmain +=
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" float ch = cosh(dist*xspeed); float sh = sinh(dist*xspeed);\n"
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" vec4 v = position * ch + tangent * sh;\n"
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" tangent = tangent * ch + position * sh;\n"
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" position = v;\n"
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" zpos += dist * zspeed;\n";
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else if(in_s2xe()) fmain +=
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" float ch = cos(dist*xspeed); float sh = sin(dist*xspeed);\n"
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" vec4 v = position * ch + tangent * sh;\n"
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" tangent = tangent * ch - position * sh;\n"
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" position = v;\n"
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" zpos += dist * zspeed;\n";
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else if(in_e2xe()) fmain +=
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" position = position + tangent * dist * xspeed;\n"
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" zpos += dist * zspeed;\n";
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else if(hyperbolic) fmain +=
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" float ch = cosh(dist); float sh = sinh(dist);\n"
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" vec4 v = position * ch + tangent * sh;\n"
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" tangent = tangent * ch + position * sh;\n"
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" position = v;\n";
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else if(nonisotropic) {
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if(sol && nih) fsh +=
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"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
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" return vec4(-(vel.z*tra.x + vel.x*tra.z)*log(2.), (vel.z*tra.y + vel.y * tra.z)*log(3.), vel.x*tra.x * exp(2.*log(2.)*pos.z)*log(2.) - vel.y * tra.y * exp(-2.*log(3.)*pos.z)*log(3.), 0.);\n"
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" }\n";
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else if(nih) fsh +=
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"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
|
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" return vec4((vel.z*tra.x + vel.x*tra.z)*log(2.), (vel.z*tra.y + vel.y * tra.z)*log(3.), -vel.x*tra.x * exp(-2.*log(2.)*pos.z)*log(2.) - vel.y * tra.y * exp(-2.*log(3.)*pos.z)*log(3.), 0.);\n"
|
|
" }\n";
|
|
else 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(solnih && !asonov) fsh += "uniform mediump 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(solnih) 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(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";
|
|
|
|
if(asonov) {
|
|
fsh += "uniform mediump mat4 uStraighten;\n";
|
|
fmain += "vec4 sp = uStraighten * nposition;\n";
|
|
}
|
|
|
|
fmain +=
|
|
"if(next >= minstep) {\n";
|
|
|
|
if(asonov) fmain +=
|
|
"if(abs(sp.x) > 1. || abs(sp.y) > 1. || abs(sp.z) > 1.) {\n";
|
|
else if(nih) fmain +=
|
|
"if(abs(nposition.x) > uBinaryWidth || abs(nposition.y) > uBinaryWidth || abs(nposition.z) > .5) {\n";
|
|
else 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(solnih) {
|
|
if(asonov) fmain +=
|
|
"if(sp.x > 1.) which = 4;\n"
|
|
"if(sp.y > 1.) which = 5;\n"
|
|
"if(sp.x <-1.) which = 10;\n"
|
|
"if(sp.y <-1.) which = 11;\n"
|
|
"if(sp.z > 1.) {\n"
|
|
"float best = 999.;\n"
|
|
"for(int i=0; i<4; i++) {\n"
|
|
"float cand = len(uStraighten * uM[i] * position);\n"
|
|
"if(cand < best) { best = cand; which = i;}\n"
|
|
"}\n"
|
|
"}\n"
|
|
"if(sp.z < -1.) {\n"
|
|
"float best = 999.;\n"
|
|
"for(int i=6; i<10; i++) {\n"
|
|
"float cand = len(uStraighten * uM[i] * position);\n"
|
|
"if(cand < best) { best = cand; which = i;}\n"
|
|
"}\n"
|
|
"}\n";
|
|
else if(sol && !nih) 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(nih) fmain +=
|
|
"if(nposition.x > uBinaryWidth) which = 0;\n"
|
|
"if(nposition.x <-uBinaryWidth) which = 2;\n"
|
|
"if(nposition.y > uBinaryWidth) which = 1;\n"
|
|
"if(nposition.y <-uBinaryWidth) which = 3;\n";
|
|
if(sol && nih) fmain +=
|
|
"if(nposition.z > .5) which = nposition.x > 0. ? 5 : 4;\n"
|
|
"if(nposition.z <-.5) which = nposition.y > uBinaryWidth/3. ? 8 : nposition.y < -uBinaryWidth/3. ? 6 : 7;\n";
|
|
if(nih && !sol) fmain +=
|
|
"if(nposition.z > .5) which = 4;\n"
|
|
"if(nposition.z < -.5) which = (nposition.y > uBinaryWidth/3. ? 9 : nposition.y < -uBinaryWidth/3. ? 5 : 7) + (nposition.x>0.?1:0);\n";
|
|
if(sol && !nih && !asonov) fmain +=
|
|
"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";
|
|
|
|
#if CAP_FIX_RAYCAST
|
|
if(hyperbolic) fmain +=
|
|
"position /= sqrt(position.w*position.w - dot(position.xyz, position.xyz));\n"
|
|
"tangent -= dot(vec4(-position.xyz, position.w), tangent) * position;\n"
|
|
"tangent /= sqrt(dot(tangent.xyz, tangent.xyz) - tangent.w*tangent.w);\n";
|
|
#endif
|
|
|
|
if(hyperbolic && binarytiling) {
|
|
fmain +=
|
|
"if(which == 20) {\n"
|
|
" float best = 999.;\n"
|
|
" for(int i="+its(flat2)+"; i<"+its(S7)+"; i++) {\n"
|
|
" float cand = len(uM[i] * position);\n"
|
|
" if(cand < best) { best = cand; which = i; }\n"
|
|
" }\n"
|
|
"}\n"
|
|
"if(which == 21) {\n"
|
|
"float best = 999.;\n"
|
|
"for(int i=0; i<"+its(flat1)+"; i++) {\n"
|
|
" float cand = len(uM[i] * position);\n"
|
|
" if(cand < best) { best = cand; which = i; }\n"
|
|
" }\n"
|
|
// "gl_FragColor = vec4(.5 + .5 * sin((go+dist)*100.), 1, float(which)/3., 1); return;\n"
|
|
"}\n";
|
|
}
|
|
|
|
fmain += " go = go + dist;\n";
|
|
|
|
fmain += "if(which == -1) continue;\n";
|
|
|
|
if(prod) fmain += "position.w = -zpos;\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";
|
|
|
|
if(hard_limit < NO_LIMIT)
|
|
fmain += " if(go > float(" + fts(hard_limit) + ")) { gl_FragDepth = 1.; return; }\n";
|
|
|
|
if(!(levellines && disable_texture)) fmain +=
|
|
" 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";
|
|
|
|
fmain +=
|
|
" 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 = float("+fts(1-reflect_val)+");\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(use_reflect) fmain +=
|
|
" if(reflect && depthtoset) {\n";
|
|
else fmain +=
|
|
" 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";
|
|
|
|
if(levellines) {
|
|
if(hyperbolic)
|
|
fmain += "gl_FragColor.xyz *= 0.5 + 0.5 * cos(z/cosh(go) * uLevelLines * 2. * PI);\n";
|
|
else
|
|
fmain += "gl_FragColor.xyz *= 0.5 + 0.5 * cos(z * uLevelLines * 2. * PI);\n";
|
|
fsh += "uniform mediump float uLevelLines;\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";
|
|
|
|
if(!use_reflect) fmain +=
|
|
" return;\n";
|
|
else fmain +=
|
|
" depthtoset = false;\n";
|
|
|
|
fmain +=
|
|
" }\n"
|
|
" left *= (1. - col.w);\n"
|
|
" }\n";
|
|
|
|
if(use_reflect) {
|
|
if(prod) fmain += "if(reflect && which >= "+its(S7)+") { zspeed = -zspeed; continue; }\n";
|
|
if(hyperbolic && binarytiling) fmain +=
|
|
"if(reflect && (which < "+its(flat1)+" || which >= "+its(flat2)+")) {\n"
|
|
" float x = -log(position.w - position.x);\n"
|
|
" vec4 xtan = xpush(-x) * tangent;\n"
|
|
" float diag = (position.y*position.y+position.z*position.z)/2.;\n"
|
|
" vec4 normal = vec4(1.-diag, -position.y, -position.z, -diag);\n"
|
|
" float mdot = dot(xtan.xyz, normal.xyz) - xtan.w * normal.w;\n"
|
|
" xtan = xtan - normal * mdot * 2.;\n"
|
|
" tangent = xpush(x) * xtan;\n"
|
|
" continue;\n"
|
|
" }\n";
|
|
if(asonov) {
|
|
fmain +=
|
|
" if(reflect) {\n"
|
|
" if(which == 4 || which == 10) tangent = refl(tangent, position.z, uReflectX);\n"
|
|
" else if(which == 5 || which == 11) tangent = refl(tangent, position.z, uReflectY);\n"
|
|
" else tangent.z = -tangent.z;\n"
|
|
" }\n";
|
|
fsh +=
|
|
"uniform mediump vec4 uReflectX, uReflectY;\n"
|
|
"vec4 refl(vec4 t, float z, vec4 r) {\n"
|
|
"t.x *= exp(z); t.y /= exp(z);\n"
|
|
"t -= dot(t, r) * r;\n"
|
|
"t.x /= exp(z); t.y *= exp(z);\n"
|
|
"return t;\n"
|
|
"}\n";
|
|
}
|
|
else if(sol && !nih && !asonov) 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"
|
|
" continue;\n"
|
|
" }\n";
|
|
else if(nih) fmain +=
|
|
" if(reflect) {\n"
|
|
" if(which == 0 || which == 2) tangent.x = -tangent.x;\n"
|
|
" else if(which == 1 || which == 3) tangent.y = -tangent.y;\n"
|
|
" else tangent.z = -tangent.z;\n"
|
|
" continue;\n"
|
|
" }\n";
|
|
else fmain +=
|
|
" if(reflect) {\n"
|
|
" tangent = uM["+its(deg)+"+which] * tangent;\n"
|
|
" continue;\n"
|
|
" }\n";
|
|
}
|
|
|
|
// next cell
|
|
fmain +=
|
|
" vec4 connection = texture2D(tConnections, u);\n"
|
|
" cid = connection.xy;\n";
|
|
|
|
if(prod) fmain +=
|
|
" if(which == "+its(S7)+") { zpos += uPLevel+uPLevel; }\n"
|
|
" if(which == "+its(S7)+"+1) { zpos -= uPLevel+uPLevel; }\n";
|
|
|
|
fmain +=
|
|
" int mid = int(connection.z * 1024.);\n"
|
|
" position = uM[mid] * uM[which] * position;\n"
|
|
" tangent = uM[mid] * uM[which] * tangent;\n";
|
|
|
|
fmain +=
|
|
" }\n"
|
|
" gl_FragColor.xyz += left * uFogColor.xyz;\n";
|
|
|
|
if(use_reflect) fmain +=
|
|
" if(depthtoset) gl_FragDepth = 1.;\n";
|
|
else fmain +=
|
|
" gl_FragDepth = 1.;\n";
|
|
|
|
fmain +=
|
|
" }";
|
|
|
|
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, 0x8814 /* 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) * deg + a + .5) / length;
|
|
res[1] = ((i / per_row) + .5) / rows;
|
|
return res;
|
|
};
|
|
|
|
color_t color_out_of_range = 0x0F0800FF;
|
|
|
|
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)
|
|
};
|
|
|
|
ld d = current_display->eyewidth();
|
|
if(vid.stereo_mode == sLR) d = 2 * d - 1;
|
|
else d = -d;
|
|
|
|
glUniform1f(o->uShift, -global_projection * d);
|
|
|
|
auto& cd = current_display;
|
|
cd->set_viewport(global_projection);
|
|
cd->set_mask(global_projection);
|
|
glUniform1f(o->uFovX, cd->tanfov / (vid.stereo_mode == sLR ? 2 : 1));
|
|
glUniform1f(o->uFovY, cd->tanfov * cd->ysize / cd->xsize);
|
|
|
|
deg = S7;
|
|
if(prod) deg += 2;
|
|
|
|
length = 4096;
|
|
per_row = length / deg;
|
|
|
|
vector<cell*> lst;
|
|
|
|
cell *cs = centerover;
|
|
|
|
transmatrix T = cview();
|
|
|
|
if(global_projection)
|
|
T = xpush(vid.ipd * global_projection/2) * T;
|
|
|
|
if(nonisotropic) T = NLP * T;
|
|
T = inverse(T);
|
|
|
|
virtualRebase(cs, T);
|
|
|
|
if(true) {
|
|
manual_celllister cl;
|
|
cl.add(cs);
|
|
bool optimize = !isWall3(cs);
|
|
for(int i=0; i<isize(cl.lst); i++) {
|
|
cell *c = cl.lst[i];
|
|
if(racing::on && i > 0 && c->wall == waBarrier) continue;
|
|
if(optimize && isWall3(c)) 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 mediump length");
|
|
|
|
glUniformMatrix4fv(o->uStart, 1, 0, glhr::tmtogl_transpose3(T).as_array());
|
|
if(o->uLP != -1) glUniformMatrix4fv(o->uLP, 1, 0, glhr::tmtogl_transpose3(inverse(NLP)).as_array());
|
|
GLERR("uniform mediump start");
|
|
uniform2(o->uStartid, enc(ids[cs], 0));
|
|
GLERR("uniform mediump startid");
|
|
glUniform1f(o->uIPD, vid.ipd);
|
|
GLERR("uniform mediump IPD");
|
|
|
|
vector<transmatrix> ms;
|
|
for(int j=0; j<S7; j++) ms.push_back(currentmap->iadj(cwt.at, j));
|
|
if(prod) ms.push_back(mscale(Id, +cgi.plevel));
|
|
if(prod) ms.push_back(mscale(Id, -cgi.plevel));
|
|
|
|
if(!sol && !nil && reflect_val) {
|
|
for(int j=0; j<S7; j++) {
|
|
transmatrix T = inverse(ms[j]);
|
|
hyperpoint h = tC0(T);
|
|
ld d = hdist0(h);
|
|
transmatrix U = rspintox(h) * xpush(d/2) * MirrorX * xpush(-d/2) * spintox(h);
|
|
ms.push_back(U);
|
|
}
|
|
}
|
|
|
|
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 * deg) + 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.c = 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->iadj(c, i) * 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(prod) ms[S7] = ms[S7+1] = Id;
|
|
|
|
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->uLevelLines != -1)
|
|
glUniform1f(o->uLevelLines, levellines);
|
|
if(o->uBinaryWidth != -1)
|
|
glUniform1f(o->uBinaryWidth, vid.binary_width/2 * (nih?1:log(2)));
|
|
if(o->uStraighten != -1) {
|
|
glUniformMatrix4fv(o->uStraighten, 1, 0, glhr::tmtogl_transpose(asonov::straighten).as_array());
|
|
}
|
|
if(o->uReflectX != -1) {
|
|
auto h = glhr::pointtogl(tangent_length(spin(90*degree) * asonov::ty, 2));
|
|
glUniform4fv(o->uReflectX, 1, &h[0]);
|
|
h = glhr::pointtogl(tangent_length(spin(90*degree) * asonov::tx, 2));
|
|
glUniform4fv(o->uReflectY, 1, &h[0]);
|
|
}
|
|
if(o->uPLevel != -1)
|
|
glUniform1f(o->uPLevel, cgi.plevel / 2);
|
|
if(o->uBLevel != -1)
|
|
glUniform1f(o->uBLevel, log(binary::expansion()) / 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_transpose3(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, 0.25, 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(hard_limit < NO_LIMIT)
|
|
dialog::addSelItem(XLAT("hard limit"), fts(hard_limit), 'H');
|
|
else
|
|
dialog::addBoolItem(XLAT("hard limit"), false, 'H');
|
|
dialog::add_action([&] {
|
|
if(hard_limit >= NO_LIMIT) hard_limit = 10;
|
|
dialog::editNumber(hard_limit, 0, 100, 1, 10, XLAT("hard limit"), "");
|
|
dialog::reaction = reset_raycaster;
|
|
dialog::extra_options = [] {
|
|
dialog::addItem("no limit", 'N');
|
|
dialog::add_action([] { hard_limit = NO_LIMIT; reset_raycaster(); });
|
|
};
|
|
});
|
|
|
|
if(!nil) {
|
|
dialog::addSelItem(XLAT("reflective walls"), fts(reflect_val), 'R');
|
|
dialog::add_action([&] {
|
|
dialog::editNumber(reflect_val, 0, 1, 0.1, 0, XLAT("reflective walls"), "");
|
|
dialog::reaction = reset_raycaster;
|
|
});
|
|
}
|
|
|
|
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;
|
|
});
|
|
};
|
|
});
|
|
|
|
edit_levellines('L');
|
|
|
|
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-out")) {
|
|
PHASEFROM(2); shift(); color_out_of_range = arghex();
|
|
}
|
|
else if(argis("-ray-comp")) {
|
|
PHASEFROM(2);
|
|
comparison_mode = true;
|
|
}
|
|
else if(argis("-ray-cells")) {
|
|
PHASEFROM(2); shift();
|
|
rays_generate = true;
|
|
max_cells = argi();
|
|
}
|
|
else if(argis("-ray-reflect")) {
|
|
PHASEFROM(2);
|
|
shift_arg_formula(reflect_val);
|
|
}
|
|
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
|
|
|
|
#if CAP_CONFIG
|
|
void addconfig() {
|
|
addparam(exp_start, "ray_exp_start");
|
|
addparam(exp_decay_exp, "ray_exp_decay_exp");
|
|
addparam(maxstep_sol, "ray_maxstep_sol");
|
|
addparam(maxstep_nil, "ray_maxstep_nil");
|
|
addparam(minstep, "ray_minstep");
|
|
addparam(reflect_val, "ray_reflect_val");
|
|
addparam(hard_limit, "ray_hard_limit");
|
|
addsaver(want_use, "ray_want_use");
|
|
addsaver(exp_decay_poly, "ray_exp_decay_poly");
|
|
addsaver(max_iter_iso, "ray_max_iter_iso");
|
|
addsaver(max_iter_sol, "ray_max_iter_sol");
|
|
addsaver(max_cells, "ray_max_cells");
|
|
addsaver(rays_generate, "ray_generate");
|
|
}
|
|
auto hookc = addHook(hooks_configfile, 100, addconfig);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#if MAXMDIM == 3
|
|
EX always_false in_use;
|
|
EX always_false comparison_mode;
|
|
EX void reset_raycaster() { }
|
|
EX void cast() { }
|
|
#endif
|
|
EX }
|
|
}
|