Improve renderer a bit

This commit is contained in:
Miloslav Ciz 2024-07-31 16:07:25 +02:00
parent 6f020c852f
commit 2b4516f408
2 changed files with 58 additions and 29 deletions

View file

@ -138,10 +138,8 @@ void _LCR_addMapTriangle(S3L_Index a, S3L_Index b, S3L_Index c)
{
S3L_Index *t = &(LCR_renderer.mapTriangles[LCR_renderer.mapModel->triangleCount * 3]);
*t = a;
t++;
*t = b;
t++;
*t = a; t++;
*t = b; t++;
*t = c;
LCR_renderer.mapModel->triangleCount++;
@ -316,11 +314,11 @@ void _LCR_rendererCullHiddenMapTriangles(void)
/*
We'll be moving the covered triangles to the end of the array, then at the
end we'll just shorten the array.
end we'll just shorten the array by number of removed triangles.
*/
while (i < LCR_renderer.mapModel->triangleCount - n)
{
t2 = t1 + 3;
t2 = t1 + 3; // t2 is the the other triangle against which we check
int t1Covered = 0;
@ -334,21 +332,22 @@ void _LCR_rendererCullHiddenMapTriangles(void)
{
if (j < LCR_renderer.mapModel->triangleCount - n)
{
_LCR_rendererSwapTriangles(t2,
LCR_renderer.mapTriangles + (LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
_LCR_rendererSwapTriangles(t2,LCR_renderer.mapTriangles +
(LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
n++;
}
}
t2 += 3;
t2 += 3; // check next triangle
}
if (t1Covered)
{
_LCR_rendererSwapTriangles(t1,
LCR_renderer.mapTriangles + (LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
_LCR_rendererSwapTriangles(t1,LCR_renderer.mapTriangles +
(LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
n++;
// we stay at this position because we've swapped the triangle here
}
else
{
@ -357,7 +356,7 @@ void _LCR_rendererCullHiddenMapTriangles(void)
}
}
LCR_renderer.mapModel->triangleCount -= n;
LCR_renderer.mapModel->triangleCount -= n; // cut off the removed triangles
// remove unused vertices:
@ -412,7 +411,9 @@ uint8_t _LCR_rendererBuildMapModel(void)
LCR_mapBlockGetTransform(LCR_currentMap.blocks + j * LCR_BLOCK_SIZE),
blockShapeBytes,&blockShapeByteCount);
uint8_t vx, vy, vz, vi = 0;
uint8_t vx, vy, vz, vi = 0,
isAtFloor = by == 0,
isAtCeiling = by == LCR_MAP_SIZE_BLOCKS - 1;
S3L_Index triangleIndices[3];
S3L_Unit originOffset = -1 * LCR_MAP_SIZE_BLOCKS / 2 * LCR_RENDERER_UNIT;
@ -421,6 +422,9 @@ uint8_t _LCR_rendererBuildMapModel(void)
{
LCR_decodeMapBlockCoords(blockShapeBytes[i],&vx,&vy,&vz);
isAtFloor &= vy == 0;
isAtCeiling &= vy == 12;
triangleIndices[vi] = _LCR_addMapVertex(
originOffset + (((S3L_Unit) bx) * LCR_RENDERER_UNIT) + (LCR_RENDERER_UNIT * ((S3L_Unit) vx)) / 12,
(originOffset + (((S3L_Unit) by) * LCR_RENDERER_UNIT)) / 2 + (LCR_RENDERER_UNIT / 2 * ((S3L_Unit) vy)) / 12,
@ -430,13 +434,20 @@ uint8_t _LCR_rendererBuildMapModel(void)
vi++;
else
{
_LCR_addMapTriangle(
triangleIndices[0],triangleIndices[1],triangleIndices[2]);
// don't add triangles completely at the floor or ceiling of the map
if (!isAtFloor && !isAtCeiling)
_LCR_addMapTriangle(
triangleIndices[0],triangleIndices[1],triangleIndices[2]);
vi = 0;
isAtFloor = by == 0;
isAtCeiling = by == LCR_MAP_SIZE_BLOCKS - 1;
}
}
}
// TODO: also cull the triangles in the loop by some N steps
_LCR_rendererCullHiddenMapTriangles();
return 1;