Licar/renderer.h
2025-01-22 00:06:15 +01:00

1966 lines
56 KiB
C

#ifndef _LCR_RENDERER_H
#define _LCR_RENDERER_H
/*
Licar: renderer module
This implements 3D and 2D rendering. It should be possible to replace this
module with another one to get let's say a GPU accelerated OpenGL renderer.
Some comments:
- The map 3D model is divided into 4x4x4 chunks, i.e. 64 in total, out of
which only 8 are loaded at any time, depending on where the camera is and
where it is looking. This is to save resources, we don't draw the far away
chunks or those behind the camera.
- Extremely simple LOD of far away chunks is implemented: we keep an 8x8x8
bit map of where there is empty space and where there is "something", then
for far away areas with "something" we just draw some 2D rectangles.
*/
#define S3L_RESOLUTION_X LCR_SETTING_RESOLUTION_X
#define S3L_RESOLUTION_Y LCR_SETTING_RESOLUTION_Y
#define S3L_PIXEL_FUNCTION _LCR_pixelFunc3D
#define S3L_PERSPECTIVE_CORRECTION 2
#define S3L_NEAR_CROSS_STRATEGY 1
#define S3L_Z_BUFFER 1
#define LCR_FONT_PIXEL_SIZE (1 + LCR_EFFECTIVE_RESOLUTION_X / 512)
#define LCR_ANIMATE_CAR (LCR_SETTING_CAR_ANIMATION_SUBDIVIDE != 0)
#if LCR_SETTING_POTATO_GRAPHICS
#define S3L_PERSPECTIVE_CORRECTION 0
#define S3L_NEAR_CROSS_STRATEGY 1
#define S3L_FLAT 1
#endif
#include "small3dlib.h"
/// Renderer specific unit, length of one map square.
#define LCR_RENDERER_UNIT (S3L_F / 2)
// NOTE: ^ S3L_F sometimes makes some triangles bug, S3L_F/2 seems to fix it
// but it's more jerky, maybe try to apply anti-overflow in S3L?
#define LCR_RENDERER_CHUNK_RESOLUTION 4 // do not change
#define LCR_RENDERER_LOD_BLOCKS 64 // do not change
#define LCR_RENDERER_CHUNK_SIZE_HORIZONTAL \
((LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / LCR_RENDERER_CHUNK_RESOLUTION)
#define LCR_RENDERER_CHUNKS_TOTAL (LCR_RENDERER_CHUNK_RESOLUTION * \
LCR_RENDERER_CHUNK_RESOLUTION * LCR_RENDERER_CHUNK_RESOLUTION)
#define LCR_RENDERER_MODEL_COUNT 10
#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
#define LCR_RENDERER_FONT_SEGMENT_SIZE (2 + LCR_EFFECTIVE_RESOLUTION_X / 512)
/** For some reason the map model is a bit misaligned with physics world, this
kinda hotfixes it -- later try to discover source of this bug. TODO */
#define _LCR_MAP_MODEL_SCALE 1034
#define LCR_RENDERER_MAT_CP0 0x0f ///< material for untaken checkpoint
#define LCR_RENDERER_MAT_CP1 0x0e
#define LCR_RENDERER_MAT_FIN 0x0d
struct
{
S3L_Scene scene; ///< Whole 3D scene.
S3L_Model3D mapModel; ///< Whole map model.
S3L_Model3D *carModel; ///< Shortcut pointer to the car model in scene.
S3L_Model3D *ghostModel; ///< Shortcut pointer to the ghost model in scene.
/**
The scene model array.
0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models
8: car model
9: ghost model
*/
S3L_Model3D models[LCR_RENDERER_MODEL_COUNT];
uint32_t frame;
uint8_t loadedChunks[8]; ///< numbers of loaded map chunks
S3L_Unit mapVerts[LCR_SETTING_MAX_MAP_VERTICES * 3];
S3L_Index mapTris[LCR_SETTING_MAX_MAP_TRIANGLES * 3];
S3L_Index chunkStarts[LCR_RENDERER_CHUNKS_TOTAL];
/**
Additional data for triangles. 4 higher bits hold direction (for lighting):
0 is floor, 1 is wall, 2 is wall (90 degrees). 4 lower bits hold the
texture index.
*/
uint8_t mapTriangleData[LCR_SETTING_MAX_MAP_TRIANGLES];
/**
8x8x8 3D grid of bits, each bit says (for each corresponding part of map)
whether there is an LOD block or not.
*/
uint8_t gridOfLODs[LCR_RENDERER_LOD_BLOCKS];
#if LCR_ANIMATE_CAR
S3L_Unit wheelRotation;
S3L_Unit wheelSteer;
S3L_Unit wheelRotationCenters[4]; /**< back and front wheel XY centers */
S3L_Unit animatedCarVerts[LCR_CAR_VERTEX_COUNT * 3];
#endif
// pixel function precomputed values:
uint32_t previousTriID;
int triUVs[6];
int texSubsampleCount;
unsigned int flatAndTransparent; /**< If non-zero, transparent (dithered)
polygons will be drawn without texture,
with color stored in this variable. */
} LCR_renderer;
void _LCR_rendererSetModelTransofmr(S3L_Model3D *model,
LCR_GameUnit position[3], LCR_GameUnit rotation[3])
{
model->transform.translation.x =
(position[0] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
model->transform.translation.y =
(position[1] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
model->transform.translation.z =
(position[2] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
model->transform.rotation.x = S3L_wrap((rotation[0] *
S3L_F) / LCR_GAME_UNIT,S3L_F);
model->transform.rotation.y = S3L_wrap((rotation[1] *
S3L_F) / LCR_GAME_UNIT,S3L_F);
model->transform.rotation.z = S3L_wrap((rotation[2] *
S3L_F) / LCR_GAME_UNIT,S3L_F);
}
void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
LCR_GameUnit rotation[3])
{
LCR_LOG2("setting car transform");
_LCR_rendererSetModelTransofmr(LCR_renderer.carModel,position,rotation);
/*
LCR_renderer.carModel->transform.translation.x =
(position[0] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.carModel->transform.translation.y =
(position[1] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.carModel->transform.translation.z =
(position[2] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.carModel->transform.rotation.x = S3L_wrap((rotation[0] *
S3L_F) / LCR_GAME_UNIT,S3L_F);
LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] *
S3L_F) / LCR_GAME_UNIT,S3L_F);
LCR_renderer.carModel->transform.rotation.z = S3L_wrap((rotation[2] *
S3L_F) / LCR_GAME_UNIT,S3L_F);
*/
}
void LCR_rendererSetGhostTransform(LCR_GameUnit position[3],
LCR_GameUnit rotation[3])
{
LCR_LOG2("setting ghost transform");
_LCR_rendererSetModelTransofmr(LCR_renderer.ghostModel,position,rotation);
}
void LCR_rendererSetCarVisibility(uint8_t visible)
{
LCR_renderer.carModel->config.visible = visible;
}
void LCR_rendererSetGhostVisibility(uint8_t visible)
{
LCR_renderer.ghostModel->config.visible = visible;
}
void _LCR_rendererDrawFontPixel(int x, int y, uint16_t color)
{
#if LCR_FONT_PIXEL_SIZE == 1
LCR_drawPixelXYSafe(x,y,color);
#else
if ((x >= 0) && (y >= 0) &&
(x < LCR_EFFECTIVE_RESOLUTION_X - LCR_FONT_PIXEL_SIZE) &&
(y < LCR_EFFECTIVE_RESOLUTION_Y - LCR_FONT_PIXEL_SIZE))
for (int i = x; i < x + LCR_FONT_PIXEL_SIZE; ++i)
for (int j = y; j < y + LCR_FONT_PIXEL_SIZE; ++j)
LCR_drawPixelXYSafe(i,j,color);
#endif
}
int LCR_rendererComputeTextWidth(const char *text, int size)
{
int r = 0;
size *= LCR_RENDERER_FONT_SEGMENT_SIZE;
while (*text)
{
text++;
r += 2 * size;
if (text[1])
r += 3 * size / 4;
}
return r + LCR_FONT_PIXEL_SIZE - 1;
}
int LCR_rendererComputeTextHeight(int size)
{
return 2 * size * LCR_RENDERER_FONT_SEGMENT_SIZE + LCR_FONT_PIXEL_SIZE - 1;
}
void LCR_rendererDrawText(const char *text, int x, int y, uint16_t color,
int size)
{
size *= LCR_RENDERER_FONT_SEGMENT_SIZE;
while (*text)
{
uint16_t c = LCR_getFontChar(*text);
for (int b = 0; b < 3; ++b) // horizontal and vertical segments
for (int a = 0; a < 2; ++a)
{
if (c & 0x01)
for (int i = 0; i < size; ++i)
_LCR_rendererDrawFontPixel(x + a * size + i,y + b * size,color);
if (c & 0x02)
for (int i = 0; i < size; ++i)
_LCR_rendererDrawFontPixel(x + b * size,y + a * size + i,color);
c >>= 2;
}
for (int b = 0; b < 2; ++b) // diagonal segments
for (int a = 0; a < 2; ++a)
{
if (c & 0x01)
for (int i = 0; i < size; ++i)
_LCR_rendererDrawFontPixel(x + a * size + i,y + b * size + i,color);
c >>= 1;
}
x += 2 * size + 3 * size / 4;
text++;
}
}
/**
Used as a fragment shader by small3dlib. This function will be called for
every rasterized 3D pixel, we use it write actual pixels to the screen with
shading, texturing etc.
*/
void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
{
#if LCR_SETTING_POTATO_GRAPHICS
// simple shader for simplified graphics
if (pixel->triangleID != LCR_renderer.previousTriID)
{
LCR_renderer.previousTriID = pixel->triangleID;
LCR_renderer.flatAndTransparent = 0x630c; // base gray
if (pixel->modelIndex < 8)
{
uint8_t tData = (LCR_renderer.mapTriangleData +
LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[
pixel->modelIndex]])[pixel->triangleIndex];
switch (tData & 0x0f)
{
case 3: LCR_renderer.flatAndTransparent &= ~(0x3008); break; // grass
case 4: LCR_renderer.flatAndTransparent &= ~(0x0408); break; // mud
case 5: LCR_renderer.flatAndTransparent |= 0x0010; break; // ice
case 6: LCR_renderer.flatAndTransparent |= 0x8080; break; // acc
case 7: LCR_renderer.flatAndTransparent &= ~(0x4208); break; // fan
case LCR_RENDERER_MAT_CP0:
LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT_0_COLOR;
break;
case LCR_RENDERER_MAT_CP1:
LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT_1_COLOR;
break;
case LCR_RENDERER_MAT_FIN:
LCR_renderer.flatAndTransparent = LCR_SETTING_FINISH_COLOR;
break;
default: break;
}
tData &= 0x30; // isolate type
LCR_renderer.flatAndTransparent |= (((uint16_t) (tData)) >> 4) |
(((uint16_t) (tData)) << 2) | (((uint16_t) (tData)) << 7);
}
else
LCR_renderer.flatAndTransparent >>= 1; // car, darken
// alter each triangle's color slightly:
LCR_renderer.flatAndTransparent += pixel->triangleIndex % 4;
}
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
#else // LCR_SETTING_POTATO_GRAPHICS
// once we get a new triangle, we precompute things for it:
if (pixel->triangleID != LCR_renderer.previousTriID)
{
LCR_renderer.previousTriID = pixel->triangleID;
LCR_renderer.flatAndTransparent = 0;
#if LCR_SETTING_TEXTURE_SUBSAMPLE != 0
LCR_renderer.texSubsampleCount = 0;
#endif
if (pixel->modelIndex == 9)
{
// car ghost model
LCR_renderer.flatAndTransparent = LCR_SETTING_GHOST_COLOR;
}
else if (pixel->modelIndex == 8)
{
// car model
LCR_loadImage(LCR_IMAGE_CAR);
for (int i = 0; i < 6; ++i)
LCR_renderer.triUVs[i] = (LCR_carUvs[2 * LCR_carTriangleUvs[3 *
pixel->triangleIndex + i / 2] + i % 2] * (LCR_IMAGE_SIZE + 1)) / 512;
}
else
{
// map model
S3L_Unit *v[3];
const S3L_Index *t = LCR_renderer.models[pixel->modelIndex].triangles +
3 * pixel->triangleIndex;
for (int i = 0; i < 3; ++i)
v[i] = LCR_renderer.mapVerts + 3 * t[i];
const uint8_t *triData = LCR_renderer.mapTriangleData +
LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]];
uint8_t type = triData[pixel->triangleIndex] >> 4;
uint8_t mat = triData[pixel->triangleIndex] & 0x0f;
switch (mat)
{
#define CL (type ? 0x8210 : 0x0000)
case LCR_RENDERER_MAT_CP0:
LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT_0_COLOR | CL;
break;
case LCR_RENDERER_MAT_CP1:
LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT_1_COLOR | CL;
break;
case LCR_RENDERER_MAT_FIN:
LCR_renderer.flatAndTransparent = LCR_SETTING_FINISH_COLOR | CL;
#undef CL
break;
default:
LCR_loadImage(mat);
if (type == 0) // floor?
{
if (v[0][1] != v[1][1] || v[1][1] != v[2][1]) // angled floor?
LCR_imageChangeBrightness(1);
for (int i = 0; i < 6; ++i)
LCR_renderer.triUVs[i] = ((
(v[i / 2][(i % 2) * 2]) *
LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
}
else
{
if (type == 1)
LCR_imageChangeBrightness(0);
for (int i = 0; i < 6; ++i)
{
LCR_renderer.triUVs[i] = ((
(v[i / 2][i % 2 ? 1 : (type == 1 ? 2 : 0)]) *
LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
if (i % 2)
LCR_renderer.triUVs[i] = LCR_IMAGE_SIZE -
LCR_renderer.triUVs[i];
}
}
// shift the UVs to the origin (prevent high values of UV coords)
for (int i = 0; i < 2; ++i)
{
uint8_t minCoord = LCR_renderer.triUVs[i] <
LCR_renderer.triUVs[2 + i] ? (0 + i) : (2 + i);
if (LCR_renderer.triUVs[4 + i] < LCR_renderer.triUVs[minCoord])
minCoord = 4 + i;
S3L_Unit shiftBy = LCR_renderer.triUVs[minCoord] % LCR_IMAGE_SIZE;
if (shiftBy < 0)
shiftBy += LCR_IMAGE_SIZE;
shiftBy -= LCR_renderer.triUVs[minCoord];
LCR_renderer.triUVs[i] += shiftBy;
LCR_renderer.triUVs[2 + i] += shiftBy;
LCR_renderer.triUVs[4 + i] += shiftBy;
}
break;
}
}
}
if (LCR_renderer.flatAndTransparent)
{
if (pixel->x % 2 == pixel->y % 2)
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
else
S3L_zBufferWrite(pixel->x,pixel->y,S3L_MAX_DEPTH);
/* ^ Clear z-buffer if we don't draw the pixel. Without this further
geometry drawn later on won't be seen through transparent objects which
looks bad. With this "fix" glitches may still appear (wrong draw order)
but it generally looks better this way. */
return;
}
uint16_t color;
#if LCR_SETTING_TEXTURE_SUBSAMPLE != 0
if (LCR_renderer.texSubsampleCount == 0)
{
#endif
int barycentric[3];
barycentric[0] = pixel->barycentric[0] / 8;
barycentric[1] = pixel->barycentric[1] / 8;
barycentric[2] = pixel->barycentric[2] / 8;
color = LCR_sampleImage(
(barycentric[0] * LCR_renderer.triUVs[0] +
barycentric[1] * LCR_renderer.triUVs[2] +
barycentric[2] * LCR_renderer.triUVs[4])
/ (S3L_F / 8),
(barycentric[0] * LCR_renderer.triUVs[1] +
barycentric[1] * LCR_renderer.triUVs[3] +
barycentric[2] * LCR_renderer.triUVs[5])
/ (S3L_F / 8));
#if LCR_SETTING_TEXTURE_SUBSAMPLE != 0
LCR_renderer.texSubsampleCount = LCR_SETTING_TEXTURE_SUBSAMPLE;
}
LCR_renderer.texSubsampleCount--;
#endif
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,color);
#endif // LCR_SETTING_POTATO_GRAPHICS
}
S3L_Index _LCR_rendererAddMapVert(S3L_Unit x, S3L_Unit y, S3L_Unit z)
{
S3L_Index index = 0;
S3L_Unit *verts = LCR_renderer.mapVerts;
while (index < LCR_renderer.mapModel.vertexCount) // if exists, return index
{
if (verts[0] == x && verts[1] == y && verts[2] == z)
return index;
verts += 3;
index++;
}
// if it doesn't exist, add it
if (LCR_renderer.mapModel.vertexCount < LCR_SETTING_MAX_MAP_VERTICES)
{
*verts = x; verts++;
*verts = y; verts++;
*verts = z;
LCR_renderer.mapModel.vertexCount++;
return LCR_renderer.mapModel.vertexCount - 1;
}
LCR_LOG0("couldn't add map vertex");
return 0;
}
void _LCR_rendererAddMapTri(S3L_Index a, S3L_Index b, S3L_Index c, uint8_t mat)
{
if (LCR_renderer.mapModel.triangleCount < LCR_SETTING_MAX_MAP_TRIANGLES)
{
S3L_Index *t =
&(LCR_renderer.mapTris[LCR_renderer.mapModel.triangleCount * 3]);
*t = a; t++;
*t = b; t++;
*t = c;
LCR_renderer.mapTriangleData[LCR_renderer.mapModel.triangleCount] = mat;
LCR_renderer.mapModel.triangleCount++;
}
}
void _LCR_rendererSwapMapTris(unsigned int index1, unsigned int index2)
{
uint8_t tmpMat;
S3L_Index tmpIndex,
*t1 = LCR_renderer.mapTris + index1 * 3,
*t2 = LCR_renderer.mapTris + index2 * 3;
for (int i = 0; i < 3; ++i)
{
tmpIndex = t1[i];
t1[i] = t2[i];
t2[i] = tmpIndex;
}
tmpMat = LCR_renderer.mapTriangleData[index1];
LCR_renderer.mapTriangleData[index1] = LCR_renderer.mapTriangleData[index2];
LCR_renderer.mapTriangleData[index2] = tmpMat;
}
int _LCR_rendererQuadCoversTri(const S3L_Unit quad[8], const S3L_Unit tri[6])
{
for (int i = 0; i < 3; ++i) // for each triangle point
{
int covered = 0;
for (int j = 0; j < 3; ++j) // for each quad subtriangle
{
uint8_t winds = 0;
for (int k = 0; k < 3; ++k) // for each subtriangle side
{
S3L_Unit w = // triangle winding
(quad[(2 * (j + ((k + 1) % 3))) % 8 + 1] -
quad[(2 * (j + k)) % 8 + 1]) *
(tri[2 * i] - quad[(2 * (j + (k + 1) % 3)) % 8]) -
(quad[(2 * (j + ((k + 1) % 3))) % 8] - quad[(2 * (j + k)) % 8])
* (tri[2 * i + 1] - quad[(2 * (j + (k + 1) % 3)) % 8 + 1]);
if (w > 0)
winds |= 1;
else if (w < 0)
winds |= 2;
}
if (winds != 3) // no opposite winds?
{
covered = 1;
break;
}
}
if (!covered)
return 0;
}
return 1;
}
/**
Checks whether two triangles (and potenrially their neighbors) cover each
other, in return values lowest bit means whether t1 is covered and the second
lowest bit means whether t2 is covered.
*/
uint8_t _LCR_rendererCheckMapTriCover(const S3L_Index *t1,
const S3L_Index *t2)
{
if ((t1[0] == t2[0] || t1[0] == t2[1] || t1[0] == t2[2]) &&
(t1[1] == t2[0] || t1[1] == t2[1] || t1[1] == t2[2]) &&
(t1[2] == t2[0] || t1[2] == t2[1] || t1[2] == t2[2]))
return 0x03;
uint8_t result = 0;
int plane = -1;
S3L_Unit *vertices[6];
for (int i = 0; i < 3; ++i)
{
vertices[i] = LCR_renderer.mapVerts + 3 * t1[i];
vertices[3 + i] = LCR_renderer.mapVerts + 3 * t2[i];
}
for (int i = 0; i < 3; ++i)
if (vertices[0][i] == vertices[1][i] && vertices[1][i] == vertices[2][i] &&
vertices[2][i] == vertices[3][i] && vertices[3][i] == vertices[4][i] &&
vertices[4][i] == vertices[5][i])
{
plane = i;
break;
}
if (plane >= 0) // both triangles in the same plane => then do more checks
{
if (S3L_abs(vertices[0][0] - vertices[3][0]) +
S3L_abs(vertices[0][1] - vertices[3][1]) +
S3L_abs(vertices[0][2] - vertices[3][2]) > 2 * LCR_RENDERER_UNIT)
return 0; // quick manhattan distance bailout condition
for (int j = 0; j < 2; ++j)
{
S3L_Unit points2D[14]; // tri1, quad (tri2 + 1 extra vert)
int coordX = plane == 0 ? 1 : 0,
coordY = plane == 2 ? 1 : 2;
for (int i = 0; i < 3; ++i)
{
points2D[i * 2] = vertices[i][coordX];
points2D[i * 2 + 1] = vertices[i][coordY];
points2D[6 + i * 2] = vertices[3 + i][coordX];
points2D[6 + i * 2 + 1] = vertices[3 + i][coordY];
}
points2D[12] = (4 * points2D[6] + 3 * points2D[8] + points2D[10]) / 8;
points2D[13] = (4 * points2D[7] + 3 * points2D[9] + points2D[11]) / 8;
// first: does the triangle alone cover the other one?
if (_LCR_rendererQuadCoversTri(points2D + 6,points2D))
result |= 1 << j;
else
{
// now check if this triangle along with a neighbor cover the other one
S3L_Index *t3 = LCR_renderer.mapTris;
for (int i = 0; i < LCR_renderer.mapModel.triangleCount; ++i)
{
uint8_t sharedVerts =
(t3[0] == t2[0] || t3[0] == t2[1] || t3[0] == t2[2]) |
((t3[1] == t2[0] || t3[1] == t2[1] || t3[1] == t2[2]) << 1) |
((t3[2] == t2[0] || t3[2] == t2[1] || t3[2] == t2[2]) << 2);
if (t3 != t1 && t3 != t2 &&
(sharedVerts == 3 || sharedVerts == 5 || sharedVerts == 6) &&
LCR_renderer.mapVerts[3 * t3[0] + plane] ==
LCR_renderer.mapVerts[3 * t3[1] + plane] &&
LCR_renderer.mapVerts[3 * t3[1] + plane] ==
LCR_renderer.mapVerts[3 * t3[2] + plane] &&
LCR_renderer.mapVerts[3 * t3[0] + plane] ==
LCR_renderer.mapVerts[3 * t1[0] + plane])
{
// here shares exactly two vertices and is in the same plane
uint8_t freeVert =
sharedVerts == 3 ? 2 : (sharedVerts == 5 ? 1 : 0);
points2D[12] = LCR_renderer.mapVerts[3 * t3[freeVert] + coordX];
points2D[13] = LCR_renderer.mapVerts[3 * t3[freeVert] + coordY];
if (_LCR_rendererQuadCoversTri(points2D + 6,points2D))
{
result |= 1 << j;
break;
}
}
t3 += 3;
}
}
// now swap both triangles and do it all again:
const S3L_Index *tmp = t1;
t1 = t2;
t2 = tmp;
for (int i = 0; i < 3; ++i)
{
S3L_Unit *tmpCoord = vertices[i];
vertices[i] = vertices[3 + i];
vertices[3 + i] = tmpCoord;
}
}
}
return result;
}
/**
Removes map triangles that are covered by other triangles (and also vertices
that by this become unused). This makes the map model smaller, faster and
prevents bleeding through due to z-bugger imprecisions.
*/
void _LCR_cullHiddenMapTris(void)
{
LCR_LOG1("culling invisible triangles");
int n = 0; // number of removed elements
int i = 0;
S3L_Index *t1 = LCR_renderer.mapTris, *t2;
/*
We'll be moving the covered triangles to the end of the array, then at the
end we'll just shorten the array by number of removed triangles.
*/
while (i < LCR_renderer.mapModel.triangleCount - n)
{
t2 = t1 + 3; // t2 is the the other triangle against which we check
int t1Covered = 0;
for (int j = i + 1; j < LCR_renderer.mapModel.triangleCount; ++j)
{
uint8_t cover = _LCR_rendererCheckMapTriCover(t1,t2);
t1Covered |= cover & 0x01;
if (cover & 0x02)
{
if (j < LCR_renderer.mapModel.triangleCount - n)
{
_LCR_rendererSwapMapTris(j,
LCR_renderer.mapModel.triangleCount - 1 - n);
n++;
}
}
t2 += 3; // check next triangle
}
if (t1Covered)
{
_LCR_rendererSwapMapTris(i,
LCR_renderer.mapModel.triangleCount - 1 - n);
n++;
// we stay at this position because we've swapped the triangle here
}
else
{
t1 += 3;
i++;
}
}
LCR_renderer.mapModel.triangleCount -= n; // cut off the removed triangles
// remove unused vertices:
i = 0;
while (i < LCR_renderer.mapModel.vertexCount)
{
int used = 0;
for (int j = 0; j < LCR_renderer.mapModel.triangleCount * 3; ++j)
if (LCR_renderer.mapTris[j] == i)
{
used = 1;
break;
}
if (used)
i++;
else
{
for (int j = 0; j < 3; ++j)
LCR_renderer.mapVerts[3 * i + j] =
LCR_renderer.mapVerts[(LCR_renderer.mapModel.vertexCount - 1) * 3 + j];
for (int j = 0; j < LCR_renderer.mapModel.triangleCount * 3; ++j)
if (LCR_renderer.mapTris[j] == LCR_renderer.mapModel.vertexCount - 1)
LCR_renderer.mapTris[j] = i;
LCR_renderer.mapModel.vertexCount--;
}
}
}
/**
Rearranges map triangles so that they're grouped by chunks. Order of triangles
doesn't matter much in rendering, so we exploit this to use order for
chunking.
*/
void _LCR_makeMapChunks(void)
{
LCR_LOG1("making map chunks");
S3L_Index start = 0;
for (int chunkNo = 0; chunkNo < LCR_RENDERER_CHUNKS_TOTAL; ++chunkNo)
{
S3L_Unit chunkCorner[3];
const S3L_Index *tri = LCR_renderer.mapTris + 3 * start;
LCR_renderer.chunkStarts[chunkNo] = start;
chunkCorner[0] = (chunkNo & 0x03) * LCR_RENDERER_CHUNK_SIZE_HORIZONTAL;
chunkCorner[1] = ((chunkNo >> 2) & 0x03) * (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2);
chunkCorner[2] = ((chunkNo >> 4) & 0x03) * LCR_RENDERER_CHUNK_SIZE_HORIZONTAL;
chunkCorner[0] -= LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 2;
chunkCorner[1] -= LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 4;
chunkCorner[2] -= LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 2;
for (int i = start; i < LCR_renderer.mapModel.triangleCount; ++i)
{
const S3L_Unit *v = LCR_renderer.mapVerts + 3 * tri[0];
if (v[0] >= chunkCorner[0] &&
v[0] < chunkCorner[0] + LCR_RENDERER_CHUNK_SIZE_HORIZONTAL &&
v[1] >= chunkCorner[1] &&
v[1] < chunkCorner[1] + (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2) &&
v[2] >= chunkCorner[2] &&
v[2] < chunkCorner[2] + LCR_RENDERER_CHUNK_SIZE_HORIZONTAL)
{
_LCR_rendererSwapMapTris(i,start);
start++;
}
tri += 3;
}
}
}
/**
Builds the internal 3D model of the currently loaded map. Returns 1 on
success, 0 otherwise (e.g. not enough space).
*/
uint8_t _LCR_buildMapModel(void)
{
LCR_LOG1("building map model");
uint8_t blockShapeBytes[LCR_MAP_BLOCK_SHAPE_MAX_BYTES];
uint8_t blockShapeByteCount;
S3L_model3DInit(LCR_renderer.mapVerts,0,LCR_renderer.mapTris,0,
&LCR_renderer.mapModel);
LCR_renderer.mapModel.transform.scale.x =
(_LCR_MAP_MODEL_SCALE * S3L_F) / 1024;
LCR_renderer.mapModel.transform.scale.y
= LCR_renderer.mapModel.transform.scale.x;
LCR_renderer.mapModel.transform.scale.z
= LCR_renderer.mapModel.transform.scale.x;
for (int j = 0; j < LCR_currentMap.blockCount; ++j)
{
if ((j + 1) % LCR_SETTING_TRIANGLE_CULLING_PERIOD == 0)
_LCR_cullHiddenMapTris();
S3L_Unit originOffset = -1 * LCR_MAP_SIZE_BLOCKS / 2 * LCR_RENDERER_UNIT;
S3L_Index triIndices[3];
const uint8_t *block = LCR_currentMap.blocks + j * LCR_BLOCK_SIZE;
uint8_t
blockType = block[0],
edgeBits, // bottom, top, left, right, front, bottom
bx, by, bz, // block coords
vx, vy, vz, // vertex coords
vi = 0; // vertex index (0, 1 or 2)
LCR_mapBlockGetCoords(block,&bx,&by,&bz);
LCR_mapGetBlockShape(blockType,LCR_mapBlockGetTransform(block),
blockShapeBytes,&blockShapeByteCount);
for (int i = 0; i < blockShapeByteCount; ++i)
{
if (vi == 0)
edgeBits = (by == 0) |
((by == LCR_MAP_SIZE_BLOCKS - 1) << 1) |
((bx == 0) << 2) |
((bx == LCR_MAP_SIZE_BLOCKS - 1) << 3) |
((bz == 0) << 4) |
((bz == LCR_MAP_SIZE_BLOCKS - 1) << 5);
LCR_decodeMapBlockCoords(blockShapeBytes[i],&vx,&vy,&vz);
edgeBits &= (vy == 0) | ((vy == LCR_BLOCK_SHAPE_COORD_MAX) << 1) |
((vx == 0) << 2) | ((vx == LCR_BLOCK_SHAPE_COORD_MAX) << 3) |
((vz == 0) << 4) | ((vz == LCR_BLOCK_SHAPE_COORD_MAX) << 5);
triIndices[vi] = _LCR_rendererAddMapVert(
originOffset + (((S3L_Unit) bx) * LCR_RENDERER_UNIT) +
(LCR_RENDERER_UNIT * ((S3L_Unit) vx)) / LCR_BLOCK_SHAPE_COORD_MAX,
(originOffset + (((S3L_Unit) by) * LCR_RENDERER_UNIT)) / 2 +
(LCR_RENDERER_UNIT / 2 * ((S3L_Unit) vy)) / LCR_BLOCK_SHAPE_COORD_MAX,
originOffset + (((S3L_Unit) bz) * LCR_RENDERER_UNIT) +
(LCR_RENDERER_UNIT * ((S3L_Unit) vz)) / LCR_BLOCK_SHAPE_COORD_MAX);
if (vi < 2)
vi++;
else
{
// don't add triangles completely at the floor or ceiling of the map
if (!edgeBits)
{
uint8_t triData;
if (blockType == LCR_BLOCK_CHECKPOINT_0)
triData = LCR_RENDERER_MAT_CP0 | ((i % 2) << 4);
else if (blockType == LCR_BLOCK_FINISH)
triData = LCR_RENDERER_MAT_FIN | ((i % 2) << 4);
else
{
uint8_t blockMat = LCR_mapBlockGetMaterial(block);
#define VERT(n,c) LCR_renderer.mapVerts[3 * n + c]
triData =
(((VERT(triIndices[0],0) == VERT(triIndices[1],0)) && // same X?
(VERT(triIndices[1],0) == VERT(triIndices[2],0))) << 4) |
(((VERT(triIndices[0],2) == VERT(triIndices[1],2)) && // same Z?
(VERT(triIndices[1],2) == VERT(triIndices[2],2))) << 5);
if (!(triData & 0xf0))
{
// diagonal walls
triData = (
(VERT(triIndices[0],0) == VERT(triIndices[1],0) &&
VERT(triIndices[0],2) == VERT(triIndices[1],2)) |
(VERT(triIndices[1],0) == VERT(triIndices[2],0) &&
VERT(triIndices[1],2) == VERT(triIndices[2],2)) |
(VERT(triIndices[0],0) == VERT(triIndices[2],0) &&
VERT(triIndices[0],2) == VERT(triIndices[2],2))) << 4;
}
#undef VERT
if (triData & 0xf0) // wall?
{
triData |=
((blockMat == LCR_BLOCK_MATERIAL_CONCRETE) ||
(blockMat == LCR_BLOCK_MATERIAL_ICE) ||
LCR_mapBlockIsAccelerator(blockType) ||
LCR_mapBlockIsFan(blockType)) ?
LCR_IMAGE_WALL_CONCRETE : LCR_IMAGE_WALL_WOOD;
}
else
{ // TODO: tidy this mess?
if (LCR_mapBlockIsAccelerator(blockType))
triData |= LCR_IMAGE_GROUND_ACCEL;
else if (LCR_mapBlockIsFan(blockType))
triData |= LCR_IMAGE_GROUND_FAN;
else
switch (blockMat)
{
case LCR_BLOCK_MATERIAL_CONCRETE:
triData |= LCR_IMAGE_GROUND_CONCRETE;
break;
case LCR_BLOCK_MATERIAL_GRASS:
triData |= LCR_IMAGE_GROUND_GRASS;
break;
case LCR_BLOCK_MATERIAL_DIRT:
triData |= LCR_IMAGE_GROUND_DIRT;
break;
case LCR_BLOCK_MATERIAL_ICE:
triData |= LCR_IMAGE_GROUND_ICE;
break;
default:
break;
}
}
}
_LCR_rendererAddMapTri(triIndices[0],triIndices[1],triIndices[2],
triData);
}
vi = 0;
}
}
}
_LCR_cullHiddenMapTris();
LCR_LOG1("map model built");
return 1;
}
/**
Computes the binary 3D grid of simple LODs (these just say whether in given
area is "something" or not) for currently loaded map.
*/
void _LCR_rendererComputeLOD(void)
{
LCR_LOG1("computing LOD");
for (int i = 0; i < LCR_RENDERER_LOD_BLOCKS; ++i)
LCR_renderer.gridOfLODs[i] = 0;
for (int i = 0; i < LCR_currentMap.blockCount; ++i)
{
uint8_t x, y, z;
LCR_mapBlockGetCoords(LCR_currentMap.blocks + i * LCR_BLOCK_SIZE,&x,&y,&z);
x /= 8;
y /= 8;
z /= 8;
LCR_renderer.gridOfLODs[z * 8 + y] |= (0x01 << x);
}
}
/**
Unmarks all checkpoints that were marked with LCR_rendererMarkTakenCP.
*/
void LCR_rendererUnmarkCPs(void)
{
for (int i = 0; i < LCR_renderer.mapModel.triangleCount; ++i)
if ((LCR_renderer.mapTriangleData[i] & 0x0f) == LCR_RENDERER_MAT_CP1)
LCR_renderer.mapTriangleData[i] = (LCR_renderer.mapTriangleData[i] & 0xf0)
| LCR_RENDERER_MAT_CP0;
}
/**
Marks checkpoint as taken, i.e. changes how a checkpoint will be drawn.
*/
void LCR_rendererMarkTakenCP(int x, int y, int z)
{
for (int i = 0; i < LCR_renderer.mapModel.triangleCount; ++i)
if ((LCR_renderer.mapTriangleData[i] & 0x0f) == LCR_RENDERER_MAT_CP0)
{
S3L_Unit point[3];
point[0] = 0;
point[1] = 0;
point[2] = 0;
for (int j = 0; j < 2; ++j)
for (int k = 0; k < 3; ++k)
point[k] += LCR_renderer.mapModel.vertices[
3 * LCR_renderer.mapModel.triangles[3 * i + j] + k] +
(LCR_MAP_SIZE_BLOCKS / 2) *
(k == 1 ? LCR_RENDERER_UNIT / 2 : LCR_RENDERER_UNIT);
point[0] /= 2;
point[1] /= 2;
point[2] /= 2;
if (point[0] / LCR_RENDERER_UNIT == x &&
point[1] / (LCR_RENDERER_UNIT / 2) == y &&
point[2] / LCR_RENDERER_UNIT == z)
LCR_renderer.mapTriangleData[i] = (LCR_renderer.mapTriangleData[i]
& 0xf0) | LCR_RENDERER_MAT_CP1;
}
}
/**
Creates everything that's needed to start rendering the currently loaded map,
returns success (1 or 0).
*/
uint8_t LCR_rendererLoadMap(void)
{
LCR_LOG0("loading map");
if (!_LCR_buildMapModel())
return 0;
_LCR_makeMapChunks();
_LCR_rendererComputeLOD();
return 1;
}
/**
Initializes renderer, only call once.
*/
uint8_t LCR_rendererInit(void)
{
LCR_LOG0("initializing renderer");
LCR_renderer.frame = 0;
LCR_renderer.carModel = LCR_renderer.models + 8;
LCR_renderer.ghostModel = LCR_renderer.models + 9;
S3L_model3DInit(
#if LCR_ANIMATE_CAR
LCR_renderer.animatedCarVerts
#else
LCR_carVertices
#endif
,LCR_CAR_VERTEX_COUNT,
LCR_carTriangles,LCR_CAR_TRIANGLE_COUNT,
LCR_renderer.carModel);
S3L_vec4Set(&(LCR_renderer.carModel->transform.scale),
LCR_RENDERER_CAR_SCALE,LCR_RENDERER_CAR_SCALE,LCR_RENDERER_CAR_SCALE,0);
S3L_model3DInit(LCR_carVertices,LCR_CAR_VERTEX_COUNT,LCR_carTriangles,
LCR_CAR_TRIANGLE_COUNT,LCR_renderer.ghostModel);
LCR_renderer.ghostModel->transform.scale =
LCR_renderer.carModel->transform.scale;
LCR_renderer.ghostModel->transform.translation.x -= LCR_GAME_UNIT / 4;
#if LCR_ANIMATE_CAR
for (int i = 0; i < LCR_CAR_VERTEX_COUNT * 3; ++i)
LCR_renderer.animatedCarVerts[i] = LCR_carVertices[i];
int count[2];
count[0] = 0;
count[1] = 0;
for (int i = 0; i < 4; ++i)
LCR_renderer.wheelRotationCenters[i] = 0;
for (int i = 0; i < LCR_CAR_VERTEX_COUNT; ++i)
if (LCR_carVertexTypes[i] > 0) // wheel?
{
uint8_t front = LCR_carVertexTypes[i] == 1;
LCR_renderer.wheelRotationCenters[0 + 2 * front] +=
LCR_carVertices[3 * i + 2];
LCR_renderer.wheelRotationCenters[1 + 2 * front] +=
LCR_carVertices[3 * i + 1];
count[front]++;
}
LCR_renderer.wheelRotationCenters[0] /= count[0];
LCR_renderer.wheelRotationCenters[1] /= count[0];
LCR_renderer.wheelRotationCenters[2] /= count[1];
LCR_renderer.wheelRotationCenters[3] /= count[1];
LCR_renderer.wheelRotation = 0;
LCR_renderer.wheelSteer = 0;
#endif
LCR_LOG2("initializing 3D scene");
S3L_sceneInit(
LCR_renderer.models,LCR_RENDERER_MODEL_COUNT,&LCR_renderer.scene);
return 1;
}
void LCR_rendererGetCameraTransform(LCR_GameUnit position[3],
LCR_GameUnit rotation[3], LCR_GameUnit *fov)
{
position[0] = (LCR_renderer.scene.camera.transform.translation.x *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
position[1] = (LCR_renderer.scene.camera.transform.translation.y *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
position[2] = (LCR_renderer.scene.camera.transform.translation.z *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
rotation[0] = (LCR_renderer.scene.camera.transform.rotation.x *
LCR_GAME_UNIT) / S3L_F;
rotation[1] = (LCR_renderer.scene.camera.transform.rotation.y *
LCR_GAME_UNIT) / S3L_F;
rotation[2] = (LCR_renderer.scene.camera.transform.rotation.z *
LCR_GAME_UNIT) / S3L_F;
*fov = (LCR_renderer.scene.camera.focalLength * LCR_GAME_UNIT)
/ S3L_F;
}
/**
Moves and rotates camera by given offset in game units.
*/
void LCR_rendererMoveCamera(LCR_GameUnit forwRightUpOffset[3],
LCR_GameUnit yawPitchOffset[2])
{
LCR_LOG2("moving camera");
S3L_Vec4 f, r, u;
S3L_rotationToDirections(LCR_renderer.scene.camera.transform.rotation,
LCR_RENDERER_UNIT,&f,&r,&u);
LCR_renderer.scene.camera.transform.translation.x +=
(f.x * forwRightUpOffset[0] + r.x * forwRightUpOffset[1] +
u.x * forwRightUpOffset[2]) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.y +=
(f.y * forwRightUpOffset[0] + r.y * forwRightUpOffset[1] +
u.y * forwRightUpOffset[2]) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.z +=
(f.z * forwRightUpOffset[0] + r.z * forwRightUpOffset[1] +
u.z * forwRightUpOffset[2]) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.rotation.y +=
(yawPitchOffset[0] * S3L_F) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.rotation.x +=
(yawPitchOffset[1] * S3L_F) / LCR_GAME_UNIT;
#define CHK(o,c,l) \
if (LCR_renderer.scene.camera.transform.translation.c o l) \
LCR_renderer.scene.camera.transform.translation.c = l;
CHK(<,x,-1 * LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 2)
CHK(>,x,LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 2)
CHK(<,y,-1 * LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 4)
CHK(>,y,LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 4)
CHK(<,z,-1 * LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 2)
CHK(>,z,LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT / 2)
#undef CHK
}
/**
Fast and safe rect drawing function (handles out of screen coords).
*/
void LCR_rendererDrawRect(int x, int y, unsigned int w, unsigned int h,
uint16_t color, int dither)
{
if (x >= LCR_EFFECTIVE_RESOLUTION_X || y >= LCR_EFFECTIVE_RESOLUTION_Y)
return;
if (x < 0)
{
if (-1 * x >= ((int) w))
return;
w += x;
x = 0;
}
if (x + w > LCR_EFFECTIVE_RESOLUTION_X)
w = LCR_EFFECTIVE_RESOLUTION_X - x;
if (y < 0)
{
if (-1 * y > ((int) h))
return;
h += y;
y = 0;
}
if (y + h > LCR_EFFECTIVE_RESOLUTION_Y)
h = LCR_EFFECTIVE_RESOLUTION_Y - y;
unsigned long index = y * LCR_EFFECTIVE_RESOLUTION_X + x;
if (dither)
{
uint8_t parity = (x % 2) == (y % 2);
for (unsigned int i = 0; i < h; ++i)
{
for (unsigned int j = ((i % 2) == parity); j < w; j += 2)
LCR_drawPixel(index + j,color);
index += LCR_EFFECTIVE_RESOLUTION_X;
}
}
else
for (unsigned int i = 0; i < h; ++i)
{
for (unsigned int j = 0; j < w; ++j)
{
LCR_drawPixel(index,color);
index++;
}
index += LCR_EFFECTIVE_RESOLUTION_X - w;
}
}
/**
Draws a very simple LOD block (just a few 2D rectangles) meant to represent
far away geometry. The size parameter says base size in pixels (will be
affected by perspective), variability is used to create slightly different
shapes of blocks.
*/
void _LCR_rendererDrawLODBlock(int blockX, int blockY, int blockZ,
unsigned int size, uint16_t color, uint8_t variability)
{
LCR_LOG2("drawing LOD block");
S3L_Vec4 p, r;
p.x = (blockX - LCR_MAP_SIZE_BLOCKS / 2) * LCR_RENDERER_UNIT
+ LCR_RENDERER_UNIT / 2;
p.y = (blockY - LCR_MAP_SIZE_BLOCKS / 2) * (LCR_RENDERER_UNIT / 2)
+ LCR_RENDERER_UNIT / 4;
p.z = (blockZ - LCR_MAP_SIZE_BLOCKS / 2) * LCR_RENDERER_UNIT
+ LCR_RENDERER_UNIT / 2;
p.w = size;
S3L_project3DPointToScreen(p,LCR_renderer.scene.camera,&r);
if (r.w > 0 && r.z > LCR_SETTING_LOD_DISTANCE * LCR_RENDERER_UNIT &&
r.w < LCR_EFFECTIVE_RESOLUTION_X)
{
switch (variability % 4)
{
case 0: r.w += r.w / 4; r.x += LCR_BLOCK_SIZE / 8; break;
case 1: r.w += r.w / 8; r.y -= LCR_BLOCK_SIZE / 16; break;
case 2: r.w += r.w / 4; break;
default: r.z += LCR_BLOCK_SIZE / 8; break;
}
if (variability % 8 < 5)
LCR_rendererDrawRect(r.x - r.w / 2,r.y - r.w / 2,r.w,r.w,color,1);
else
{
r.w /= 2;
LCR_rendererDrawRect(r.x - r.w / 2,r.y - r.w / 2,r.w,r.w,color,1);
r.w += r.w / 2;
LCR_rendererDrawRect(r.x - r.w / 8,r.y - r.w / 4,r.w,r.w,color,1);
}
}
}
/**
Draws background sky, offsets are in multiples of screen dimensions
(e.g. S3L_F / 2 for offsetH means half the screen width).
*/
void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
{
LCR_LOG2("drawing sky");
#if LCR_SETTING_POTATO_GRAPHICS
LCR_rendererDrawRect(0,0,LCR_EFFECTIVE_RESOLUTION_X,
LCR_EFFECTIVE_RESOLUTION_Y,0x7bfd,0);
#else
int anchorPoint[2], y;
unsigned long pixelIndex;
unsigned int topColor, bottomColor;
sky = 8 + 4 * sky;
LCR_loadImage(sky);
topColor = LCR_sampleImage(0,0);
LCR_loadImage(sky + 3);
bottomColor = LCR_sampleImage(LCR_IMAGE_SIZE - 1,LCR_IMAGE_SIZE - 1);
anchorPoint[0] = ((LCR_EFFECTIVE_RESOLUTION_X * offsetH)
/ S3L_F) %
(2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE);
if (anchorPoint[0] < 0)
anchorPoint[0] += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
anchorPoint[1] =
(LCR_EFFECTIVE_RESOLUTION_Y) / 2 - // 3: we place the center a bit more up
(LCR_SETTING_HORIZON_SHIFT * LCR_EFFECTIVE_RESOLUTION_Y) / 100 -
(LCR_EFFECTIVE_RESOLUTION_Y * offsetV) / S3L_F
- LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
pixelIndex = 0;
y = anchorPoint[1] < 0 ? anchorPoint[1] : 0;
while (y < anchorPoint[1] && y < LCR_EFFECTIVE_RESOLUTION_Y) // top strip
{
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(pixelIndex,topColor);
pixelIndex++;
}
y++;
}
anchorPoint[1] += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
int linesLeft = 0;
int skyPart = 0;
while (y < anchorPoint[1] && y < LCR_EFFECTIVE_RESOLUTION_Y) // image strip
{
if (!linesLeft)
{
LCR_loadImage(sky + skyPart);
linesLeft = LCR_IMAGE_SIZE / 2;
skyPart++;
}
if (y >= 0)
{
for (int ix = 0; ix < 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
ix += LCR_SETTING_SKY_SIZE)
{
unsigned int color = LCR_getNextImagePixel();
unsigned long startIndex = pixelIndex;
for (int k = 0; k < LCR_SETTING_SKY_SIZE; ++k)
{
if (y + k >= LCR_EFFECTIVE_RESOLUTION_Y)
break;
for (int j = 0; j < LCR_SETTING_SKY_SIZE; ++j)
{
int x = anchorPoint[0] + ix + j;
if (x >= 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE)
x -= 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
while (x < LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(startIndex + x,color);
x += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
}
}
startIndex += LCR_EFFECTIVE_RESOLUTION_X;
}
}
pixelIndex += LCR_EFFECTIVE_RESOLUTION_X * LCR_SETTING_SKY_SIZE;
y += LCR_SETTING_SKY_SIZE;
}
else
{
for (int ix = 0; ix < 2 * LCR_IMAGE_SIZE; ++ix)
LCR_getNextImagePixel();
for (int i = 0; i < LCR_SETTING_SKY_SIZE; ++i)
{
if (y >= 0)
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(pixelIndex,topColor);
pixelIndex++;
}
y++;
}
}
linesLeft--;
}
while (y < 0) // can still be the case
y = 0;
while (y < LCR_EFFECTIVE_RESOLUTION_Y) // bottom strip
{
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(pixelIndex,bottomColor);
pixelIndex++;
}
y++;
}
#endif
}
/**
Loads a map chunk at chunk coords into given scene model. The chunk param says
into which model to load the chunk (0 to 7), the x, y and z params are the
coordinates (may even be outside the map).
*/
void _LCR_rendererLoadMapChunk(uint8_t chunk, int8_t x, int8_t y, int8_t z)
{
LCR_renderer.models[chunk] = LCR_renderer.mapModel;
if (x < 0 || x >= LCR_RENDERER_CHUNK_RESOLUTION ||
y < 0 || y >= LCR_RENDERER_CHUNK_RESOLUTION ||
z < 0 || z >= LCR_RENDERER_CHUNK_RESOLUTION)
{
LCR_renderer.models[chunk].triangleCount = 0;
LCR_renderer.loadedChunks[chunk] = 0;
}
else
{
int blockNum = x | (y << 2) | (z << 4);
LCR_renderer.loadedChunks[chunk] = blockNum;
int triCount =
(blockNum == LCR_RENDERER_CHUNKS_TOTAL - 1 ?
(LCR_renderer.mapModel.triangleCount - 1) :
LCR_renderer.chunkStarts[blockNum + 1])
- LCR_renderer.chunkStarts[blockNum];
if (triCount < 0)
triCount = 0;
LCR_renderer.models[chunk].triangles =
LCR_renderer.mapTris + LCR_renderer.chunkStarts[blockNum] * 3;
LCR_renderer.models[chunk].triangleCount = triCount;
}
}
/**
Serves for smoothing out angle change, e.g. that of camera rotation.
*/
S3L_Unit _LCR_rendererSmoothRot(S3L_Unit angleOld, S3L_Unit angleNew,
unsigned int amount)
{
/* We have to do the following angle correction -- even if keep angles in
correct range at the start of frame, subsequent steps may alter the rotations
and here we could end up with bad ranges again. */
S3L_Unit angleDiff = S3L_wrap(angleNew,S3L_F) - S3L_wrap(angleOld,S3L_F);
if (angleDiff == 0)
return angleNew;
S3L_Unit angleDiffAbs = S3L_abs(angleDiff);
if (angleDiffAbs > S3L_F / 2) // consider e.g. 350 degrees minus 1 degree
{
angleDiffAbs = S3L_F - angleDiffAbs;
angleDiff = (angleDiff > 0) ? -1 * angleDiffAbs : angleDiffAbs;
}
if (angleDiffAbs > (3 * S3L_F) / 8) // angle too big, rotate immediately
return angleNew;
return angleOld + (angleDiff / S3L_nonZero(amount));
}
/**
Loads the map models with 8 chunks that are nearest to a certain point towards
which the camera is looking.
*/
void _LCR_rendererLoadMapChunks(void)
{
LCR_LOG2("loading map chunks");
int8_t camChunk[3], chunkOffsets[3];
S3L_Vec4 cp = LCR_renderer.scene.camera.transform.translation;
S3L_Vec4 cf;
S3L_rotationToDirections(LCR_renderer.scene.camera.transform.rotation,
LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2,&cf,0,0);
cp.x += (LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / 2;
cp.y += (LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / 4;
cp.z += (LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / 2;
cf.x += cp.x % LCR_RENDERER_CHUNK_SIZE_HORIZONTAL;
cf.y += cp.y % (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2);
cf.z += cp.z % LCR_RENDERER_CHUNK_SIZE_HORIZONTAL;
camChunk[0] = cp.x / LCR_RENDERER_CHUNK_SIZE_HORIZONTAL;
camChunk[1] = cp.y / (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2);
camChunk[2] = cp.z / LCR_RENDERER_CHUNK_SIZE_HORIZONTAL;
chunkOffsets[0] =
(cf.x >= (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2)) ? 1 : -1;
chunkOffsets[1] =
(cf.y >= (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 4)) ? 1 : -1;
chunkOffsets[2] =
(cf.z >= (LCR_RENDERER_CHUNK_SIZE_HORIZONTAL / 2)) ? 1 : -1;
for (uint8_t i = 0; i < 8; ++i)
_LCR_rendererLoadMapChunk(i,
camChunk[0] + ((i & 0x01) ? chunkOffsets[0] : 0),
camChunk[1] + ((i & 0x02) ? chunkOffsets[1] : 0),
camChunk[2] + ((i & 0x04) ? chunkOffsets[2] : 0));
}
/**
Draws the LOD overlay.
*/
void LCR_rendererDrawLOD(void)
{
LCR_LOG2("drawing LOD");
#if LCR_SETTING_LOD_DISTANCE < 64
int variability = 0;
for (unsigned int i = 0; i < LCR_RENDERER_LOD_BLOCKS; ++i)
if (LCR_renderer.gridOfLODs[i])
{
uint8_t byte = LCR_renderer.gridOfLODs[i];
unsigned int bx, by, bz;
bz = (i / 8) * 8 + 4;
by = (i % 8) * 8 + 4;
for (unsigned int j = 0; j < 8; ++j)
{
if (byte & 0x01)
{
variability = variability < 14 ? variability + 1 : 0;
bx = j * 8 + 4;
_LCR_rendererDrawLODBlock(bx,by,bz,(4 * LCR_EFFECTIVE_RESOLUTION_Y)
/ 3,LCR_SETTING_LOD_COLOR,variability);
}
byte >>= 1;
}
}
#endif
}
#if LCR_ANIMATE_CAR
void _LCR_rendererAnimateCar(void)
{
LCR_LOG2("animating car");
for (int i = LCR_renderer.frame % LCR_SETTING_CAR_ANIMATION_SUBDIVIDE;
i < LCR_CAR_VERTEX_COUNT; i += LCR_SETTING_CAR_ANIMATION_SUBDIVIDE)
{
if (LCR_carVertexTypes[i] > 0)
{
S3L_Unit s = S3L_sin(-1 * LCR_renderer.wheelRotation),
c = S3L_cos(-1 * LCR_renderer.wheelRotation);
S3L_Unit v[2], tmp;
unsigned int index = 3 * i;
uint8_t offset = (LCR_carVertexTypes[i] == 1) * 2;
v[0] = LCR_carVertices[index + 2] -
LCR_renderer.wheelRotationCenters[offset];
v[1] = LCR_carVertices[index + 1] -
LCR_renderer.wheelRotationCenters[offset + 1];
tmp = v[0];
v[0] = (v[0] * c - v[1] * s) / S3L_F;
v[1] = (tmp * s + v[1] * c) / S3L_F;
LCR_renderer.animatedCarVerts[index + 2] =
v[0] + LCR_renderer.wheelRotationCenters[offset];
LCR_renderer.animatedCarVerts[index + 1] =
v[1] + LCR_renderer.wheelRotationCenters[offset + 1];
if (LCR_carVertexTypes[i] == 1)
{
/* Turn front wheels; this is not real turning but just a fake by
skewing in Z and X directions. */
LCR_renderer.animatedCarVerts[index] = LCR_carVertices[index];
LCR_renderer.animatedCarVerts[index + 2] -=
(LCR_renderer.animatedCarVerts[index] * LCR_renderer.wheelSteer)
/ (16 * S3L_F); //(8 * S3L_F);
LCR_renderer.animatedCarVerts[index] +=
((LCR_renderer.animatedCarVerts[index + 2] -
LCR_renderer.wheelRotationCenters[2]) * LCR_renderer.wheelSteer)
/ (4 * S3L_F); //(2 * S3L_F);
}
}
}
}
#endif
/**
Call every rendering frame to make the camera follow the car model. The
distance parameter can be either 0 (inside of car, car should be made
invisible for this), 1 (normal distance) or 2 (double distance).
*/
void LCR_rendererCameraFollow(unsigned char distance)
{
LCR_LOG2("following camera");
if (distance == 0)
{
LCR_renderer.scene.camera.transform.translation =
LCR_renderer.carModel->transform.translation;
LCR_renderer.scene.camera.transform.translation.y += LCR_RENDERER_UNIT / 3;
LCR_renderer.scene.camera.transform.rotation =
LCR_renderer.carModel->transform.rotation;
LCR_renderer.scene.camera.transform.rotation.x = -1 *
((LCR_renderer.scene.camera.transform.rotation.x + S3L_FRACTIONS_PER_UNIT / 4) %
(S3L_FRACTIONS_PER_UNIT / 2) - S3L_FRACTIONS_PER_UNIT / 4);
LCR_renderer.scene.camera.transform.rotation.y += S3L_FRACTIONS_PER_UNIT / 2;
LCR_renderer.scene.camera.transform.rotation.z *= -1;
return;
}
int shift = distance != 1;
S3L_Transform3D transPrev = LCR_renderer.scene.camera.transform;
LCR_renderer.scene.camera.transform.translation.y =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.y,
LCR_renderer.carModel->transform.translation.y +
((LCR_SETTING_CAMERA_HEIGHT << shift) - LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_RENDERER_UNIT / 8,
LCR_renderer.carModel->transform.translation.y +
((LCR_SETTING_CAMERA_HEIGHT << shift) + LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_RENDERER_UNIT / 8);
S3L_Vec4 toCam = LCR_renderer.scene.camera.transform.translation;
S3L_vec3Sub(&toCam,LCR_renderer.carModel->transform.translation);
S3L_Unit horizontalDist = S3L_sqrt(toCam.x * toCam.x + toCam.z * toCam.z);
if (horizontalDist == 0)
{
toCam.z = 1;
horizontalDist = 1;
}
S3L_Unit horizontalDistNew =
S3L_clamp(horizontalDist,
((LCR_SETTING_CAMERA_DISTANCE << shift) - LCR_SETTING_CAMERA_DISTANCE_BAND)
* (LCR_RENDERER_UNIT / 4),
((LCR_SETTING_CAMERA_DISTANCE << shift) + LCR_SETTING_CAMERA_DISTANCE_BAND)
* (LCR_RENDERER_UNIT / 4));
if (horizontalDistNew != horizontalDist)
{
toCam.x = (toCam.x * horizontalDistNew) / horizontalDist;
toCam.z = (toCam.z * horizontalDistNew) / horizontalDist;
LCR_renderer.scene.camera.transform.translation.x =
LCR_renderer.carModel->transform.translation.x +
(toCam.x * horizontalDistNew) / horizontalDist;
LCR_renderer.scene.camera.transform.translation.z =
LCR_renderer.carModel->transform.translation.z +
(toCam.z * horizontalDistNew) / horizontalDist;
}
S3L_lookAt(LCR_renderer.carModel->transform.translation,
&(LCR_renderer.scene.camera.transform));
// look a bit up to see further ahead:
LCR_renderer.scene.camera.transform.rotation.x += S3L_F / 32;
#if LCR_SETTING_SMOOTH_ANIMATIONS
// now average with previous transform to smooth the animation out:
S3L_vec3Add(&(LCR_renderer.scene.camera.transform.translation),
transPrev.translation);
LCR_renderer.scene.camera.transform.translation.x /= 2;
LCR_renderer.scene.camera.transform.translation.y /= 2;
LCR_renderer.scene.camera.transform.translation.z /= 2;
LCR_renderer.scene.camera.transform.rotation.x = _LCR_rendererSmoothRot(
transPrev.rotation.x,LCR_renderer.scene.camera.transform.rotation.x,8);
LCR_renderer.scene.camera.transform.rotation.y = _LCR_rendererSmoothRot(
transPrev.rotation.y,LCR_renderer.scene.camera.transform.rotation.y,6);
#endif
}
void LCR_rendererBlitImage(uint8_t index, unsigned int x, unsigned int y,
uint8_t scale, uint16_t transparentColor)
{
if (scale == 0 || x + LCR_IMAGE_SIZE * scale >= LCR_EFFECTIVE_RESOLUTION_X ||
y + LCR_IMAGE_SIZE * scale >= LCR_EFFECTIVE_RESOLUTION_Y)
return;
for (int m = 0; m < scale; ++m)
for (int n = 0; n < scale; ++n)
{
LCR_loadImage(index);
for (int k = 0; k < LCR_IMAGE_SIZE; ++k)
{
int i = (y + m + k * scale) * LCR_EFFECTIVE_RESOLUTION_X + x + n;
for (int l = 0; l < LCR_IMAGE_SIZE; ++l)
{
uint16_t color = LCR_getNextImagePixel();
if (color != transparentColor)
LCR_drawPixel(i,color);
i += scale;
}
}
}
}
void LCR_rendererDrawMenu(const char *tabName,const char **items,
unsigned char itemCount,char selectedItem)
{
int stripHeight = LCR_EFFECTIVE_RESOLUTION_Y / 4;
int stripHeight2 = LCR_EFFECTIVE_RESOLUTION_Y / 10;
int i = 0;
uint16_t effect = LCR_renderer.frame >> 1;
LCR_LOG2("drawing menu");
while (i < stripHeight * LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(i,0xd69b
#if LCR_SETTING_POTATO_GRAPHICS
);
#else
^ (effect & 0x18e3));
effect += 7;
#endif
++i;
}
#if LCR_SETTING_POTATO_GRAPHICS
while (i < stripHeight * LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(i,0x73ae);
++i;
}
#else
for (int y = 0; y < stripHeight2; ++y) // strip with arrows
{
int limit = y > stripHeight2 / 2 ?
(stripHeight2 / 2 - y) : (y - stripHeight2 / 2);
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
{
LCR_drawPixel(i,(x > LCR_EFFECTIVE_RESOLUTION_X / 4 - limit &&
(x < LCR_EFFECTIVE_RESOLUTION_X - LCR_EFFECTIVE_RESOLUTION_X / 4 + limit)
? 0x73ae : 0x31a6) + ((x + y) % 8));
i++;
}
}
#endif
while (i < LCR_EFFECTIVE_RESOLUTION_Y * LCR_EFFECTIVE_RESOLUTION_X)
{
LCR_drawPixel(i,0xce9c
#if LCR_SETTING_POTATO_GRAPHICS
);
#else
+ (i & 0x1002));
#endif
++i;
}
i = stripHeight +
(stripHeight2 - LCR_rendererComputeTextHeight(3)) / 2;
for (int j = 0; j < itemCount + 1; ++j)
{
const char *s = j ? items[j - 1] : tabName;
if (j == selectedItem + 1)
for (int y = i - 10; y < i + LCR_rendererComputeTextHeight(3) + 10; ++y)
for (int x = LCR_EFFECTIVE_RESOLUTION_X / 4;
x < LCR_EFFECTIVE_RESOLUTION_X - LCR_EFFECTIVE_RESOLUTION_X / 4; ++x)
LCR_drawPixelXYSafe(x,y,0x5c1b + 4 * ((x & 0x10) == (y & 0x10)));
LCR_rendererDrawText(s,(LCR_EFFECTIVE_RESOLUTION_X -
LCR_rendererComputeTextWidth(s,3)) / 2,i,
(j == 0 || j == selectedItem + 1) ? 0xf79c : 0x5aeb,3);
if (j == 0)
i = stripHeight + stripHeight2;
i += LCR_rendererComputeTextHeight(5);
}
#if !LCR_SETTING_POTATO_GRAPHICS
LCR_rendererBlitImage(21,(LCR_EFFECTIVE_RESOLUTION_X -
LCR_IMAGE_SIZE * (stripHeight / LCR_IMAGE_SIZE)) / 2,0,
stripHeight / LCR_IMAGE_SIZE,0xffff);
#endif
LCR_rendererDrawText(LCR_texts[LCR_TEXTS_VERSION],5,5,0xffff,2);
LCR_renderer.frame++;
}
/**
Resets camera rotation and places it behind the car.
*/
void LCR_rendererCameraReset(void)
{
LCR_renderer.scene.camera.transform.translation =
LCR_renderer.carModel->transform.translation;
LCR_renderer.scene.camera.transform.translation.x -=
S3L_sin(LCR_renderer.carModel->transform.rotation.y);
LCR_renderer.scene.camera.transform.translation.z +=
S3L_cos(LCR_renderer.carModel->transform.rotation.y);
LCR_renderer.scene.camera.transform.rotation.x = 0;
LCR_renderer.scene.camera.transform.rotation.z = 0;
LCR_rendererCameraFollow(1);
}
void LCR_rendererSetWheelState(LCR_GameUnit rotation, LCR_GameUnit steer)
{
#if LCR_ANIMATE_CAR
LCR_renderer.wheelRotation = rotation;
LCR_renderer.wheelSteer = steer;
#endif
}
void LCR_rendererDraw3D(void)
{
LCR_LOG2("rendering frame (start)");
// first make sure rotations are in correct range:
LCR_renderer.scene.camera.transform.rotation.y = S3L_wrap(
LCR_renderer.scene.camera.transform.rotation.y, S3L_F);
LCR_renderer.scene.camera.transform.rotation.x = S3L_clamp(
LCR_renderer.scene.camera.transform.rotation.x,-1 * S3L_F / 4,S3L_F / 4);
LCR_renderer.previousTriID = -1;
S3L_newFrame();
#if LCR_ANIMATE_CAR
_LCR_rendererAnimateCar();
#endif
if (LCR_renderer.frame % LCR_SETTING_MAP_CHUNK_RELOAD_INTERVAL == 0)
_LCR_rendererLoadMapChunks();
LCR_rendererDrawSky(LCR_currentMap.environment,
LCR_renderer.scene.camera.transform.rotation.y,
-4 * LCR_renderer.scene.camera.transform.rotation.x);
LCR_rendererDrawLOD();
LCR_LOG2("3D rendering (start)");
#if LCR_SETTING_POTATO_GRAPHICS
/* in potato mode we render twice so that car is always in front of the
level model (lack of precise depth causes artifacts otherwise) */
LCR_renderer.carModel->config.visible = 0;
LCR_renderer.ghostModel->config.visible = 0;
S3L_drawScene(LCR_renderer.scene);
for (int i = 0; i < LCR_renderer.scene.modelCount; ++i)
LCR_renderer.scene.models[i].config.visible = 0;
LCR_renderer.carModel->config.visible = 1;
LCR_renderer.ghostModel->config.visible = 1;
S3L_newFrame();
S3L_drawScene(LCR_renderer.scene);
for (int i = 0; i < LCR_renderer.scene.modelCount; ++i)
LCR_renderer.scene.models[i].config.visible = 1;
#else
S3L_drawScene(LCR_renderer.scene);
#endif
LCR_renderer.frame++;
LCR_LOG2("3D rendering (end)");
LCR_LOG2("rendering frame (end)");
}
#endif // guard