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Map.cpp
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Map.cpp
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//Copyright 2011 <>< Charles Lohr - File may be licensed under the MIT/x11 license or the new BSD license. You choose.
#include "Map.h"
#include "RTHelper.h"
#include <sys/time.h>
Map::Map(RTHelper * p, bool fake) : /* bQuitBlockUpdater( false ),*/ m_bReloadFullTexture(false), doSubtrace(true), parent(p) {
printf("Making map...\n");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(3, i3DTex);
for (unsigned i = 0; i < 3; i ) {
GLTextureData[i] = (RGBA*) malloc(GLH_SIZEX * GLH_SIZEY * GLH_SIZEZ * 4);
glBindTexture(GL_TEXTURE_3D, i3DTex[i]);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, GLH_SIZEX, GLH_SIZEY, GLH_SIZEZ, 0, GL_RGBA, GL_UNSIGNED_BYTE, GLTextureData[i]);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
glBindTexture(GL_TEXTURE_3D, 0);
}
printf("Bound textures. Loading Fake/Default. Fake: %d\n", fake);
if (fake)
FakeIt();
else
DefaultIt();
printf("Basis created. Recalculating structure.\n");
RecalculateAccelerationStructure(0, 0, 0, GLH_SIZEX, GLH_SIZEY, GLH_SIZEZ);
m_bReloadFullTexture = true;
printf("Acceleration Structure Calculated.\n");
}
Map::~Map() {
glDeleteTextures(3, i3DTex);
}
void Map::SetCellInternal(Vec3i p, byte thiscell, byte color) {
int lookupcolor = color;
if (lookupcolor > 15) lookupcolor = 15;
TexCell(0, p) = {
thiscell,
color,
(byte)(parent->LTTex[thiscell * 128 lookupcolor * 8 7].a * 128.),
thiscell
};
TexCell(1, p) = {0, 0, 0, 0}; // (Largescale trace hit?, Jumpmap xy,
RGBA & rr = TexCell(1, p);
RGBA & rr2 = TexCell(0, p);
byte in = rr2.a;
byte meta = rr.b;
if (meta > 15) meta = 15;
TexCell(0, p).b = parent->LTTex[in * 128 meta * 8 7].a * 128.;
}
void Map::DefaultIt() {
//All defaults.
for (int x = 0; x < GLH_SIZEX; x )
for (int y = 0; y < GLH_SIZEY; y )
for (int z = 0; z < GLH_SIZEZ; z )
SetCellInternal({x, y, z}, 0, 254);
for (int x = 0; x < GLH_SIZEX; x )
for (int y = 0; y < GLH_SIZEY; y )
for (int z = 0; z < GLH_SIZEZ; z )
TexCell(2, {x, y, z}) = {127, 127, 127, 127};
printf("In Default.\n");
//Walls
for (int x = 0; x < GLH_SIZEX; x ) {
for (int y = 0; y < GLH_SIZEY; y ) {
SetCellInternal({x, y, 1}, 0xFd, 254);
SetCellInternal({x, y, GLH_SIZEZ - 2}, 0xFd, 254);
}
}
for (int z = 0; z < GLH_SIZEZ; z )
for (int x = 0; x < GLH_SIZEX; x ) {
SetCellInternal({x, 1, z}, 0xfd, 254);
SetCellInternal({x, GLH_SIZEY - 2, z}, 0xFd, 254);
}
for (int z = 0; z < GLH_SIZEZ; z )
for (int y = 0; y < GLH_SIZEY; y ) {
SetCellInternal({1, y, z}, 0xfd, 0xFF);
SetCellInternal({GLH_SIZEX - 2, y, z}, 0xFd, 254);
}
}
void Map::FakeIt() {
printf("%p / Fakeit\n", this);
DefaultIt();
//For edge portals
for (int z = 0; z < 7; z ) {
if (z < 6) {
SetCellInternal({GLH_SIZEX / 2, 0, z}, 0x00, 254);
SetCellInternal({GLH_SIZEX / 2, GLH_SIZEY - 1, z}, 0x00, 254);
}
SetCellInternal({GLH_SIZEX / 2 1, 0, z}, 10, 254);
SetCellInternal({GLH_SIZEX / 2 1, GLH_SIZEY - 1, z}, 10, 254);
SetCellInternal({GLH_SIZEX / 2 - 1, 0, z}, 10, 254);
SetCellInternal({GLH_SIZEX / 2 - 1, GLH_SIZEY - 1, z}, 10, 254);
}
//Warp Test
int addpos = parent->AllocAddInfo(5); //For a matrix.
// double theta = 1.6;
// parent->AdditionalInformationMapData[addpos 0] = RGBAf( cos(theta), -sin(theta), 0, 0 );
// parent->AdditionalInformationMapData[addpos 1] = RGBAf( sin(theta), cos(theta), 0, 0 );
//Rotation? Super Jankey
// parent->AdditionalInformationMapData[addpos 0] = RGBAf( 0, -1, 0, 0 );
// parent->AdditionalInformationMapData[addpos 1] = RGBAf( 1, 0, 0, 0 );
parent->AdditionalInformationMapData[addpos 0] = RGBAf(1, 0, 0, 0);
parent->AdditionalInformationMapData[addpos 1] = RGBAf(0, 1, 0, 0);
parent->AdditionalInformationMapData[addpos 2] = RGBAf(0, 0, 1, 0);
parent->AdditionalInformationMapData[addpos 3] = RGBAf(21, 30, 0, 0);
printf("ADDPOS: %d\n", addpos);
for (int z = 0; z < 4; z ) {
for (int x = 0; x < 6; x )
for (int y = 0; y < 6; y ) {
TexCell(1, {x 10, y 10, z}) = {0, 0, (byte) (addpos % ADDSIZEX), (byte) (addpos / ADDSIZEX)};
}
}
parent->MarkAddInfoForReload();
//Ground
for (int x = 0; x < GLH_SIZEX; x ) {
for (int y = 0; y < GLH_SIZEY; y ) {
SetCellInternal({x, y, 1}, 2, 254);
}
}
//left side of unusual wall
for (int y = 22; y < 43; y ) {
int x = 36;
SetCellInternal({x, y 10, 2}, rand() % 15, 254);
SetCellInternal({x, y 10, 3}, rand() % 15, 254);
SetCellInternal({x, y 10, 4}, rand() % 15, 254);
}
for (int y = 10; y < 40; y = 10) {
for (int x = 20; x < 35; x ) {
if (y == 10 || y == 20) {
//The physical bridges
SetCellInternal({x, y 0, 2}, 15, 254);
SetCellInternal({x, y 0, 3}, 15, 254);
SetCellInternal({x, y 0, 4}, 15, 254);
SetCellInternal({x, y 0, 5}, 16, 254);
SetCellInternal({x, y 1, 5}, 15, 254);
SetCellInternal({x, y 2, 5}, 15, 254);
SetCellInternal({x, y 3, 5}, 15, 254);
SetCellInternal({x, y 3, 4}, 15, 254);
SetCellInternal({x, y 3, 3}, 15, 254);
SetCellInternal({x, y 3, 2}, 15, 254);
} else {
SetCellInternal({x, y 10, 2}, rand() % 15, 254);
SetCellInternal({x, y 10, 3}, rand() % 15, 254);
SetCellInternal({x, y 10, 4}, rand() % 15, 254);
}
RGBA cond;
if (y == 10) {
cond = {127, 30, 30, 30};
} else if (y == 20) {
cond = {20, 127, 127, 127};
} else if (y == 30) {
cond = {255, 30, 30, 30};
}
if (x > 20) //Do not set the low-end of any of the squares. (Except Z)
{
TexCell(2, {x, y 1, 2}) = cond;
TexCell(2, {x, y 1, 3}) = cond;
TexCell(2, {x, y 1, 4}) = cond;
TexCell(2, {x, y 1, 5}) = cond;
TexCell(2, {x, y 2, 2}) = cond;
TexCell(2, {x, y 2, 3}) = cond;
TexCell(2, {x, y 2, 4}) = cond;
TexCell(2, {x, y 2, 5}) = cond;
TexCell(2, {x, y 3, 2}) = cond;
TexCell(2, {x, y 3, 3}) = cond;
TexCell(2, {x, y 3, 4}) = cond;
TexCell(2, {x, y 3, 5}) = cond;
}
}
}
//Make a oversized room at 40, 40
for (int y = 40; y < 45; y )
for (int x = 20; x < 25; x )
for (int z = 2; z < 4; z ) {
if (y != 40 && x != 20 && z < 4)
TexCell(2, {x, y, z}) = {9, 9, 9, 100};
if (y == 42 && (x == 20 || x == 24)) {
} else if (y == 40 || y == 44 || x == 20 || x == 24 || z == 3)
SetCellInternal({x, y, z}, 4, 254);
}
for (int y = 42; y < 44; y )
for (int z = 2; z < 4; z ) {
TexCell(2, {20, y, z}) = {9, 9, 9, 20};
TexCell(2, {25, y, z}) = {9, 9, 9, 20};
}
//for( int i = 0; i < 10; i )
// SetCellInternal( rand()%5 20, rand()%5 40, 1, 10, 254 );
parent->MapOffset = {0,0,20};
m_bTriggerFullRecalculate = true;
}
byte skipTypes[23] = {06, 20, 37, 38, 39, 40, 51, 55, 59, 63, 64, 65, 66, 68, 69, 71, 75, 76, 77, 83, 85, 86, 91};
void Map::RecalculateAccelerationStructure(int ix, int iy, int iz, int sx, int sy, int sz) {
// printf( "Recalculate %d %d %d %d %d %d\n", ix, iy, iz, sx, sy, sz );
//increasing X
// int minval;
//OLD: 44.804s
//NEW: 3.306s
//Then: 1.4s
// printf( "BENCHMARK IN\n" );
// timeval tv1;
// gettimeofday( &tv1, 0 );
byte * inskips = new byte[GLH_SIZEX * GLH_SIZEY * GLH_SIZEZ];
// byte ouskips[GLH_SIZEX*GLH_SIZEY*GLH_SIZEZ];
if (parent->LTTex != NULL) {
for (int z = iz; z < sz; z )
for (int y = iy; y < sy; y )
for (int x = ix; x < sx; x ) {
//RGBA & rr = TexCell( 1, x, y, z );
RGBA & rr2 = TexCell(0, {x, y, z});
byte in = rr2.a;
inskips[x y * GLH_SIZEX z * GLH_SIZEX * GLH_SIZEY] = in != 0;
//XXX do skip processing here
for (unsigned int i = 0; i < 23; i)
if (in == skipTypes[i])
inskips[x y * GLH_SIZEX z * GLH_SIZEX * GLH_SIZEY] = 0;
// if( meta > 15 ) meta = 15;
// TexCell( 0, x, y, z ).b = parent->LTTex[in * 128 meta * 8 7].a*128.;
}
} else {
printf("FATAL ERROR: LTTex was not populated.\n");
}
if (iz < 1) iz = 1;
if (iy < 1) iy = 1;
if (ix < 1) ix = 1;
//Needs to be unsigned here, because we may % negative numbers.
if (doSubtrace) {
for (int z = iz; z < sz; z )
for (int y = iy; y < sy; y )
for (int x = ix; x < sx; x ) {
byte in = inskips[x y * GLH_SIZEX z * GLH_SIZEX * GLH_SIZEY]; //<0,0,0>
byte in1 = inskips[((x - 1) % GLH_SIZEX) y * GLH_SIZEX z * GLH_SIZEX * GLH_SIZEY]; //<-1,0,0>
byte in2 = inskips[x ((y - 1) % GLH_SIZEY) * GLH_SIZEX z * GLH_SIZEX * GLH_SIZEY]; //<0,-1,0>
byte in3 = inskips[x y * GLH_SIZEX ((z - 1) % GLH_SIZEZ) * GLH_SIZEX * GLH_SIZEY]; //<0,0,-1>
byte in4 = inskips[((x - 1) % GLH_SIZEX) ((y - 1) % GLH_SIZEY) * GLH_SIZEX z * GLH_SIZEX * GLH_SIZEY]; //<-1,-1,0>
byte in5 = inskips[((x - 1) % GLH_SIZEX) y * GLH_SIZEX ((z - 1) % GLH_SIZEZ) * GLH_SIZEX * GLH_SIZEY]; //<-1,0,-1>
byte in6 = inskips[x ((y - 1) % GLH_SIZEY) * GLH_SIZEX ((z - 1) % GLH_SIZEZ) * GLH_SIZEX * GLH_SIZEY]; //<0,-1,-1>
byte in7 = inskips[((x - 1) % GLH_SIZEX) ((y - 1) % GLH_SIZEY) * GLH_SIZEX ((z - 1) % GLH_SIZEZ) * GLH_SIZEX * GLH_SIZEY]; //<-1,-1,-1>
byte cc = (in || in1 || in2 || in3 || in4 || in5 || in6 || in7) ? 0xFF : 0;
TexCell(1, {x, y, z}).r = cc;
//ouskips[x y*GLH_SIZEX z*GLH_SIZEX*GLH_SIZEY] = (cc)?1:MAX_SEEKER;
}
} else {
fprintf(stderr, "We are not doing thigns without subtracing anymore.\n");
}
free( inskips );
}
void Map::UpdateCellSpecific(Vec3i p, Vec3i s) {
RecalculateAccelerationStructure(p.x - 1, p.y - 1, p.z - 1, p.x 1 s.x, p.y 1 s.y, p.z 1 s.z);
}
void Map::Draw() {
list<CellUpdate> liu;
while (!ListUpdates.empty()) {
CellUpdate f = ListUpdates.front();
ListUpdates.pop_front();
if (f.s.x * f.s.y * f.s.z == 0) continue;
UpdateCellSpecific(f.p, f.s);
liu.push_back(f);
}
glActiveTexture(GL_TEXTURE0);
for (unsigned i = 0; i < 3; i ) {
glBindTexture(GL_TEXTURE_3D, i3DTex[i]);
for (CellUpdate& cu : liu) {
int sx = cu.s.x 2;
int sy = cu.s.y 2;
int sz = cu.s.z 2;
//any update can effect us and the cell to our upper left.
RGBA buffer[sx * sy * sz];
int lx, ly, lz;
int stridea = sx*sy;
int strideb = sx;
for (lz = 0; lz < sz; lz )
for (ly = 0; ly < sy; ly )
for (lx = 0; lx < sx; lx )
buffer[lz * stridea ly * strideb lx] = TexCell(i, {cu.p.x lx-1, cu.p.y ly-1, cu.p.z lz-1});
glTexSubImage3D(GL_TEXTURE_3D, 0, cu.p.x - 1, cu.p.y - 1, cu.p.z - 1, sx, sy, sz, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
glFinish();
}
glBindTexture(GL_TEXTURE_3D, 0);
if (m_bReloadFullTexture) {
printf("Reloading texture...\n");
glActiveTexture(GL_TEXTURE0);
for (unsigned i = 0; i < 3; i ) {
glBindTexture(GL_TEXTURE_3D, i3DTex[i]);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, GLH_SIZEX, GLH_SIZEY, GLH_SIZEZ, GL_RGBA, GL_UNSIGNED_BYTE, GLTextureData[i]);
glFinish();
}
glBindTexture(GL_TEXTURE_3D, 0);
m_bReloadFullTexture = false;
}
glEnable(GL_TEXTURE_3D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, i3DTex[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, i3DTex[1]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_3D, i3DTex[2]);
}