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SpriteRenderer.cpp
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143 lines (120 loc) · 4.65 KB
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#include "SpriteRenderer.h"
#include <math.h>
#include "SGF/Color565.h"
#include "SGF/Math.h"
namespace SpriteRenderer {
namespace {
uint16_t shadeColor(uint16_t color565, float distance) {
float brightness = 1.0f / (1.0f + distance * 0.18f);
brightness = Math::clamp(brightness, 0.18f, 1.0f);
uint8_t r5 = (color565 >> 11) & 0x1F;
uint8_t g6 = (color565 >> 5) & 0x3F;
uint8_t b5 = color565 & 0x1F;
uint8_t r = (r5 * 255.0f / 31.0f) * brightness;
uint8_t g = (g6 * 255.0f / 63.0f) * brightness;
uint8_t b = (b5 * 255.0f / 31.0f) * brightness;
return Color565::rgb(r, g, b);
}
} // namespace
void render(const RenderView& view, const WolfRender::ISprite* const* sprites, int spriteCount) {
if (view.frameBuffer == nullptr || view.wallDepth == nullptr || spriteCount <= 0) {
return;
}
int order[MAX_SPRITES]{};
float distances[MAX_SPRITES]{};
int renderCount = 0;
for (int i = 0; i < spriteCount && i < MAX_SPRITES; i++) {
const WolfRender::ISprite* sprite = sprites[i];
if (sprite == nullptr || !sprite->isRenderable()) {
continue;
}
float dx = sprite->worldX() - view.playerX;
float dy = sprite->worldY() - view.playerY;
float distanceSq = dx * dx + dy * dy;
float maxDistance = sprite->maxRenderDistance();
if (maxDistance > 0.0f && distanceSq > maxDistance * maxDistance) {
continue;
}
order[renderCount] = i;
distances[renderCount] = distanceSq;
renderCount++;
}
for (int i = 0; i < renderCount - 1; i++) {
for (int j = i + 1; j < renderCount; j++) {
if (distances[j] > distances[i]) {
float tmpDistance = distances[i];
distances[i] = distances[j];
distances[j] = tmpDistance;
int tmpOrder = order[i];
order[i] = order[j];
order[j] = tmpOrder;
}
}
}
float invDet = 1.0f / (view.planeX * view.dirY - view.dirX * view.planeY);
for (int i = 0; i < renderCount; i++) {
const WolfRender::ISprite& sprite = *sprites[order[i]];
int texSize = sprite.texSize();
if (texSize <= 0 || texSize * texSize > MAX_TEXELS) {
continue;
}
float spriteX = sprite.worldX() - view.playerX;
float spriteY = sprite.worldY() - view.playerY;
float transformX = invDet * (view.dirY * spriteX - view.dirX * spriteY);
float transformY = invDet * (-view.planeY * spriteX + view.planeX * spriteY);
if (transformY <= 0.15f) {
continue;
}
int spriteScreenX =
(view.width * 0.5f) * (1.0f + transformX / transformY);
int spriteHeight = abs(view.height / transformY);
int spriteWidth =
(spriteHeight * Math::clamp(sprite.widthScaleNum(), 1, 16)) /
Math::clamp(sprite.widthScaleDen(), 1, 16);
if (spriteWidth < 4) {
spriteWidth = 4;
}
int floorDiv = sprite.floorOffsetDiv();
int floorOffset = (floorDiv > 0) ? (spriteHeight / floorDiv) : 0;
int rawDrawEndY = (view.height / 2) + (spriteHeight / 2) + floorOffset + view.cameraYOffset;
int rawDrawStartY = rawDrawEndY - spriteHeight + 1;
int drawStartY = Math::clamp(rawDrawStartY, 0, view.height - 1);
int drawEndY = Math::clamp(rawDrawEndY, 0, view.height - 1);
int rawDrawStartX = spriteScreenX - spriteWidth / 2;
int rawDrawEndX = spriteScreenX + spriteWidth / 2;
int drawStartX = Math::clamp(rawDrawStartX, 0, view.width - 1);
int drawEndX = Math::clamp(rawDrawEndX, 0, view.width - 1);
int texXStep = (texSize << 16) / Math::clamp(spriteWidth, 1, 1 << 14);
int texYStep = (texSize << 16) / Math::clamp(spriteHeight, 1, 1 << 14);
int texXPos = (drawStartX - rawDrawStartX) * texXStep;
uint16_t texture[MAX_TEXELS];
uint16_t shadedTexture[MAX_TEXELS];
sprite.buildTexture(texture, view.nowMs);
for (int texY = 0; texY < texSize; texY++) {
for (int texX = 0; texX < texSize; texX++) {
uint16_t color565 = texture[texY * texSize + texX];
shadedTexture[texY * texSize + texX] =
(color565 == 0) ? 0 : shadeColor(color565, transformY);
}
}
for (int stripe = drawStartX; stripe <= drawEndX; stripe++) {
if (transformY >= view.wallDepth[stripe]) {
texXPos += texXStep;
continue;
}
int texX = Math::clamp(texXPos >> 16, 0, texSize - 1);
texXPos += texXStep;
int texYPos = (drawStartY - rawDrawStartY) * texYStep;
for (int y = drawStartY; y <= drawEndY; y++) {
int texY = Math::clamp(texYPos >> 16, 0, texSize - 1);
texYPos += texYStep;
uint16_t color565 = shadedTexture[texY * texSize + texX];
if (color565 == 0) {
continue;
}
view.frameBuffer[y * view.width + stripe] = color565;
}
}
}
}
} // namespace SpriteRenderer