Class: Doom::Render::Renderer
- Inherits:
-
Object
- Object
- Doom::Render::Renderer
- Defined in:
- lib/doom/render/renderer.rb
Direct Known Subclasses
Defined Under Namespace
Classes: ProjectileStub
Constant Summary collapse
- SKY_TEXTUREMID =
Render sky ceiling as columns (column-based like walls, not spans) Sky texture mid-point: texel row at screen center. Chocolate Doom: skytexturemid = SCREENHEIGHT/2 = 100 (for 200px screen). Scale factor: our 240px screen maps to DOOM's 200px sky coordinates.
100.0- SKY_YSCALE =
0.833 - maps our pixels to DOOM's 200px space
200.0 / SCREEN_HEIGHT
- SKY_XSCALE =
Chocolate Doom: ANGLETOSKYSHIFT=22 gives 4 sky repetitions per 360 degrees. Full circle (2pi) * 512/pi = 1024 columns, masked to 256 = 4 repetitions.
512.0 / Math::PI
Instance Attribute Summary collapse
-
#animations ⇒ Object
readonly
Returns the value of attribute animations.
-
#colormap ⇒ Object
readonly
Returns the value of attribute colormap.
-
#combat ⇒ Object
writeonly
Sets the attribute combat.
-
#cos_angle ⇒ Object
readonly
Returns the value of attribute cos_angle.
-
#flats ⇒ Object
readonly
Returns the value of attribute flats.
-
#framebuffer ⇒ Object
readonly
Returns the value of attribute framebuffer.
-
#hidden_things ⇒ Object
writeonly
Sets the attribute hidden_things.
-
#leveltime ⇒ Object
writeonly
Sets the attribute leveltime.
-
#map ⇒ Object
readonly
Returns the value of attribute map.
-
#monster_ai ⇒ Object
writeonly
Sets the attribute monster_ai.
-
#palette ⇒ Object
readonly
Returns the value of attribute palette.
-
#player_angle ⇒ Object
readonly
Returns the value of attribute player_angle.
-
#player_x ⇒ Object
readonly
Returns the value of attribute player_x.
-
#player_y ⇒ Object
readonly
Returns the value of attribute player_y.
-
#player_z ⇒ Object
readonly
Returns the value of attribute player_z.
-
#players ⇒ Object
Returns the value of attribute players.
-
#sin_angle ⇒ Object
readonly
Returns the value of attribute sin_angle.
-
#skip_background_fill ⇒ Object
Returns the value of attribute skip_background_fill.
-
#sprites ⇒ Object
readonly
Returns the value of attribute sprites.
-
#textures ⇒ Object
readonly
Returns the value of attribute textures.
-
#view_player ⇒ Object
Returns the value of attribute view_player.
-
#wad ⇒ Object
readonly
Returns the value of attribute wad.
Instance Method Summary collapse
-
#apply_view(x, y, z, angle_radians) ⇒ Object
Point the camera at a pose.
- #build_native_renderer ⇒ Object
-
#check_plane(plane, start_x, stop_x) ⇒ Object
R_CheckPlane equivalent - check if columns in range are already marked If overlap exists, create a new visplane; otherwise update minx/maxx.
-
#draw_all_visplanes ⇒ Object
Render all visplanes after BSP traversal (R_DrawPlanes in Chocolate Doom).
- #draw_floor_ceiling_background ⇒ Object
- #draw_sky_plane(plane) ⇒ Object
-
#draw_span(plane, y, x1, x2) ⇒ Object
Render one horizontal span with texture mapping (R_MapPlane in Chocolate Doom).
- #fill_uncovered_with_sector(default_sector) ⇒ Object
- #find_or_create_visplane(sector, height, texture, light_level, is_ceiling) ⇒ Object
-
#initialize(wad, map, textures, palette, colormap, flats, sprites = nil, animations = nil) ⇒ Renderer
constructor
A new instance of Renderer.
-
#native_wall_pass ⇒ Object
Wall/floor/ceiling/sky rasterisation through the spinel_native-compiled port of this renderer's hot path.
-
#precompute_column_data ⇒ Object
Precompute column-based data for floor/ceiling rendering (R_InitLightTables-like) Cached: only recomputes sin/cos when player angle changes.
- #render_frame ⇒ Object
-
#render_visplane_spans(plane) ⇒ Object
Render visplane using horizontal spans (R_MakeSpans in Chocolate Doom) This processes columns left-to-right, building spans and rendering them.
- #set_player(x, y, z, angle) ⇒ Object
-
#sprite_diagnostics ⇒ Object
Diagnostic: returns info about all sprites and why they are/aren't visible.
Constructor Details
#initialize(wad, map, textures, palette, colormap, flats, sprites = nil, animations = nil) ⇒ Renderer
Returns a new instance of Renderer.
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# File 'lib/doom/render/renderer.rb', line 59 def initialize(wad, map, textures, palette, colormap, flats, sprites = nil, animations = nil) @wad = wad @map = map @textures = textures @palette = palette @colormap = colormap @flats_array = flats @flats = flats.to_h { |f| [f.name, f] } # Opt-in: route the wall/floor/ceiling rasterisation through the # spinel_native-compiled port of this renderer's hot path. Everything # else (sprites, weapon, HUD, physics, sound) stays the real game. @native_kernel = !ENV["DOOM_NATIVE"].to_s.empty? && ENV["DOOM_NATIVE"] != "0" if @native_kernel warn "[doom] compiling spinel_native render kernel (first run may take a few seconds)..." @sn = build_native_renderer @native_kernel = !@sn.nil? warn "[doom] spinel_native renderer ready" if @sn end @sprites = sprites @animations = animations @hidden_things = nil @combat = nil @monster_ai = nil @players = [] # Every player in the world, for drawing the others @view_player = nil # The one we are looking through, never drawn @leveltime = 0 @skip_background_fill = false @framebuffer = Array.new(SCREEN_WIDTH * SCREEN_HEIGHT, 0) @player_x = 0.0 @player_y = 0.0 @player_z = 41.0 @player_angle = 0.0 @sin_angle = 0.0 @cos_angle = 1.0 # Projection constant - distance to projection plane @projection = HALF_WIDTH / Math.tan(FOV * Math::PI / 360.0) # Precomputed column data (cached based on player angle) @column_cos = Array.new(SCREEN_WIDTH) @column_sin = Array.new(SCREEN_WIDTH) @cached_player_angle = nil # Column distance scale is constant (doesn't depend on player angle) @column_distscale = Array.new(SCREEN_WIDTH) do |x| dx = x - HALF_WIDTH Math.sqrt((dx * dx) + (@projection * @projection)) / @projection end # Clipping arrays @ceiling_clip = Array.new(SCREEN_WIDTH, -1) @floor_clip = Array.new(SCREEN_WIDTH, SCREEN_HEIGHT) # Per-sprite clip buffers, reset (not reallocated) for each draw_sprite call @sprite_clipbot = Array.new(SCREEN_WIDTH, -2) @sprite_cliptop = Array.new(SCREEN_WIDTH, -2) # Sprite clip arrays (copy of wall clips for sprite clipping) @sprite_ceiling_clip = Array.new(SCREEN_WIDTH, -1) @sprite_floor_clip = Array.new(SCREEN_WIDTH, SCREEN_HEIGHT) # Wall depth array - tracks distance to nearest wall at each column @wall_depth = Array.new(SCREEN_WIDTH, Float::INFINITY) @sprite_wall_depth = Array.new(SCREEN_WIDTH, Float::INFINITY) # Preallocated y_slope arrays for floor/ceiling rendering (avoids per-frame allocation) @y_slope_ceil = Array.new(HALF_HEIGHT + 1, 0.0) @y_slope_floor = Array.new(HALF_HEIGHT + 1, 0.0) end |
Instance Attribute Details
#animations ⇒ Object (readonly)
Returns the value of attribute animations.
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# File 'lib/doom/render/renderer.rb', line 130 def animations @animations end |
#colormap ⇒ Object (readonly)
Returns the value of attribute colormap.
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# File 'lib/doom/render/renderer.rb', line 130 def colormap @colormap end |
#combat=(value) ⇒ Object (writeonly)
Sets the attribute combat
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# File 'lib/doom/render/renderer.rb', line 132 def combat=(value) @combat = value end |
#cos_angle ⇒ Object (readonly)
Returns the value of attribute cos_angle.
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# File 'lib/doom/render/renderer.rb', line 130 def cos_angle @cos_angle end |
#flats ⇒ Object (readonly)
Returns the value of attribute flats.
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# File 'lib/doom/render/renderer.rb', line 130 def flats @flats end |
#framebuffer ⇒ Object (readonly)
Returns the value of attribute framebuffer.
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# File 'lib/doom/render/renderer.rb', line 130 def framebuffer @framebuffer end |
#hidden_things=(value) ⇒ Object (writeonly)
Sets the attribute hidden_things
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# File 'lib/doom/render/renderer.rb', line 132 def hidden_things=(value) @hidden_things = value end |
#leveltime=(value) ⇒ Object (writeonly)
Sets the attribute leveltime
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# File 'lib/doom/render/renderer.rb', line 132 def leveltime=(value) @leveltime = value end |
#map ⇒ Object (readonly)
Returns the value of attribute map.
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# File 'lib/doom/render/renderer.rb', line 130 def map @map end |
#monster_ai=(value) ⇒ Object (writeonly)
Sets the attribute monster_ai
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# File 'lib/doom/render/renderer.rb', line 132 def monster_ai=(value) @monster_ai = value end |
#palette ⇒ Object (readonly)
Returns the value of attribute palette.
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# File 'lib/doom/render/renderer.rb', line 130 def palette @palette end |
#player_angle ⇒ Object (readonly)
Returns the value of attribute player_angle.
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# File 'lib/doom/render/renderer.rb', line 130 def player_angle @player_angle end |
#player_x ⇒ Object (readonly)
Returns the value of attribute player_x.
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# File 'lib/doom/render/renderer.rb', line 130 def player_x @player_x end |
#player_y ⇒ Object (readonly)
Returns the value of attribute player_y.
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# File 'lib/doom/render/renderer.rb', line 130 def player_y @player_y end |
#player_z ⇒ Object (readonly)
Returns the value of attribute player_z.
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# File 'lib/doom/render/renderer.rb', line 130 def player_z @player_z end |
#players ⇒ Object
Returns the value of attribute players.
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# File 'lib/doom/render/renderer.rb', line 133 def players @players end |
#sin_angle ⇒ Object (readonly)
Returns the value of attribute sin_angle.
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# File 'lib/doom/render/renderer.rb', line 130 def sin_angle @sin_angle end |
#skip_background_fill ⇒ Object
Returns the value of attribute skip_background_fill.
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# File 'lib/doom/render/renderer.rb', line 133 def skip_background_fill @skip_background_fill end |
#sprites ⇒ Object (readonly)
Returns the value of attribute sprites.
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# File 'lib/doom/render/renderer.rb', line 130 def sprites @sprites end |
#textures ⇒ Object (readonly)
Returns the value of attribute textures.
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# File 'lib/doom/render/renderer.rb', line 130 def textures @textures end |
#view_player ⇒ Object
Returns the value of attribute view_player.
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# File 'lib/doom/render/renderer.rb', line 133 def view_player @view_player end |
#wad ⇒ Object (readonly)
Returns the value of attribute wad.
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# File 'lib/doom/render/renderer.rb', line 130 def wad @wad end |
Instance Method Details
#apply_view(x, y, z, angle_radians) ⇒ Object
Point the camera at a pose. This is the renderer's real input now that Game::Player owns the player: game logic mutates the player, and the camera is aimed once per frame at an interpolated pose. Angle is in radians here, unlike the older degree-based setters below.
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# File 'lib/doom/render/renderer.rb', line 226 def apply_view(x, y, z, angle_radians) @player_x = x @player_y = y @player_z = z @player_angle = angle_radians @sin_angle = Math.sin(angle_radians) @cos_angle = Math.cos(angle_radians) end |
#build_native_renderer ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 309 def build_native_renderer # Dynamic form so the spinel AOT compiler ignores this require (it pulls # in the spinel_native gem, irrelevant to an AOT build); CRuby is unaffected. send(:require_relative, "spinel_native_renderer") SpinelNativeRenderer.new(@map, @palette, @colormap, @textures, @flats_array) rescue StandardError, LoadError => e warn "[doom] spinel_native renderer unavailable, using Ruby renderer (#{e.message.lines.first.to_s.strip})" nil end |
#check_plane(plane, start_x, stop_x) ⇒ Object
R_CheckPlane equivalent - check if columns in range are already marked If overlap exists, create a new visplane; otherwise update minx/maxx
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# File 'lib/doom/render/renderer.rb', line 519 def check_plane(plane, start_x, stop_x) return plane unless plane # Calculate intersection and union of column ranges if start_x < plane.minx intrl = plane.minx unionl = start_x else unionl = plane.minx intrl = start_x end if stop_x > plane.maxx intrh = plane.maxx unionh = stop_x else unionh = plane.maxx intrh = stop_x end # Check if any column in intersection range is already marked # A column is marked if top[x] <= bottom[x] (valid range) overlap = false (intrl..intrh).each do |x| next if x < 0 || x >= SCREEN_WIDTH if plane.top[x] <= plane.bottom[x] overlap = true break end end unless overlap # No overlap - reuse same visplane with expanded range plane.minx = unionl if unionl < plane.minx plane.maxx = unionh if unionh > plane.maxx return plane end # Overlap detected - create new visplane with same properties new_plane = Visplane.new( plane.sector, plane.height, plane.texture, plane.light_level, plane.is_ceiling ) new_plane.minx = start_x new_plane.maxx = stop_x @visplanes << new_plane # Update hash to point to the new plane (for subsequent lookups) key = [plane.height, plane.texture, plane.light_level, plane.is_ceiling] @visplane_hash[key] = new_plane new_plane end |
#draw_all_visplanes ⇒ Object
Render all visplanes after BSP traversal (R_DrawPlanes in Chocolate Doom)
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# File 'lib/doom/render/renderer.rb', line 343 def draw_all_visplanes @visplanes.each do |plane| next unless plane.valid? if plane.texture == 'F_SKY1' draw_sky_plane(plane) else render_visplane_spans(plane) end end end |
#draw_floor_ceiling_background ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 333 def draw_floor_ceiling_background return if @skip_background_fill player_sector = @map.sector_at(@player_x, @player_y) return unless player_sector fill_uncovered_with_sector(player_sector) end |
#draw_sky_plane(plane) ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 464 def draw_sky_plane(plane) sky_texture = @textures['SKY1'] return unless sky_texture framebuffer = @framebuffer player_angle = @player_angle projection = @projection sky_width = sky_texture.width sky_height = sky_texture.height # Clamp to screen bounds minx = [plane.minx, 0].max maxx = [plane.maxx, SCREEN_WIDTH - 1].min (minx..maxx).each do |x| y1 = plane.top[x] y2 = plane.bottom[x] next if y1 > y2 # Clamp y bounds y1 = 0 if y1 < 0 y2 = SCREEN_HEIGHT - 1 if y2 >= SCREEN_HEIGHT # Sky X: 4 repetitions per 360 degrees (matching ANGLETOSKYSHIFT=22) column_angle = player_angle - Math.atan2(x - HALF_WIDTH, projection) sky_x = (column_angle * SKY_XSCALE).to_i % sky_width column = sky_texture.column_pixels(sky_x) next unless column # Sky Y: texel = skytexturemid + (y - centery) * scale # Maps texel 0 to screen top, texel 100 to horizon (1:1 for DOOM's 200px) (y1..y2).each do |y| tex_y = (SKY_TEXTUREMID + ((y - HALF_HEIGHT) * SKY_YSCALE)).to_i % sky_height color = column[tex_y] framebuffer[(y * SCREEN_WIDTH) + x] = color end end end |
#draw_span(plane, y, x1, x2) ⇒ Object
Render one horizontal span with texture mapping (R_MapPlane in Chocolate Doom)
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# File 'lib/doom/render/renderer.rb', line 407 def draw_span(plane, y, x1, x2) return if x1.nil? || x1 > x2 || y < 0 || y >= SCREEN_HEIGHT flat = @flats[anim_flat(plane.texture)] return unless flat # Distance from horizon (y=100 for 200-high screen) dy = y - HALF_HEIGHT return if dy == 0 # Plane height relative to player eye level plane_height = (plane.height - @player_z).abs return if plane_height == 0 # Perpendicular distance to this row: distance = height * projection / dy perp_dist = plane_height * @projection / dy.abs # Calculate lighting for this distance light = calculate_flat_light(plane.light_level, perp_dist) cmap = @colormap.maps[light] # Cache locals for inner loop framebuffer = @framebuffer column_distscale = @column_distscale column_cos = @column_cos column_sin = @column_sin player_x = @player_x neg_player_y = -@player_y row_offset = y * SCREEN_WIDTH flat_pixels = flat.pixels # Clamp to screen bounds x1 = 0 if x1 < 0 x2 = SCREEN_WIDTH - 1 if x2 >= SCREEN_WIDTH # Draw each pixel in the span using while loop x = x1 while x <= x2 ray_dist = perp_dist * column_distscale[x] tex_x = (player_x + (ray_dist * column_cos[x])).to_i & 63 tex_y = (neg_player_y - (ray_dist * column_sin[x])).to_i & 63 color = flat_pixels[(tex_y * 64) + tex_x] framebuffer[row_offset + x] = cmap[color] x += 1 end end |
#fill_uncovered_with_sector(default_sector) ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 577 def fill_uncovered_with_sector(default_sector) # Cache all instance variables as locals for faster access framebuffer = @framebuffer column_cos = @column_cos column_sin = @column_sin column_distscale = @column_distscale projection = @projection player_angle = @player_angle player_x = @player_x neg_player_y = -@player_y ceil_height = (default_sector.ceiling_height - @player_z).abs floor_height = (default_sector.floor_height - @player_z).abs ceil_flat = @flats[anim_flat(default_sector.ceiling_texture)] floor_flat = @flats[anim_flat(default_sector.floor_texture)] ceil_pixels = ceil_flat&.pixels floor_pixels = floor_flat&.pixels is_sky = default_sector.ceiling_texture == 'F_SKY1' sky_texture = is_sky ? @textures['SKY1'] : nil light_level = default_sector.light_level colormap_maps = @colormap.maps # Compute y_slope for each row (perpendicular distance) - reuse preallocated arrays y_slope_ceil = @y_slope_ceil y_slope_floor = @y_slope_floor (1..HALF_HEIGHT).each do |dy| y_slope_ceil[dy] = ceil_height * projection / dy.to_f y_slope_floor[dy] = floor_height * projection / dy.to_f end # Draw ceiling (rows 0 to HALF_HEIGHT-1) using while loops for speed y = 0 while y < HALF_HEIGHT dy = HALF_HEIGHT - y if dy > 0 perp_dist = y_slope_ceil[dy] if perp_dist > 0 light = calculate_flat_light(light_level, perp_dist) cmap = colormap_maps[light] row_offset = y * SCREEN_WIDTH if is_sky && sky_texture sky_w = sky_texture.width sky_h = sky_texture.height sky_y = (SKY_TEXTUREMID + ((y - HALF_HEIGHT) * SKY_YSCALE)).to_i % sky_h x = 0 while x < SCREEN_WIDTH column_angle = player_angle - Math.atan2(x - HALF_WIDTH, projection) sky_x = (column_angle * SKY_XSCALE).to_i % sky_w color = sky_texture.column_pixels(sky_x)[sky_y] framebuffer[row_offset + x] = color x += 1 end elsif ceil_flat x = 0 while x < SCREEN_WIDTH ray_dist = perp_dist * column_distscale[x] tex_x = (player_x + (ray_dist * column_cos[x])).to_i & 63 tex_y = (neg_player_y - (ray_dist * column_sin[x])).to_i & 63 color = ceil_pixels[(tex_y * 64) + tex_x] framebuffer[row_offset + x] = cmap[color] x += 1 end end end end y += 1 end # Draw floor (rows HALF_HEIGHT to SCREEN_HEIGHT-1) y = HALF_HEIGHT while y < SCREEN_HEIGHT dy = y - HALF_HEIGHT if dy > 0 perp_dist = y_slope_floor[dy] if perp_dist > 0 light = calculate_flat_light(light_level, perp_dist) cmap = colormap_maps[light] row_offset = y * SCREEN_WIDTH if floor_flat x = 0 while x < SCREEN_WIDTH ray_dist = perp_dist * column_distscale[x] tex_x = (player_x + (ray_dist * column_cos[x])).to_i & 63 tex_y = (neg_player_y - (ray_dist * column_sin[x])).to_i & 63 color = floor_pixels[(tex_y * 64) + tex_x] framebuffer[row_offset + x] = cmap[color] x += 1 end end end end y += 1 end end |
#find_or_create_visplane(sector, height, texture, light_level, is_ceiling) ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 503 def find_or_create_visplane(sector, height, texture, light_level, is_ceiling) # O(1) hash lookup instead of O(n) linear search key = [height, texture, light_level, is_ceiling] plane = @visplane_hash[key] unless plane plane = Visplane.new(sector, height, texture, light_level, is_ceiling) @visplanes << plane @visplane_hash[key] = plane end plane end |
#native_wall_pass ⇒ Object
Wall/floor/ceiling/sky rasterisation through the spinel_native-compiled port of this renderer's hot path. Fills @framebuffer plus the clip rows the Ruby sprite pass reads. Falls back to the Ruby path if the kernel cannot be built (e.g. no spinel compiler available).
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# File 'lib/doom/render/renderer.rb', line 291 def native_wall_pass @sn ||= build_native_renderer unless @sn @native_kernel = false return render_frame end # The sprite pass (kept in Ruby) transforms things with @sin_angle / # @cos_angle, so they must be set for the current frame even though the # native kernel computes its own trig internally. @sin_angle = Math.sin(@player_angle) @cos_angle = Math.cos(@player_angle) fb = @sn.render_at(@player_x, @player_y, @player_z, @player_angle) @framebuffer.replace(fb) @ceiling_clip.replace(@sn.ceiling_clip) @floor_clip.replace(@sn.floor_clip) @wall_depth.replace(@sn.wall_depth) end |
#precompute_column_data ⇒ Object
Precompute column-based data for floor/ceiling rendering (R_InitLightTables-like) Cached: only recomputes sin/cos when player angle changes
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# File 'lib/doom/render/renderer.rb', line 321 def precompute_column_data return if @cached_player_angle == @player_angle @cached_player_angle = @player_angle SCREEN_WIDTH.times do |x| column_angle = @player_angle - Math.atan2(x - HALF_WIDTH, @projection) @column_cos[x] = Math.cos(column_angle) @column_sin[x] = Math.sin(column_angle) end end |
#render_frame ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 244 def render_frame if @native_kernel native_wall_pass @drawsegs = [] else clear_framebuffer reset_clipping @sin_angle = Math.sin(@player_angle) @cos_angle = Math.cos(@player_angle) # Precompute column angles for floor/ceiling rendering precompute_column_data # Draw player's sector floor/ceiling as background fallback. # Visplanes (with correct per-sector lighting) overwrite this for sectors # with different properties. This only remains visible at gaps between # same-property sectors where the light level matches anyway. draw_floor_ceiling_background # Initialize visplanes for tracking visible floor/ceiling spans @visplanes = [] @visplane_hash = {} # Hash for O(1) lookup by (height, texture, light_level, is_ceiling) # Initialize drawsegs for sprite clipping @drawsegs = [] # Render walls via BSP traversal render_bsp_node(@map.nodes.size - 1) # Draw visplanes for sectors different from background draw_all_visplanes end # Save wall clip arrays for sprite clipping (reuse preallocated arrays) @sprite_ceiling_clip.replace(@ceiling_clip) @sprite_floor_clip.replace(@floor_clip) @sprite_wall_depth.replace(@wall_depth) # R_DrawMasked: render sprites and masked middle textures interleaved draw_masked if @sprites end |
#render_visplane_spans(plane) ⇒ Object
Render visplane using horizontal spans (R_MakeSpans in Chocolate Doom) This processes columns left-to-right, building spans and rendering them
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# File 'lib/doom/render/renderer.rb', line 357 def render_visplane_spans(plane) return if plane.minx > plane.maxx spanstart = Array.new(SCREEN_HEIGHT) # Track where each row's span started # Process columns left to right ((plane.minx)..(plane.maxx + 1)).each do |x| # Get current column bounds if x <= plane.maxx t2 = plane.top[x] b2 = plane.bottom[x] t2 = SCREEN_HEIGHT if t2 > b2 # Invalid = empty else t2 = SCREEN_HEIGHT b2 = -1 # Sentinel for final column end # Get previous column bounds if x > plane.minx t1 = plane.top[x - 1] b1 = plane.bottom[x - 1] t1 = SCREEN_HEIGHT if t1 > b1 else t1 = SCREEN_HEIGHT b1 = -1 end # Close spans that ended (visible in prev column, not in current) if t1 < SCREEN_HEIGHT # Rows visible in previous but not current (above current or below current) (t1..[b1, t2 - 1].min).each do |y| draw_span(plane, y, spanstart[y], x - 1) if spanstart[y] spanstart[y] = nil end ([t1, b2 + 1].max..b1).each do |y| draw_span(plane, y, spanstart[y], x - 1) if spanstart[y] spanstart[y] = nil end end # Open new spans (visible in current, not started yet) next unless t2 < SCREEN_HEIGHT (t2..b2).each do |y| spanstart[y] ||= x end end end |
#set_player(x, y, z, angle) ⇒ Object
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# File 'lib/doom/render/renderer.rb', line 235 def set_player(x, y, z, angle) @player_x = x.to_f @player_y = y.to_f @player_z = z.to_f @player_angle = angle * Math::PI / 180.0 @sin_angle = Math.sin(@player_angle) @cos_angle = Math.cos(@player_angle) end |
#sprite_diagnostics ⇒ Object
Diagnostic: returns info about all sprites and why they are/aren't visible
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# File 'lib/doom/render/renderer.rb', line 136 def sprite_diagnostics return [] unless @sprites results = [] @map.things.each do |thing| prefix = @sprites.prefix_for(thing.type) next unless prefix info = { type: thing.type, x: thing.x, y: thing.y, prefix: prefix } view_x, view_y = transform_point(thing.x, thing.y) info[:view_x] = view_x.round(1) info[:view_y] = view_y.round(1) if view_y <= 0 info[:status] = 'behind_player' results << info next end dist = view_y screen_x = HALF_WIDTH + (view_x * @projection / view_y) info[:screen_x] = screen_x.round(1) info[:dist] = dist.round(1) dx = thing.x - @player_x dy = thing.y - @player_y angle_to_thing = Math.atan2(dy, dx) sprite = @sprites.get_rotated(thing.type, angle_to_thing, thing.angle) unless sprite info[:status] = 'no_sprite_frame' results << info next end sprite_scale = @projection / dist sprite_half_width = (sprite.width * @projection / dist / 2).to_i info[:sprite_scale] = sprite_scale.round(3) if screen_x + sprite_half_width < 0 info[:status] = 'off_screen_left' elsif screen_x - sprite_half_width >= SCREEN_WIDTH info[:status] = 'off_screen_right' else # Check drawseg clipping sprite_left = (screen_x - (sprite.left_offset * sprite_scale)).to_i sprite_right = sprite_left + (sprite.width * sprite_scale).to_i - 1 x1 = [sprite_left, 0].max x2 = [sprite_right, SCREEN_WIDTH - 1].min sector = @map.sector_at(thing.x, thing.y) thing_floor = sector ? sector.floor_height : 0 thing_floor + sprite.top_offset clipping_segs = [] @drawsegs.reverse_each do |ds| next if ds.x1 > x2 || ds.x2 < x1 next if ds.silhouette == SIL_NONE lowscale = [ds.scale1, ds.scale2].min highscale = [ds.scale1, ds.scale2].max if highscale < sprite_scale next elsif lowscale < sprite_scale next unless point_on_seg_side(thing.x, thing.y, ds.curline) end clipping_segs << { x1: ds.x1, x2: ds.x2, scale: "#{ds.scale1.round(3)}..#{ds.scale2.round(3)}", sil: ds.silhouette } end info[:screen_range] = "#{x1}..#{x2}" info[:clipping_segs] = clipping_segs.size info[:clipping_detail] = clipping_segs info[:status] = 'visible' end results << info end results end |