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Added a checkbox for bilinear filtering of color and altitude #17

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77 changes: 73 additions & 4 deletions VoxelSpace.html
Original file line number Diff line number Diff line change
Expand Up @@ -80,6 +80,9 @@
<label for="distancerange">Distance</label>
<input id="distancerange" type="range" min="100" max="2000" step="1" onchange="camera.distance = this.value">

<label for="bilinear">Bilinear</label>
<input id="bilinear" type="checkbox" onchange="Draw()">

<a href="https://github.com/s-macke/VoxelSpace">Github project page</a>

</div>
Expand Down Expand Up @@ -371,7 +374,37 @@
}

// ---------------------------------------------
// The main render routine
// Interpolate between two RGB colors.

function ColorInterp(a, b, t)
{
var a0 = (a >> 16) & 0xFF;
var a1 = (a >> 8) & 0xFF;
var a2 = a & 0xFF;

var b0 = (b >> 16) & 0xFF;
var b1 = (b >> 8) & 0xFF;
var b2 = b & 0xFF;

var invt = 1.0 - t;
return 0xFF000000 |
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Performance could probably could be improved on by using fixed point math here, depending on what the JIT compiler does.

Math.floor(a0*invt + b0*t) << 16 |
Math.floor(a1*invt + b1*t) << 8 |
Math.floor(a2*invt + b2*t);
}

// ---------------------------------------------
// Interpolate between two numbers.
// The output is a float.

function NumberInterp(a, b, t)
{
var invt = 1.0 - t;
return (a * invt) + (b * t);
}

// ---------------------------------------------
// The mbin render routine

function Render()
{
Expand All @@ -388,6 +421,8 @@

var deltaz = 1.;

var bilinear = document.getElementById('bilinear').checked;

// Draw from front to back
for(var z=1; z<camera.distance; z+=deltaz)
{
Expand All @@ -404,9 +439,43 @@
var invz = 1. / z * 240.;
for(var i=0; i<screenwidth|0; i=i+1|0)
{
var mapoffset = ((Math.floor(ply) & mapwidthperiod) << map.shift) + (Math.floor(plx) & mapheightperiod)|0;
var heightonscreen = (camera.height - map.altitude[mapoffset]) * invz + camera.horizon|0;
DrawVerticalLine(i, heightonscreen|0, hiddeny[i], map.color[mapoffset]);
var final_color;
var altitude;
if(bilinear)
{
var plxt = plx - Math.floor(plx);
var plyt = ply - Math.floor(ply);

var plx_left = (Math.floor(plx) & mapwidthperiod);
var plx_right = (Math.floor(plx+1) & mapwidthperiod);
var ply_lower = (Math.floor(ply) & mapwidthperiod) << map.shift;
var ply_upper = (Math.floor(ply+1) & mapwidthperiod) << map.shift;

var llindex = ply_lower + plx_left;
var ulindex = ply_upper + plx_left;
var urindex = ply_upper + plx_right;
var lrindex = ply_lower + plx_right;

// Interpolate the top and bottom edges to a point on each, then interpolate
// between those to get the final color.
var upper_color = ColorInterp(map.color[ulindex], map.color[urindex], plxt);
var lower_color = ColorInterp(map.color[llindex], map.color[lrindex], plxt);
final_color = ColorInterp(lower_color, upper_color, plyt);
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Perf improvement opportunity (probably minor): decompose the 4 corners from uint32's into RGB values ahead of time (better yet, make map.color already store separate R, G, and B values), do the bilinear filtering, and then recompose only at the end. This would save recomposing upper_color and lower_color into uint32's, then immediately decomposing them again.


// Do the same for altitude.
var upper_alt = NumberInterp(map.altitude[ulindex], map.altitude[urindex], plxt);
var lower_alt = NumberInterp(map.altitude[llindex], map.altitude[lrindex], plxt);
altitude = NumberInterp(lower_alt, upper_alt, plyt);
}
else
{
var mapoffset = ((Math.floor(ply) & mapwidthperiod) << map.shift) + (Math.floor(plx) & mapheightperiod)|0;
altitude = map.altitude[mapoffset];
final_color = map.color[mapoffset];
}

var heightonscreen = (camera.height - altitude) * invz + camera.horizon|0;
DrawVerticalLine(i, heightonscreen|0, hiddeny[i], final_color);
if (heightonscreen < hiddeny[i]) hiddeny[i] = heightonscreen;
plx += dx;
ply += dy;
Expand Down