mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
5d2ff1286d
schannel (ie: windows native) works as a client, not a server. gnutls provides both client+server support. servers need to load a pre-generated cert from disk. tweaked gamepads to actually work in the web target. tweak gamepads a bit. added gp_* bind aliases. xinput+sdl+web should all use the same key mappings. finally added the itemtimer glsl. tweaked software renderer to not be quite so buggy, but you probably won't realise that if you try it. disabled the ill-fated QWOVERQ3 feature. don't do the oldorigin thing in quakeworld mods. hopefully this'll fix cspree's weird stuck-in-floor issue. dpp7 is buggy serverside. disabled for now. I'm part way through rewriting its deltas. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5103 fc73d0e0-1445-4013-8a0c-d673dee63da5
1086 lines
25 KiB
C
1086 lines
25 KiB
C
#include "quakedef.h"
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#ifdef SWQUAKE
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#include "sw.h"
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#include "gl_draw.h"
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#include "shader.h"
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#include "renderque.h"
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#include "glquake.h"
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#if __STDC_VERSION__ >= 199901L
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//no need to do anything
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#elif defined(_MSC_VER)
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#define restrict __restrict
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#else
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#define restrict
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#endif
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#define ZI_MAX 0xffff
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/*
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Our software rendering basically works like this:
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main thread builds command:
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command contains vertex data in the command block
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main thread runs the vertex programs (much like q3) and performs matrix transforms (much like d3d)
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worker threads read each command sequentially:
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clip to viewport
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division of labour between worker threads works by interlacing.
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each thread gets a different set of scanlines to render.
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we can also trivially implement interlacing with this method
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*/
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cvar_t sw_interlace = CVAR("sw_interlace", "0");
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cvar_t sw_vthread = CVAR("sw_vthread", "0");
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cvar_t sw_fthreads = CVAR("sw_fthreads", "0");
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struct workqueue_s commandqueue;
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struct workqueue_s spanqueue;
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static void WT_Triangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
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{
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//affine vs correct:
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//to correct perspective, divide interpolants by z.
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//per pixel, divide by interpolated 1 (actually 1/z)
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unsigned int tpix;
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#if 1
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#define PERSPECTIVE(v) (v>>16)
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#else
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#define PERSPECTIVE(v) (v/zi)
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#define SPAN_ZI
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#endif
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#define SPAN_ST
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#define SPAN_Z
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#define PLOT_PIXEL(o) \
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{ \
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if (*zb >= z) \
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{ \
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*zb = z; \
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tpix = img->data[ \
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((unsigned)PERSPECTIVE(s)&img->pwidthmask) \
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+ (((unsigned)PERSPECTIVE(t)&img->pheightmask) * img->pitch) \
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]; \
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if (tpix&0xff000000) \
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o = tpix; \
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} \
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}
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#ifdef MSVCWORKSPROPERLY
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#include "sw_spans.h"
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#else
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/*
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this file is expected to be #included as the body of a real function
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to define create a new pixel shader, define PLOT_PIXEL(outval) at the top of your function and you're good to go
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//modifiers:
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SPAN_ST - interpolates S+T across the span. access with 'sc' and 'tc'
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affine... no perspective correction.
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*/
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{
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swvert_t *vt;
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int y;
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int secondhalf;
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//l=value on left
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//ld=change per y (on left)
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//d=change per x
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int xl,xld, xr,xrd;
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#ifdef SPAN_ST
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int sl,sld, sd;
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int tl,tld, td;
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#endif
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#ifdef SPAN_ZI
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int zil, zild, zid;
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#endif
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#ifdef SPAN_Z
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int zl,zld, zd;
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#endif
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unsigned int *restrict outbuf;
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unsigned int *restrict ti;
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int i;
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const swvert_t *vlt,*vlb,*vrt,*vrb;
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int spanlen;
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int numspans;
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unsigned int *vplout;
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int dx, dy;
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int recalcside;
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int interlace;
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float fdx1,fdy1,fdx2,fdy2,fz,d1,d2;
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if (!img)
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return;
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/*we basically render a diamond
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that is, the single triangle is split into two triangles, outwards towards the midpoint and inwards to the final position.
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*/
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/*reorder the verticies for height*/
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if (v1->scoord[1] > v2->scoord[1])
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{
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vt = v1;
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v1 = v2;
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v2 = vt;
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}
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if (v1->scoord[1] > v3->scoord[1])
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{
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vt = v1;
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v1 = v3;
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v3 = vt;
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}
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if (v2->scoord[1] > v3->scoord[1])
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{
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vt = v3;
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v3 = v2;
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v2 = vt;
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}
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{
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const swvert_t *v[3];
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v[0] = v1;
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v[1] = v2;
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v[2] = v3;
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//reject triangles with any point offscreen, for now
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for (i = 0; i < 3; i++)
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{
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if (v[i]->scoord[0] < 0 || v[i]->scoord[0] > th->vpwidth)
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return;
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if (v[i]->scoord[1] < 0 || v[i]->scoord[1] > th->vpheight)
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return;
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if (v[i]->zicoord < 0)
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return;
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}
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for (i = 0; i < 2; i++)
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{
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if (v[i]->scoord[1] > v[i+1]->scoord[1])
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return;
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}
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}
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fdx1 = v2->scoord[0] - v1->scoord[0];
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fdy1 = v2->scoord[1] - v1->scoord[1];
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fdx2 = v3->scoord[0] - v1->scoord[0];
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fdy2 = v3->scoord[1] - v1->scoord[1];
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fz = fdx1*fdy2 - fdx2*fdy1;
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if (fz == 0)
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{
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//weird angle...
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return;
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}
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fz = 1.0 / fz;
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fdx1 *= fz;
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fdy1 *= fz;
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fdx2 *= fz;
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fdy2 *= fz;
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#ifdef SPAN_ST //affine
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d1 = (v2->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
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d2 = (v3->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
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sld = fdx1*d2 - fdx2*d1;
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sd = fdy2*d1 - fdy1*d2;
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d1 = (v2->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
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d2 = (v3->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
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tld = fdx1*d2 - fdx2*d1;
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td = fdy2*d1 - fdy1*d2;
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#endif
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#ifdef SPAN_ZI
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d1 = (1<<16);
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d2 = (1<<16);
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zild = 0;//fdx1*d2 - fdx2*d1;
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zid = 0;//fdy2*d1 - fdy1*d2;
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#endif
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#ifdef SPAN_Z
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d1 = (v2->zicoord - v1->zicoord)*(1<<16);
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d2 = (v3->zicoord - v1->zicoord)*(1<<16);
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zld = fdx1*d2 - fdx2*d1;
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zd = fdy2*d1 - fdy1*d2;
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#endif
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ti = img->data;
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y = v1->scoord[1];
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for (secondhalf = 0; secondhalf <= 1; secondhalf++)
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{
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if (secondhalf)
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{
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// return;
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if (numspans < 0)
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{
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interlace = -numspans;
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y+=interlace;
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numspans-=interlace;
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xl += xld*interlace;
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xr += xrd*interlace;
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vplout += th->vpcstride*interlace;
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#ifdef SPAN_ST
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sl += sld*interlace;
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tl += tld*interlace;
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#endif
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#ifdef SPAN_ZI
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zil += zild*interlace;
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#endif
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#ifdef SPAN_Z
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zl += zld*interlace;
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#endif
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}
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/*v2->v3*/
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if (fz <= 0)
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{
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vlt = v2;
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//vrt == v1;
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vlb = v3;
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//vrb == v3;
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recalcside = 1;
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#ifdef SPAN_ST
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sld -= (((long long)sd*xld)>>16);
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tld -= (((long long)td*xld)>>16);
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#endif
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#ifdef SPAN_ZI
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zild -= (((long long)zid*xld)>>16);
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#endif
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#ifdef SPAN_Z
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zld -= (((long long)zd*xld)>>16);
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#endif
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}
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else
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{
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//vlt == v1;
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vrt = v2;
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///vlb == v3;
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vrb = v3;
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recalcside = 2;
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}
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//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
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numspans = v3->scoord[1] - y;
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}
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else
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{
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vlt = v1;
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vrt = v1;
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/*v1->v2*/
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if (fz < 0)
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{
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vlb = v2;
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vrb = v3;
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}
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else
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{
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vlb = v3;
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vrb = v2;
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}
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recalcside = 3;
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//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
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numspans = v2->scoord[1] - y;
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}
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if (recalcside & 1)
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{
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dx = (vlb->scoord[0] - vlt->scoord[0]);
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dy = (vlb->scoord[1] - vlt->scoord[1]);
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if (dy > 0)
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xld = (dx<<16) / dy;
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else
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xld = 0;
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xl = (int)vlt->scoord[0]<<16;
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#ifdef SPAN_ST
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sl = vlt->tccoord[0] * (img->pwidth<<16);
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sld = sld + (((long long)sd*xld+32767)>>16);
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tl = vlt->tccoord[1] * (img->pheight<<16);
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tld = tld + (((long long)td*xld+32767)>>16);
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#endif
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#ifdef SPAN_ZI
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zil = (1<<16);///vlt->zicoord;
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zild = zild + (((long long)zid*xld)>>16);
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#endif
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#ifdef SPAN_Z
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zl = vlt->zicoord * (1<<16);
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zld = zld + (((long long)zd*xld)>>16);
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#endif
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}
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if (recalcside & 2)
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{
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dx = (vrb->scoord[0] - vrt->scoord[0]);
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dy = (vrb->scoord[1] - vrt->scoord[1]);
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if (dy)
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xrd = (dx<<16) / dy;
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else
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xrd = 0;
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xr = (int)vrt->scoord[0]<<16;
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}
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if (y + numspans > th->vpheight)
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numspans = th->vpheight - y;
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if (numspans <= 0)
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continue;
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vplout = th->vpcbuf + y * th->vpcstride; //this is a pointer to the left of the viewport buffer.
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interlace = ((y + th->interlaceline) % th->interlacemod);
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if (interlace)
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{
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if (interlace > numspans)
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{
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interlace = numspans;
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y+=interlace;
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}
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else
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{
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y+=interlace;
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numspans-=interlace;
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}
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xl += xld*interlace;
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xr += xrd*interlace;
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vplout += th->vpcstride*interlace;
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#ifdef SPAN_ST
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sl += sld*interlace;
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tl += tld*interlace;
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#endif
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#ifdef SPAN_ZI
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zil += zild*interlace;
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#endif
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#ifdef SPAN_Z
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zl += zld*interlace;
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#endif
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}
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for (; numspans > 0;
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numspans -= th->interlacemod
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,xl += xld*th->interlacemod
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,xr += xrd*th->interlacemod
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,vplout += th->vpcstride*th->interlacemod
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,y += th->interlacemod
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#ifdef SPAN_ST
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,sl += sld*th->interlacemod
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,tl += tld*th->interlacemod
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#endif
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#ifdef SPAN_ZI
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,zil += zild*th->interlacemod
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#endif
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#ifdef SPAN_Z
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,zl += zld*th->interlacemod
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#endif
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)
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{
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#ifdef SPAN_ST
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unsigned int s = sl;
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unsigned int t = tl;
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#endif
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#ifdef SPAN_ZI
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unsigned int zi = zil;
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#else
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const unsigned int zi = (1<<16);
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#endif
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#ifdef SPAN_Z
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unsigned int z = zl;
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unsigned int *restrict zb = th->vpdbuf + y * th->vpwidth + (xl>>16);
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#endif
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spanlen = (xr - xl)>>16;
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outbuf = vplout + (xl>>16);
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while(spanlen-->0)
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{
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PLOT_PIXEL(*outbuf);
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outbuf++;
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#ifdef SPAN_ST
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s += sd;
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t += td;
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#endif
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#ifdef SPAN_ZI
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zi += zid;
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#endif
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#ifdef SPAN_Z
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z += zd;
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zb++;
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#endif
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}
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}
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}
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}
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#undef SPAN_ST
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#undef PLOT_PIXEL
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#endif
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}
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static void WT_Clip_Top(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = (0 - in->scoord[1]) /
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(float)(out->scoord[1] - in->scoord[1]);
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Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
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FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
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result->scoord[1] = 0;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Bottom(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = ((th->vpheight) - in->scoord[1]) /
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(float)(out->scoord[1] - in->scoord[1]);
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Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
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FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
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result->scoord[1] = th->vpheight;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Left(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = (0 - in->scoord[0]) /
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(float)(out->scoord[0] - in->scoord[0]);
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Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
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FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
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result->scoord[0] = 0;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Right(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = ((th->vpwidth) - in->scoord[0]) /
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(float)(out->scoord[0] - in->scoord[0]);
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Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
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FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
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result->scoord[0] = th->vpwidth;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Near(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float nearclip = 0;
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double frac;
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frac = (nearclip - in->zicoord) /
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(out->zicoord - in->zicoord);
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VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
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result->zicoord = nearclip;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Far(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float farclip = 1;
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double frac;
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frac = (farclip - in->zicoord) /
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(out->zicoord - in->zicoord);
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VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
|
|
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
|
|
result->zicoord = farclip;
|
|
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
|
|
}
|
|
|
|
static int WT_ClipPoly(swthread_t *th, int incount, swvert_t *inv, swvert_t *outv, int flag, void (*clip)(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result))
|
|
{
|
|
int p, c;
|
|
int result = 0;
|
|
int pf, cf;
|
|
if (incount < 3)
|
|
return 0;
|
|
|
|
for (p = incount - 1, c = 0; c < incount; p = c, c++)
|
|
{
|
|
pf = inv[p].clipflags & flag;
|
|
cf = inv[c].clipflags & flag;
|
|
|
|
if (pf && cf)
|
|
continue; //both clipped, skip it now
|
|
if (pf ^ cf)
|
|
{
|
|
//crossed... emit a new vertex on the boundary
|
|
if (cf) //new is offscreen
|
|
clip(th, &inv[c], &inv[p], &outv[result]);
|
|
else
|
|
clip(th, &inv[p], &inv[c], &outv[result]);
|
|
outv[result].clipflags = 0;
|
|
|
|
if (outv[result].scoord[0] < 0)
|
|
outv[result].clipflags |= CLIP_LEFT_FLAG;
|
|
if (outv[result].scoord[0] > th->vpwidth)
|
|
outv[result].clipflags |= CLIP_RIGHT_FLAG;
|
|
if (outv[result].scoord[1] < 0)
|
|
outv[result].clipflags |= CLIP_TOP_FLAG;
|
|
if (outv[result].scoord[1] > th->vpheight)
|
|
outv[result].clipflags |= CLIP_BOTTOM_FLAG;
|
|
|
|
if (outv[result].zicoord < 0)
|
|
outv[result].clipflags |= CLIP_NEAR_FLAG;
|
|
if (outv[result].zicoord > ZI_MAX)
|
|
outv[result].clipflags |= CLIP_FAR_FLAG;
|
|
|
|
result++;
|
|
}
|
|
if (!cf)
|
|
{
|
|
outv[result] = inv[c];
|
|
result++;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
//transform the vertex and calculate its final position.
|
|
static int WT_TransformVertXY(swthread_t *th, swvert_t *v)
|
|
{
|
|
int result = 0;
|
|
vec4_t tr;
|
|
Matrix4x4_CM_Transform34(th->u.matrix, v->vcoord, tr);
|
|
if (tr[3] != 1)
|
|
{
|
|
tr[0] /= tr[3];
|
|
tr[1] /= tr[3];
|
|
tr[2] /= tr[3];
|
|
}
|
|
|
|
v->scoord[0] = (tr[0]+1)/2 * th->vpwidth;
|
|
if (v->scoord[0] < 0)
|
|
result |= CLIP_LEFT_FLAG;
|
|
if (v->scoord[0] > th->vpwidth)
|
|
result |= CLIP_RIGHT_FLAG;
|
|
|
|
v->scoord[1] = (tr[1]+1)/2 * th->vpheight;
|
|
if (v->scoord[1] < 0)
|
|
result |= CLIP_TOP_FLAG;
|
|
if (v->scoord[1] > th->vpheight)
|
|
result |= CLIP_BOTTOM_FLAG;
|
|
|
|
v->clipflags = result;
|
|
|
|
return result;
|
|
}
|
|
|
|
static void WT_ClipTriangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
|
|
{
|
|
unsigned int cflags;
|
|
swvert_t final[2][64];
|
|
int list = 0;
|
|
int i;
|
|
int count;
|
|
|
|
//check the near/far planes.
|
|
v1->zicoord = DotProduct(v1->vcoord, th->u.viewplane) - th->u.viewplane[3];
|
|
if (v1->zicoord < 0) v1->clipflags = CLIP_NEAR_FLAG; else if (v1->zicoord >= ZI_MAX) v1->clipflags = CLIP_FAR_FLAG; else v1->clipflags = 0;
|
|
v2->zicoord = DotProduct(v2->vcoord, th->u.viewplane) - th->u.viewplane[3];
|
|
if (v2->zicoord < 0) v2->clipflags = CLIP_NEAR_FLAG; else if (v2->zicoord >= ZI_MAX) v2->clipflags = CLIP_FAR_FLAG; else v2->clipflags = 0;
|
|
v3->zicoord = DotProduct(v3->vcoord, th->u.viewplane) - th->u.viewplane[3];
|
|
if (v3->zicoord < 0) v3->clipflags = CLIP_NEAR_FLAG; else if (v3->zicoord >= ZI_MAX) v3->clipflags = CLIP_FAR_FLAG; else v3->clipflags = 0;
|
|
|
|
if (v1->clipflags & v2->clipflags & v3->clipflags)
|
|
return; //all verticies are off at least one plane
|
|
cflags = v1->clipflags | v2->clipflags | v3->clipflags;
|
|
|
|
if (0)//!cflags)
|
|
{
|
|
//figure out the final 2d positions
|
|
cflags = 0;
|
|
for (i = 0; i < count; i++)
|
|
cflags |= WT_TransformVertXY(th, &final[list][i]);
|
|
|
|
}
|
|
else
|
|
{
|
|
final[list][0] = *v1;
|
|
final[list][1] = *v2;
|
|
final[list][2] = *v3;
|
|
count = 3;
|
|
|
|
//clip to the screen
|
|
if (cflags & CLIP_NEAR_FLAG)
|
|
{
|
|
// return;
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_NEAR_FLAG, WT_Clip_Near);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_FAR_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_FAR_FLAG, WT_Clip_Far);
|
|
list ^= 1;
|
|
}
|
|
|
|
//figure out the final 2d positions
|
|
cflags = 0;
|
|
for (i = 0; i < count; i++)
|
|
cflags |= WT_TransformVertXY(th, &final[list][i]);
|
|
}
|
|
|
|
//and clip those by the screen (instead of by plane, to try to prevent crashes)
|
|
if (cflags & CLIP_TOP_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_TOP_FLAG, WT_Clip_Top);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_BOTTOM_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_BOTTOM_FLAG, WT_Clip_Bottom);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_LEFT_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_LEFT_FLAG, WT_Clip_Left);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_RIGHT_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_RIGHT_FLAG, WT_Clip_Right);
|
|
list ^= 1;
|
|
}
|
|
|
|
//draw the damn thing. FIXME: generate spans and push to a fragment thread.
|
|
for (i = 2; i < count; i++)
|
|
{
|
|
WT_Triangle(th, img, &final[list][0], &final[list][i-1], &final[list][i]);
|
|
}
|
|
}
|
|
|
|
void WQ_ClearBuffer(swthread_t *t, unsigned int *mbuf, qintptr_t stride, unsigned int clearval)
|
|
{
|
|
int y;
|
|
int x;
|
|
unsigned int *buf;
|
|
|
|
for (y = t->interlaceline; y < t->vpheight; y += t->interlacemod)
|
|
{
|
|
buf = mbuf + stride*y;
|
|
for (x = 0; x < (t->vpwidth & ~15);)
|
|
{
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
}
|
|
for (; x < t->vpwidth; )
|
|
buf[x++] = clearval;
|
|
}
|
|
}
|
|
|
|
qboolean WT_HandleCommand(swthread_t *t, wqcom_t *com)
|
|
{
|
|
index_t *idx;
|
|
int i;
|
|
switch(com->com.command)
|
|
{
|
|
case WTC_DIE:
|
|
t->readpoint += com->com.cmdsize;
|
|
return 1;
|
|
case WTC_NOOP:
|
|
break;
|
|
case WTC_NEWFRAME:
|
|
break;
|
|
case WTC_UNIFORMS:
|
|
memcpy(&t->u, &com->uniforms.u, sizeof(t->u));
|
|
break;
|
|
case WTC_VIEWPORT:
|
|
t->vpcbuf = com->viewport.cbuf;
|
|
t->vpdbuf = com->viewport.dbuf;
|
|
t->vpwidth = com->viewport.width;
|
|
t->vpheight = com->viewport.height;
|
|
t->vpcstride = com->viewport.stride;
|
|
if (!t->wq->numthreads)
|
|
{
|
|
t->interlacemod = com->viewport.interlace; //this many vthreads
|
|
t->interlaceline = com->viewport.framenum%com->viewport.interlace; //this vthread
|
|
}
|
|
else
|
|
{
|
|
t->interlacemod = t->wq->numthreads*com->viewport.interlace; //this many vthreads
|
|
t->interlaceline = (t->threadnum*com->viewport.interlace) + (com->viewport.framenum%com->viewport.interlace); //this vthread
|
|
}
|
|
|
|
if (com->viewport.clearcolour)
|
|
{
|
|
WQ_ClearBuffer(t, t->vpcbuf, t->vpcstride, 0);
|
|
}
|
|
if (com->viewport.cleardepth)
|
|
{
|
|
WQ_ClearBuffer(t, t->vpdbuf, t->vpwidth, ~0u);
|
|
}
|
|
break;
|
|
case WTC_TRIFAN:
|
|
for (i = 2; i < com->trifan.numverts; i++)
|
|
{
|
|
WT_ClipTriangle(t, com->trifan.texture, &com->trifan.verts[0], &com->trifan.verts[i-1], &com->trifan.verts[i]);
|
|
}
|
|
break;
|
|
case WTC_TRISOUP:
|
|
idx = (index_t*)(com->trisoup.verts + com->trisoup.numverts);
|
|
for (i = 0; i < com->trisoup.numidx; i+=3, idx+=3)
|
|
{
|
|
WT_ClipTriangle(t, com->trisoup.texture, &com->trisoup.verts[idx[0]], &com->trisoup.verts[idx[1]], &com->trisoup.verts[idx[2]]);
|
|
}
|
|
break;
|
|
case WTC_SPANS:
|
|
break;
|
|
default:
|
|
Sys_Printf("Unknown render command!\n");
|
|
break;
|
|
}
|
|
t->readpoint += com->com.cmdsize;
|
|
return false;
|
|
}
|
|
|
|
int WT_Main(void *ptr)
|
|
{
|
|
wqcom_t *com;
|
|
swthread_t *t = ptr;
|
|
for(;;)
|
|
{
|
|
if (t->readpoint == t->wq->pos)
|
|
{
|
|
Sys_Sleep(0);
|
|
continue;
|
|
}
|
|
com = (wqcom_t*)&t->wq->queue[t->readpoint & WQ_MASK];
|
|
if (WT_HandleCommand(t, com))
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
void SWRast_EndCommand(struct workqueue_s *wq, wqcom_t *com)
|
|
{
|
|
wq->pos += com->com.cmdsize;
|
|
|
|
if (!wq->numthreads)
|
|
{
|
|
//immediate mode
|
|
WT_HandleCommand(wq->swthreads, com);
|
|
}
|
|
}
|
|
wqcom_t *SWRast_BeginCommand(struct workqueue_s *wq, int cmdtype, unsigned int size)
|
|
{
|
|
wqcom_t *com;
|
|
//round the command size up, so we always have space for a noop/wrap if needed
|
|
size = (size + sizeof(com->align)) & ~(sizeof(com->align)-1);
|
|
|
|
//generate a noop if we don't have enough space for the command
|
|
if ((wq->pos&WQ_MASK) + size > WQ_SIZE)
|
|
{
|
|
// SWRast_Sync();
|
|
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
|
|
com->com.cmdsize = WQ_SIZE - wq->pos&WQ_MASK;
|
|
com->com.command = WTC_NOOP;
|
|
SWRast_EndCommand(wq, com);
|
|
}
|
|
|
|
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
|
|
com->com.cmdsize = size;
|
|
com->com.command = cmdtype;
|
|
|
|
return com;
|
|
}
|
|
void SWRast_Sync(struct workqueue_s *wq)
|
|
{
|
|
int i;
|
|
swthread_t *t;
|
|
|
|
for (i = 0; i < wq->numthreads; i++)
|
|
{
|
|
t = &wq->swthreads[i];
|
|
while (t->readpoint != wq->pos)
|
|
;
|
|
}
|
|
|
|
//all worker threads are up to speed
|
|
}
|
|
void SWRast_CreateThreadPool(struct workqueue_s *wq, int numthreads)
|
|
{
|
|
int i = 0;
|
|
swthread_t *t;
|
|
wq->pos = 0;
|
|
numthreads = ((numthreads > WQ_MAXTHREADS)?WQ_MAXTHREADS:numthreads);
|
|
#ifdef MULTITHREAD
|
|
for (i = 0; i < numthreads; i++)
|
|
{
|
|
t = &wq->swthreads[i];
|
|
t->threadnum = i;
|
|
t->thread = Sys_CreateThread("swrast", WT_Main, t, THREADP_NORMAL, 0);
|
|
if (!t->thread)
|
|
break;
|
|
}
|
|
#else
|
|
numthreads = 0;
|
|
#endif
|
|
wq->numthreads = i;
|
|
|
|
if (i == 0)
|
|
numthreads = 1;
|
|
else
|
|
numthreads = i;
|
|
for (i = 0; i < numthreads; i++)
|
|
{
|
|
wq->swthreads[i].readpoint = wq->pos;
|
|
wq->swthreads[i].wq = wq;
|
|
}
|
|
}
|
|
void SWRast_TerminateThreadPool(struct workqueue_s *wq)
|
|
{
|
|
int i;
|
|
wqcom_t *com = SWRast_BeginCommand(wq, WTC_DIE, sizeof(com->com));
|
|
SWRast_EndCommand(wq, com);
|
|
#ifdef MULTITHREAD
|
|
for (i = 0; i < wq->numthreads; i++)
|
|
{
|
|
Sys_WaitOnThread(wq->swthreads[i].thread);
|
|
}
|
|
#endif
|
|
wq->numthreads = 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void SW_Draw_Init(void)
|
|
{
|
|
R2D_Init();
|
|
|
|
R_InitFlashblends();
|
|
}
|
|
void SW_Draw_Shutdown(void)
|
|
{
|
|
R2D_Shutdown();
|
|
}
|
|
void SW_R_Init(void)
|
|
{
|
|
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
|
|
sw_vthread.modified = true;
|
|
}
|
|
void SW_R_DeInit(void)
|
|
{
|
|
SWRast_TerminateThreadPool(&commandqueue);
|
|
}
|
|
void SW_R_RenderView(void)
|
|
{
|
|
extern cvar_t gl_screenangle;
|
|
extern cvar_t gl_mindist;
|
|
vec3_t newa;
|
|
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
|
|
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
|
|
r_refdef.flags |= RDF_NOWORLDMODEL;
|
|
|
|
//no fbos here
|
|
vid.fbvwidth = vid.width;
|
|
vid.fbvheight = vid.height;
|
|
vid.fbpwidth = vid.pixelwidth;
|
|
vid.fbpheight = vid.pixelheight;
|
|
|
|
{
|
|
//figure out the viewport that we should be using.
|
|
int x = floor(r_refdef.vrect.x * (float)vid.fbpwidth/(float)vid.width);
|
|
int x2 = ceil((r_refdef.vrect.x + r_refdef.vrect.width) * (float)vid.fbpwidth/(float)vid.width);
|
|
int y = floor(r_refdef.vrect.y * (float)vid.fbpheight/(float)vid.height);
|
|
int y2 = ceil((r_refdef.vrect.y + r_refdef.vrect.height) * (float)vid.fbpheight/(float)vid.height);
|
|
int w = x2 - x;
|
|
int h = y2 - y;
|
|
r_refdef.pxrect.x = x;
|
|
r_refdef.pxrect.y = y;
|
|
r_refdef.pxrect.width = w;
|
|
r_refdef.pxrect.height = h;
|
|
r_refdef.pxrect.maxheight = vid.fbpheight;
|
|
}
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
VectorCopy (r_refdef.vieworg, r_origin);
|
|
if (r_refdef.useperspective)
|
|
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, r_refdef.fov_x, r_refdef.fov_y, r_refdef.mindist);
|
|
else
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, -r_refdef.fov_x/2, r_refdef.fov_x/2, -r_refdef.fov_y/2, r_refdef.fov_y/2, r_refdef.mindist, r_refdef.maxdist>=1?r_refdef.maxdist:9999);
|
|
VectorCopy(r_refdef.viewangles, newa);
|
|
newa[0] = r_refdef.viewangles[0];
|
|
newa[1] = r_refdef.viewangles[1];
|
|
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
|
|
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_refdef.vieworg);
|
|
|
|
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
|
|
|
RQ_BeginFrame();
|
|
|
|
Surf_DrawWorld (); // adds static entities to the list
|
|
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
// R_DrawDecals();
|
|
|
|
R_RenderDlights ();
|
|
|
|
RQ_RenderBatchClear();
|
|
|
|
cl_numvisedicts = tmpvisents;
|
|
}
|
|
qboolean SW_SCR_UpdateScreen(void)
|
|
{
|
|
wqcom_t *com;
|
|
|
|
extern cvar_t gl_screenangle;
|
|
float w = vid.width, h = vid.height;
|
|
|
|
r_refdef.time = realtime;
|
|
|
|
SWBE_Set2D();
|
|
|
|
SWRast_Sync(&commandqueue);
|
|
SWRast_Sync(&spanqueue);
|
|
SW_VID_SwapBuffers();
|
|
if (sw_vthread.modified)
|
|
{
|
|
SWRast_TerminateThreadPool(&commandqueue);
|
|
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
|
|
sw_vthread.modified = false;
|
|
}
|
|
if (sw_fthreads.modified)
|
|
{
|
|
SWRast_TerminateThreadPool(&spanqueue);
|
|
SWRast_CreateThreadPool(&spanqueue, sw_fthreads.ival);
|
|
sw_fthreads.modified = false;
|
|
}
|
|
|
|
com = SWRast_BeginCommand(&commandqueue, WTC_VIEWPORT, sizeof(com->viewport));
|
|
com->viewport.interlace = bound(0, sw_interlace.ival, 15)+1;
|
|
com->viewport.clearcolour = r_clear.ival;
|
|
com->viewport.cleardepth = true;
|
|
SW_VID_UpdateViewport(com);
|
|
SWRast_EndCommand(&commandqueue, com);
|
|
|
|
Shader_DoReload();
|
|
|
|
R2D_Font_Changed();
|
|
|
|
//FIXME: playfilm/editor+q3ui
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
if (cls.state == ca_active)
|
|
{
|
|
if (!CSQC_DrawView())
|
|
V_RenderView ();
|
|
|
|
R2D_BrightenScreen();
|
|
}
|
|
|
|
SCR_DrawTwoDimensional(0, 0);
|
|
|
|
V_UpdatePalette (false);
|
|
return true;
|
|
}
|
|
|
|
void SW_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
|
|
{
|
|
}
|
|
void SW_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
|
|
{
|
|
}
|
|
void SW_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
|
|
{
|
|
}
|
|
void SW_VBO_Destroy(vboarray_t *vearray, void *mem)
|
|
{
|
|
}
|
|
void SWBE_Scissor(srect_t *rect)
|
|
{
|
|
}
|
|
|
|
rendererinfo_t swrendererinfo =
|
|
{
|
|
"Software Renderer",
|
|
{
|
|
"sw",
|
|
"Software",
|
|
"SoftRast",
|
|
},
|
|
QR_SOFTWARE,
|
|
|
|
SW_Draw_Init,
|
|
SW_Draw_Shutdown,
|
|
|
|
SW_UpdateFiltering,
|
|
SW_LoadTextureMips,
|
|
SW_DestroyTexture,
|
|
|
|
SW_R_Init,
|
|
SW_R_DeInit,
|
|
SW_R_RenderView,
|
|
|
|
SW_VID_Init,
|
|
SW_VID_DeInit,
|
|
SW_VID_SwapBuffers,
|
|
SW_VID_ApplyGammaRamps,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
SW_VID_SetWindowCaption,
|
|
SW_VID_GetRGBInfo,
|
|
|
|
SW_SCR_UpdateScreen,
|
|
|
|
SWBE_SelectMode,
|
|
SWBE_DrawMesh_List,
|
|
SWBE_DrawMesh_Single,
|
|
SWBE_SubmitBatch,
|
|
SWBE_GetTempBatch,
|
|
SWBE_DrawWorld,
|
|
SWBE_Init,
|
|
SWBE_GenBrushModelVBO,
|
|
SWBE_ClearVBO,
|
|
SWBE_UploadAllLightmaps,
|
|
SWBE_SelectEntity,
|
|
SWBE_SelectDLight,
|
|
SWBE_Scissor,
|
|
SWBE_LightCullModel,
|
|
|
|
SW_VBO_Begin,
|
|
SW_VBO_Data,
|
|
SW_VBO_Finish,
|
|
SW_VBO_Destroy,
|
|
|
|
SWBE_RenderToTextureUpdate2d,
|
|
|
|
"no more"
|
|
};
|
|
#endif
|