/* sw32_redge.c (description) Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #include "QF/render.h" #include "QF/sound.h" #include "d_ifacea.h" #include "r_local.h" /* FIXME the complex cases add new polys on most lines, so dont optimize for keeping them the same have multiple free span lists to try to get better coherence ? low depth complexity-- 1 to 3 or so this breaks spans at every edge, even hidden ones (bad) have a sentinal at both ends? */ edge_t *auxedges; edge_t *r_edges, *edge_p, *edge_max; surf_t *surfaces, *surface_p, *surf_max; /* surfaces are generated in back to front order by the bsp, so if a surf pointer is greater than another one, it should be drawn in front surfaces[1] is the background, and is used as the active surface stack */ edge_t *newedges[MAXHEIGHT]; edge_t *removeedges[MAXHEIGHT]; espan_t *span_p, *max_span_p; int r_currentkey; int current_iv; int edge_head_u_shift20, edge_tail_u_shift20; static void (*pdrawfunc) (void); edge_t edge_head; edge_t edge_tail; edge_t edge_aftertail; edge_t edge_sentinel; float fv; static void R_DrawCulledPolys (void) { surf_t *s; msurface_t *pface; currententity = &r_worldentity; if (r_worldpolysbacktofront) { for (s = surface_p - 1; s > &surfaces[1]; s--) { if (!s->spans) continue; if (!(s->flags & SURF_DRAWBACKGROUND)) { pface = (msurface_t *) s->data; R_RenderPoly (pface, 15); } } } else { for (s = &surfaces[1]; s < surface_p; s++) { if (!s->spans) continue; if (!(s->flags & SURF_DRAWBACKGROUND)) { pface = (msurface_t *) s->data; R_RenderPoly (pface, 15); } } } } void R_BeginEdgeFrame (void) { int v; edge_p = r_edges; edge_max = &r_edges[r_numallocatededges]; surface_p = &surfaces[2]; // background is surface 1, // surface 0 is a dummy surfaces[1].spans = NULL; // no background spans yet surfaces[1].flags = SURF_DRAWBACKGROUND; // put the background behind everything in the world pdrawfunc = R_GenerateSpans; surfaces[1].key = 0x7FFFFFFF; r_currentkey = 0; // FIXME: set with memset for (v = r_refdef.vrect.y; v < r_refdef.vrectbottom; v++) { newedges[v] = removeedges[v] = NULL; } } /* R_InsertNewEdges Adds the edges in the linked list edgestoadd, adding them to the edges in the linked list edgelist. edgestoadd is assumed to be sorted on u, and non-empty (this is actually newedges[v]). edgelist is assumed to be sorted on u, with a sentinel at the end (actually, this is the active edge table starting at edge_head.next). */ void R_InsertNewEdges (edge_t *edgestoadd, edge_t *edgelist) { edge_t *next_edge; do { next_edge = edgestoadd->next; edgesearch: if (edgelist->u >= edgestoadd->u) goto addedge; edgelist = edgelist->next; if (edgelist->u >= edgestoadd->u) goto addedge; edgelist = edgelist->next; if (edgelist->u >= edgestoadd->u) goto addedge; edgelist = edgelist->next; if (edgelist->u >= edgestoadd->u) goto addedge; edgelist = edgelist->next; goto edgesearch; // insert edgestoadd before edgelist addedge: edgestoadd->next = edgelist; edgestoadd->prev = edgelist->prev; edgelist->prev->next = edgestoadd; edgelist->prev = edgestoadd; } while ((edgestoadd = next_edge) != NULL); } void R_RemoveEdges (edge_t *pedge) { do { pedge->next->prev = pedge->prev; pedge->prev->next = pedge->next; } while ((pedge = pedge->nextremove) != NULL); } void R_StepActiveU (edge_t *pedge) { edge_t *pnext_edge, *pwedge; while (1) { nextedge: pedge->u += pedge->u_step; if (pedge->u < pedge->prev->u) goto pushback; pedge = pedge->next; pedge->u += pedge->u_step; if (pedge->u < pedge->prev->u) goto pushback; pedge = pedge->next; pedge->u += pedge->u_step; if (pedge->u < pedge->prev->u) goto pushback; pedge = pedge->next; pedge->u += pedge->u_step; if (pedge->u < pedge->prev->u) goto pushback; pedge = pedge->next; goto nextedge; pushback: if (pedge == &edge_aftertail) return; // push it back to keep it sorted pnext_edge = pedge->next; // pull the edge out of the edge list pedge->next->prev = pedge->prev; pedge->prev->next = pedge->next; // find out where the edge goes in the edge list pwedge = pedge->prev->prev; while (pwedge->u > pedge->u) { pwedge = pwedge->prev; } // put the edge back into the edge list pedge->next = pwedge->next; pedge->prev = pwedge; pedge->next->prev = pedge; pwedge->next = pedge; pedge = pnext_edge; if (pedge == &edge_tail) return; } } static void R_CleanupSpan (void) { surf_t *surf; int iu; espan_t *span; // now that we've reached the right edge of the screen, we're done with any // unfinished surfaces, so emit a span for whatever's on top surf = surfaces[1].next; iu = edge_tail_u_shift20; if (iu > surf->last_u) { span = span_p++; span->u = surf->last_u; span->count = iu - span->u; span->v = current_iv; span->pnext = surf->spans; surf->spans = span; } // reset spanstate for all surfaces in the surface stack do { surf->spanstate = 0; surf = surf->next; } while (surf != &surfaces[1]); } static void R_TrailingEdge (surf_t *surf, edge_t *edge) { espan_t *span; int iu; // don't generate a span if this is an inverted span, with the end edge // preceding the start edge (that is, we haven't seen the start edge yet) if (--surf->spanstate == 0) { if (surf == surfaces[1].next) { // emit a span (current top going away) iu = edge->u >> 20; if (iu > surf->last_u) { span = span_p++; span->u = surf->last_u; span->count = iu - span->u; span->v = current_iv; span->pnext = surf->spans; surf->spans = span; } // set last_u on the surface below surf->next->last_u = iu; } surf->prev->next = surf->next; surf->next->prev = surf->prev; } } static void R_LeadingEdge (edge_t *edge) { espan_t *span; surf_t *surf, *surf2; int iu; double fu, newzi, testzi, newzitop, newzibottom; if (edge->surfs[1]) { // it's adding a new surface in, so find the correct place surf = &surfaces[edge->surfs[1]]; // don't start a span if this is an inverted span, with the end edge // preceding the start edge (that is, we've already seen the end edge) if (++surf->spanstate == 1) { surf2 = surfaces[1].next; if (surf->key < surf2->key) goto newtop; // if it's two surfaces on the same plane, the one that's already // active is in front, so keep going unless it's a bmodel if (surf->insubmodel && (surf->key == surf2->key)) { // must be two bmodels in the same leaf; sort on 1/z fu = (float) (edge->u - 0xFFFFF) * (1.0 / 0x100000); newzi = surf->d_ziorigin + fv * surf->d_zistepv + fu * surf->d_zistepu; newzibottom = newzi * 0.99; testzi = surf2->d_ziorigin + fv * surf2->d_zistepv + fu * surf2->d_zistepu; if (newzibottom >= testzi) { goto newtop; } newzitop = newzi * 1.01; if (newzitop >= testzi) { if (surf->d_zistepu >= surf2->d_zistepu) { goto newtop; } } } continue_search: do { surf2 = surf2->next; } while (surf->key > surf2->key); if (surf->key == surf2->key) { // if it's two surfaces on the same plane, the already active // one is in front, so keep going unless it's a bmodel if (!surf->insubmodel) goto continue_search; // must be two bmodels in the same leaf; sort on 1/z fu = (float) (edge->u - 0xFFFFF) * (1.0 / 0x100000); newzi = surf->d_ziorigin + fv * surf->d_zistepv + fu * surf->d_zistepu; newzibottom = newzi * 0.99; testzi = surf2->d_ziorigin + fv * surf2->d_zistepv + fu * surf2->d_zistepu; if (newzibottom >= testzi) { goto gotposition; } newzitop = newzi * 1.01; if (newzitop >= testzi) { if (surf->d_zistepu >= surf2->d_zistepu) { goto gotposition; } } goto continue_search; } goto gotposition; newtop: // emit a span (obscures current top) iu = edge->u >> 20; if (iu > surf2->last_u) { span = span_p++; span->u = surf2->last_u; span->count = iu - span->u; span->v = current_iv; span->pnext = surf2->spans; surf2->spans = span; } // set last_u on the new span surf->last_u = iu; gotposition: // insert before surf2 surf->next = surf2; surf->prev = surf2->prev; surf2->prev->next = surf; surf2->prev = surf; } } } void R_GenerateSpans (void) { edge_t *edge; surf_t *surf; // clear active surfaces to just the background surface surfaces[1].next = surfaces[1].prev = &surfaces[1]; surfaces[1].last_u = edge_head_u_shift20; // generate spans for (edge = edge_head.next; edge != &edge_tail; edge = edge->next) { if (edge->surfs[0]) { // it has a left surface, so a surface is going away for this span surf = &surfaces[edge->surfs[0]]; R_TrailingEdge (surf, edge); if (!edge->surfs[1]) continue; } R_LeadingEdge (edge); } R_CleanupSpan (); } /* R_ScanEdges Input: newedges[] array this has links to edges, which have links to surfaces Output: Each surface has a linked list of its visible spans */ void R_ScanEdges (void) { int iv, bottom; byte basespans[MAXSPANS * sizeof (espan_t) + CACHE_SIZE]; espan_t *basespan_p; surf_t *s; basespan_p = (espan_t *) ((intptr_t) (basespans + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1)); max_span_p = &basespan_p[MAXSPANS - r_refdef.vrect.width]; span_p = basespan_p; // clear active edges to just the background edges around the whole screen // FIXME: most of this needs to be set up only once edge_head.u = r_refdef.vrect.x << 20; edge_head_u_shift20 = edge_head.u >> 20; edge_head.u_step = 0; edge_head.prev = NULL; edge_head.next = &edge_tail; edge_head.surfs[0] = 0; edge_head.surfs[1] = 1; edge_tail.u = (r_refdef.vrectright << 20) + 0xFFFFF; edge_tail_u_shift20 = edge_tail.u >> 20; edge_tail.u_step = 0; edge_tail.prev = &edge_head; edge_tail.next = &edge_aftertail; edge_tail.surfs[0] = 1; edge_tail.surfs[1] = 0; edge_aftertail.u = -1; // force a move edge_aftertail.u_step = 0; edge_aftertail.next = &edge_sentinel; edge_aftertail.prev = &edge_tail; // FIXME: do we need this now that we clamp x in r_draw.c? edge_sentinel.u = 32767 << 16; // make sure nothing sorts past this edge_sentinel.prev = &edge_aftertail; // process all scan lines bottom = r_refdef.vrectbottom - 1; for (iv = r_refdef.vrect.y; iv < bottom; iv++) { current_iv = iv; fv = (float) iv; // mark that the head (background start) span is pre-included surfaces[1].spanstate = 1; if (newedges[iv]) { R_InsertNewEdges (newedges[iv], edge_head.next); } (*pdrawfunc) (); // flush the span list if we can't be sure we have enough spans left // for the next scan if (span_p > max_span_p) { VID_UnlockBuffer (); S_ExtraUpdate (); // don't let sound get messed up if going slow VID_LockBuffer (); if (r_drawculledpolys) R_DrawCulledPolys (); else D_DrawSurfaces (); // clear the surface span pointers for (s = &surfaces[1]; s < surface_p; s++) s->spans = NULL; span_p = basespan_p; } if (removeedges[iv]) R_RemoveEdges (removeedges[iv]); if (edge_head.next != &edge_tail) R_StepActiveU (edge_head.next); } // do the last scan (no need to step or sort or remove on the last scan) current_iv = iv; fv = (float) iv; // mark that the head (background start) span is pre-included surfaces[1].spanstate = 1; if (newedges[iv]) R_InsertNewEdges (newedges[iv], edge_head.next); (*pdrawfunc) (); // draw whatever's left in the span list if (r_drawculledpolys) R_DrawCulledPolys (); else D_DrawSurfaces (); }