quakeforge/libs/video/renderer/sw/d_sprite.c
Bill Currie bce7d5b832 [renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.

Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 09:45:27 +09:00

416 lines
9.9 KiB
C

/*
d_sprite.c
software top-level rasterization driver module for drawing sprites
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
#include "QF/render.h"
#include "d_local.h"
#include "r_internal.h"
static int sprite_height;
static int minindex, maxindex;
static sspan_t *sprite_spans;
#ifdef PIC
#undef USE_INTEL_ASM //XXX asm pic hack
#endif
#ifndef USE_INTEL_ASM
void
D_SpriteDrawSpans (sspan_t *pspan)
{
int count, spancount, izistep;
int izi;
byte *pbase, *pdest;
fixed16_t s, t, snext, tnext, sstep, tstep;
float sdivz, tdivz, zi, z, du, dv, spancountminus1;
float sdivz8stepu, tdivz8stepu, zi8stepu;
byte btemp;
short *pz;
sstep = 0; // keep compiler happy
tstep = 0; // ditto
pbase = cacheblock;
sdivz8stepu = d_sdivzstepu * 8;
tdivz8stepu = d_tdivzstepu * 8;
zi8stepu = d_zistepu * 8;
// we count on FP exceptions being turned off to avoid range problems
izistep = (int) (d_zistepu * 0x8000 * 0x10000);
do {
pdest = (byte *) d_viewbuffer + (screenwidth * pspan->v) + pspan->u;
pz = d_pzbuffer + (d_zwidth * pspan->v) + pspan->u;
count = pspan->count;
if (count <= 0)
goto NextSpan;
// calculate the initial s/z, t/z, 1/z, s, and t and clamp
du = (float) pspan->u;
dv = (float) pspan->v;
sdivz = d_sdivzorigin + dv * d_sdivzstepv + du * d_sdivzstepu;
tdivz = d_tdivzorigin + dv * d_tdivzstepv + du * d_tdivzstepu;
zi = d_ziorigin + dv * d_zistepv + du * d_zistepu;
z = (float) 0x10000 / zi; // prescale to 16.16 fixed-point
// we count on FP exceptions being turned off to avoid range problems
izi = (int) (zi * 0x8000 * 0x10000);
s = (int) (sdivz * z) + sadjust;
if (s > bbextents)
s = bbextents;
else if (s < 0)
s = 0;
t = (int) (tdivz * z) + tadjust;
if (t > bbextentt)
t = bbextentt;
else if (t < 0)
t = 0;
do {
// calculate s and t at the far end of the span
if (count >= 8)
spancount = 8;
else
spancount = count;
count -= spancount;
if (count) {
// calculate s/z, t/z, zi->fixed s and t at far end of span,
// calculate s and t steps across span by shifting
sdivz += sdivz8stepu;
tdivz += tdivz8stepu;
zi += zi8stepu;
z = (float) 0x10000 / zi; // prescale to 16.16 fixed-point
snext = (int) (sdivz * z) + sadjust;
if (snext > bbextents)
snext = bbextents;
else if (snext < 8)
snext = 8; // prevent round-off error on <0
// steps from
// from causing overstepping & running off the
// edge of the texture
tnext = (int) (tdivz * z) + tadjust;
if (tnext > bbextentt)
tnext = bbextentt;
else if (tnext < 8)
tnext = 8; // guard against round-off error on
// <0 steps
sstep = (snext - s) >> 3;
tstep = (tnext - t) >> 3;
} else {
// calculate s/z, t/z, zi->fixed s and t at last pixel in
// span (so can't step off polygon), clamp, calculate s and t
// steps across span by division, biasing steps low so we
// don't run off the texture
spancountminus1 = (float) (spancount - 1);
sdivz += d_sdivzstepu * spancountminus1;
tdivz += d_tdivzstepu * spancountminus1;
zi += d_zistepu * spancountminus1;
z = (float) 0x10000 / zi; // prescale to 16.16 fixed-point
snext = (int) (sdivz * z) + sadjust;
if (snext > bbextents)
snext = bbextents;
else if (snext < 8)
snext = 8; // prevent round-off error on <0 steps
// from from causing overstepping &
// running off the edge of the texture
tnext = (int) (tdivz * z) + tadjust;
if (tnext > bbextentt)
tnext = bbextentt;
else if (tnext < 8)
tnext = 8; // guard against round-off error on
// <0 steps
if (spancount > 1) {
sstep = (snext - s) / (spancount - 1);
tstep = (tnext - t) / (spancount - 1);
}
}
do {
btemp = *(pbase + (s >> 16) + (t >> 16) * cachewidth);
if (btemp != 255) {
if (*pz <= (izi >> 16)) {
*pz = izi >> 16;
*pdest = btemp;
}
}
izi += izistep;
pdest++;
pz++;
s += sstep;
t += tstep;
} while (--spancount > 0);
s = snext;
t = tnext;
} while (count > 0);
NextSpan:
pspan++;
} while (pspan->count != DS_SPAN_LIST_END);
}
#endif
static void
D_SpriteScanLeftEdge (void)
{
int i, v, itop, ibottom, lmaxindex;
emitpoint_t *pvert, *pnext;
sspan_t *pspan;
float du, dv, vtop, vbottom, slope;
fixed16_t u, u_step;
pspan = sprite_spans;
i = minindex;
if (i == 0)
i = r_spritedesc.nump;
lmaxindex = maxindex;
if (lmaxindex == 0)
lmaxindex = r_spritedesc.nump;
vtop = ceil (r_spritedesc.pverts[i].v);
do {
pvert = &r_spritedesc.pverts[i];
pnext = pvert - 1;
vbottom = ceil (pnext->v);
if (vtop < vbottom) {
du = pnext->u - pvert->u;
dv = pnext->v - pvert->v;
slope = du / dv;
u_step = (int) (slope * 0x10000);
// adjust u to ceil the integer portion
u = (int) ((pvert->u + (slope * (vtop - pvert->v))) * 0x10000) +
(0x10000 - 1);
itop = (int) vtop;
ibottom = (int) vbottom;
for (v = itop; v < ibottom; v++) {
pspan->u = u >> 16;
pspan->v = v;
u += u_step;
pspan++;
}
}
vtop = vbottom;
i--;
if (i == 0)
i = r_spritedesc.nump;
} while (i != lmaxindex);
}
static void
D_SpriteScanRightEdge (void)
{
int i, v, itop, ibottom;
emitpoint_t *pvert, *pnext;
sspan_t *pspan;
float du, dv, vtop, vbottom, slope, uvert, unext, vvert, vnext;
fixed16_t u, u_step;
pspan = sprite_spans;
i = minindex;
vvert = r_spritedesc.pverts[i].v;
if (vvert < r_refdef.fvrecty_adj)
vvert = r_refdef.fvrecty_adj;
if (vvert > r_refdef.fvrectbottom_adj)
vvert = r_refdef.fvrectbottom_adj;
vtop = ceil (vvert);
do {
pvert = &r_spritedesc.pverts[i];
pnext = pvert + 1;
vnext = pnext->v;
if (vnext < r_refdef.fvrecty_adj)
vnext = r_refdef.fvrecty_adj;
if (vnext > r_refdef.fvrectbottom_adj)
vnext = r_refdef.fvrectbottom_adj;
vbottom = ceil (vnext);
if (vtop < vbottom) {
uvert = pvert->u;
if (uvert < r_refdef.fvrectx_adj)
uvert = r_refdef.fvrectx_adj;
if (uvert > r_refdef.fvrectright_adj)
uvert = r_refdef.fvrectright_adj;
unext = pnext->u;
if (unext < r_refdef.fvrectx_adj)
unext = r_refdef.fvrectx_adj;
if (unext > r_refdef.fvrectright_adj)
unext = r_refdef.fvrectright_adj;
du = unext - uvert;
dv = vnext - vvert;
slope = du / dv;
u_step = (int) (slope * 0x10000);
// adjust u to ceil the integer portion
u = (int) ((uvert + (slope * (vtop - vvert))) * 0x10000) +
(0x10000 - 1);
itop = (int) vtop;
ibottom = (int) vbottom;
for (v = itop; v < ibottom; v++) {
pspan->count = (u >> 16) - pspan->u;
u += u_step;
pspan++;
}
}
vtop = vbottom;
vvert = vnext;
i++;
if (i == r_spritedesc.nump)
i = 0;
} while (i != maxindex);
pspan->count = DS_SPAN_LIST_END; // mark the end of the span list
}
static void
D_SpriteCalculateGradients (const vec3_t relvieworg)
{
vec3_t p_normal, p_saxis, p_taxis, p_temp1;
float distinv;
TransformVector (r_spritedesc.vfwd, p_normal);
TransformVector (r_spritedesc.vright, p_saxis);
TransformVector (r_spritedesc.vup, p_taxis);
VectorNegate (p_taxis, p_taxis);
distinv = 1.0 / (-DotProduct (relvieworg, r_spritedesc.vfwd));
d_sdivzstepu = p_saxis[0] * xscaleinv;
d_tdivzstepu = p_taxis[0] * xscaleinv;
d_sdivzstepv = -p_saxis[1] * yscaleinv;
d_tdivzstepv = -p_taxis[1] * yscaleinv;
d_zistepu = p_normal[0] * xscaleinv * distinv;
d_zistepv = -p_normal[1] * yscaleinv * distinv;
d_sdivzorigin = p_saxis[2] - xcenter * d_sdivzstepu -
ycenter * d_sdivzstepv;
d_tdivzorigin = p_taxis[2] - xcenter * d_tdivzstepu -
ycenter * d_tdivzstepv;
d_ziorigin = p_normal[2] * distinv - xcenter * d_zistepu -
ycenter * d_zistepv;
TransformVector (relvieworg, p_temp1);
sadjust = ((fixed16_t) (DotProduct (p_temp1, p_saxis) * 0x10000 + 0.5)) -
(-(cachewidth >> 1) << 16);
tadjust = ((fixed16_t) (DotProduct (p_temp1, p_taxis) * 0x10000 + 0.5)) -
(-(sprite_height >> 1) << 16);
// -1 (-epsilon) so we never wander off the edge of the texture
bbextents = (cachewidth << 16) - 1;
bbextentt = (sprite_height << 16) - 1;
}
void
D_DrawSprite (const vec3_t relvieworg)
{
int i, nump;
float ymin, ymax;
emitpoint_t *pverts;
sspan_t spans[MAXHEIGHT + 1];
sprite_spans = spans;
// find the top and bottom vertices, and make sure there's at least one
// scan to draw
ymin = 999999.9;
ymax = -999999.9;
pverts = r_spritedesc.pverts;
for (i = 0; i < r_spritedesc.nump; i++) {
if (pverts->v < ymin) {
ymin = pverts->v;
minindex = i;
}
if (pverts->v > ymax) {
ymax = pverts->v;
maxindex = i;
}
pverts++;
}
ymin = ceil (ymin);
ymax = ceil (ymax);
if (ymin >= ymax)
return; // doesn't cross any scans at all
cachewidth = r_spritedesc.pspriteframe->width;
sprite_height = r_spritedesc.pspriteframe->height;
cacheblock = &r_spritedesc.pspriteframe->pixels[0];
// copy the first vertex to the last vertex, so we don't have to deal with
// wrapping
nump = r_spritedesc.nump;
pverts = r_spritedesc.pverts;
pverts[nump] = pverts[0];
D_SpriteCalculateGradients (relvieworg);
D_SpriteScanLeftEdge ();
D_SpriteScanRightEdge ();
D_SpriteDrawSpans (sprite_spans);
}