mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
0c437492b4
For now, OpenGL and Vulkan renderers are broken as I focused on getting the software renderer working (which was quite tricky to get right). This fixes a couple of issues: the segfault when warping the screen (due to the scene rendering move invalidating the warp buffer), and warp always having 320x200 resolution. There's still the problem of the effect being too subtle at high resolution, but that's just a matter of updating the tables and tweaking the code in D_WarpScreen. Another issue is the Draw functions should probably write directly to the main frame buffer or even one passed in as a parameter. This would remove the need for binding the main buffer at the beginning and end of the frame.
416 lines
9.9 KiB
C
416 lines
9.9 KiB
C
/*
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d_sprite.c
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software top-level rasterization driver module for drawing sprites
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/render.h"
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#include "d_local.h"
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#include "r_internal.h"
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static int sprite_height;
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static int minindex, maxindex;
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static sspan_t *sprite_spans;
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#ifdef PIC
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#undef USE_INTEL_ASM //XXX asm pic hack
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#endif
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#ifndef USE_INTEL_ASM
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void
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D_SpriteDrawSpans (sspan_t *pspan)
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{
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int count, spancount, izistep;
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int izi;
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byte *pbase, *pdest;
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fixed16_t s, t, snext, tnext, sstep, tstep;
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float sdivz, tdivz, zi, z, du, dv, spancountminus1;
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float sdivz8stepu, tdivz8stepu, zi8stepu;
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byte btemp;
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short *pz;
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sstep = 0; // keep compiler happy
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tstep = 0; // ditto
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pbase = cacheblock;
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sdivz8stepu = d_sdivzstepu * 8;
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tdivz8stepu = d_tdivzstepu * 8;
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zi8stepu = d_zistepu * 8;
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// we count on FP exceptions being turned off to avoid range problems
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izistep = (int) (d_zistepu * 0x8000 * 0x10000);
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do {
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pdest = d_viewbuffer + (d_rowbytes * pspan->v) + pspan->u;
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pz = d_zbuffer + (d_zwidth * pspan->v) + pspan->u;
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count = pspan->count;
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if (count <= 0)
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goto NextSpan;
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// calculate the initial s/z, t/z, 1/z, s, and t and clamp
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du = (float) pspan->u;
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dv = (float) pspan->v;
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sdivz = d_sdivzorigin + dv * d_sdivzstepv + du * d_sdivzstepu;
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tdivz = d_tdivzorigin + dv * d_tdivzstepv + du * d_tdivzstepu;
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zi = d_ziorigin + dv * d_zistepv + du * d_zistepu;
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z = (float) 0x10000 / zi; // prescale to 16.16 fixed-point
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// we count on FP exceptions being turned off to avoid range problems
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izi = (int) (zi * 0x8000 * 0x10000);
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s = (int) (sdivz * z) + sadjust;
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if (s > bbextents)
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s = bbextents;
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else if (s < 0)
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s = 0;
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t = (int) (tdivz * z) + tadjust;
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if (t > bbextentt)
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t = bbextentt;
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else if (t < 0)
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t = 0;
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do {
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// calculate s and t at the far end of the span
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if (count >= 8)
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spancount = 8;
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else
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spancount = count;
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count -= spancount;
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if (count) {
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// calculate s/z, t/z, zi->fixed s and t at far end of span,
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// calculate s and t steps across span by shifting
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sdivz += sdivz8stepu;
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tdivz += tdivz8stepu;
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zi += zi8stepu;
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z = (float) 0x10000 / zi; // prescale to 16.16 fixed-point
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snext = (int) (sdivz * z) + sadjust;
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if (snext > bbextents)
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snext = bbextents;
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else if (snext < 8)
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snext = 8; // prevent round-off error on <0
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// steps from
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// from causing overstepping & running off the
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// edge of the texture
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tnext = (int) (tdivz * z) + tadjust;
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if (tnext > bbextentt)
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tnext = bbextentt;
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else if (tnext < 8)
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tnext = 8; // guard against round-off error on
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// <0 steps
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sstep = (snext - s) >> 3;
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tstep = (tnext - t) >> 3;
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} else {
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// calculate s/z, t/z, zi->fixed s and t at last pixel in
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// span (so can't step off polygon), clamp, calculate s and t
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// steps across span by division, biasing steps low so we
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// don't run off the texture
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spancountminus1 = (float) (spancount - 1);
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sdivz += d_sdivzstepu * spancountminus1;
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tdivz += d_tdivzstepu * spancountminus1;
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zi += d_zistepu * spancountminus1;
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z = (float) 0x10000 / zi; // prescale to 16.16 fixed-point
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snext = (int) (sdivz * z) + sadjust;
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if (snext > bbextents)
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snext = bbextents;
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else if (snext < 8)
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snext = 8; // prevent round-off error on <0 steps
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// from from causing overstepping &
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// running off the edge of the texture
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tnext = (int) (tdivz * z) + tadjust;
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if (tnext > bbextentt)
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tnext = bbextentt;
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else if (tnext < 8)
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tnext = 8; // guard against round-off error on
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// <0 steps
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if (spancount > 1) {
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sstep = (snext - s) / (spancount - 1);
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tstep = (tnext - t) / (spancount - 1);
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}
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}
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do {
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btemp = *(pbase + (s >> 16) + (t >> 16) * cachewidth);
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if (btemp != 255) {
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if (*pz <= (izi >> 16)) {
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*pz = izi >> 16;
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*pdest = btemp;
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}
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}
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izi += izistep;
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pdest++;
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pz++;
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s += sstep;
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t += tstep;
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} while (--spancount > 0);
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s = snext;
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t = tnext;
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} while (count > 0);
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NextSpan:
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pspan++;
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} while (pspan->count != DS_SPAN_LIST_END);
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}
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#endif
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static void
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D_SpriteScanLeftEdge (void)
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{
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int i, v, itop, ibottom, lmaxindex;
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emitpoint_t *pvert, *pnext;
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sspan_t *pspan;
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float du, dv, vtop, vbottom, slope;
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fixed16_t u, u_step;
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pspan = sprite_spans;
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i = minindex;
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if (i == 0)
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i = r_spritedesc.nump;
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lmaxindex = maxindex;
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if (lmaxindex == 0)
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lmaxindex = r_spritedesc.nump;
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vtop = ceil (r_spritedesc.pverts[i].v);
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do {
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pvert = &r_spritedesc.pverts[i];
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pnext = pvert - 1;
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vbottom = ceil (pnext->v);
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if (vtop < vbottom) {
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du = pnext->u - pvert->u;
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dv = pnext->v - pvert->v;
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slope = du / dv;
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u_step = (int) (slope * 0x10000);
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// adjust u to ceil the integer portion
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u = (int) ((pvert->u + (slope * (vtop - pvert->v))) * 0x10000) +
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(0x10000 - 1);
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itop = (int) vtop;
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ibottom = (int) vbottom;
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for (v = itop; v < ibottom; v++) {
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pspan->u = u >> 16;
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pspan->v = v;
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u += u_step;
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pspan++;
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}
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}
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vtop = vbottom;
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i--;
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if (i == 0)
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i = r_spritedesc.nump;
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} while (i != lmaxindex);
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}
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static void
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D_SpriteScanRightEdge (void)
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{
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int i, v, itop, ibottom;
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emitpoint_t *pvert, *pnext;
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sspan_t *pspan;
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float du, dv, vtop, vbottom, slope, uvert, unext, vvert, vnext;
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fixed16_t u, u_step;
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pspan = sprite_spans;
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i = minindex;
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vvert = r_spritedesc.pverts[i].v;
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if (vvert < r_refdef.fvrecty_adj)
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vvert = r_refdef.fvrecty_adj;
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if (vvert > r_refdef.fvrectbottom_adj)
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vvert = r_refdef.fvrectbottom_adj;
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vtop = ceil (vvert);
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do {
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pvert = &r_spritedesc.pverts[i];
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pnext = pvert + 1;
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vnext = pnext->v;
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if (vnext < r_refdef.fvrecty_adj)
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vnext = r_refdef.fvrecty_adj;
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if (vnext > r_refdef.fvrectbottom_adj)
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vnext = r_refdef.fvrectbottom_adj;
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vbottom = ceil (vnext);
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if (vtop < vbottom) {
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uvert = pvert->u;
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if (uvert < r_refdef.fvrectx_adj)
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uvert = r_refdef.fvrectx_adj;
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if (uvert > r_refdef.fvrectright_adj)
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uvert = r_refdef.fvrectright_adj;
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unext = pnext->u;
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if (unext < r_refdef.fvrectx_adj)
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unext = r_refdef.fvrectx_adj;
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if (unext > r_refdef.fvrectright_adj)
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unext = r_refdef.fvrectright_adj;
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du = unext - uvert;
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dv = vnext - vvert;
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slope = du / dv;
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u_step = (int) (slope * 0x10000);
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// adjust u to ceil the integer portion
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u = (int) ((uvert + (slope * (vtop - vvert))) * 0x10000) +
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(0x10000 - 1);
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itop = (int) vtop;
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ibottom = (int) vbottom;
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for (v = itop; v < ibottom; v++) {
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pspan->count = (u >> 16) - pspan->u;
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u += u_step;
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pspan++;
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}
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}
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vtop = vbottom;
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vvert = vnext;
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i++;
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if (i == r_spritedesc.nump)
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i = 0;
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} while (i != maxindex);
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pspan->count = DS_SPAN_LIST_END; // mark the end of the span list
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}
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static void
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D_SpriteCalculateGradients (const vec3_t relvieworg)
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{
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vec3_t p_normal, p_saxis, p_taxis, p_temp1;
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float distinv;
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TransformVector (r_spritedesc.vfwd, p_normal);
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TransformVector (r_spritedesc.vright, p_saxis);
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TransformVector (r_spritedesc.vup, p_taxis);
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VectorNegate (p_taxis, p_taxis);
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distinv = 1.0 / (-DotProduct (relvieworg, r_spritedesc.vfwd));
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d_sdivzstepu = p_saxis[0] * xscaleinv;
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d_tdivzstepu = p_taxis[0] * xscaleinv;
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d_sdivzstepv = -p_saxis[1] * yscaleinv;
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d_tdivzstepv = -p_taxis[1] * yscaleinv;
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d_zistepu = p_normal[0] * xscaleinv * distinv;
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d_zistepv = -p_normal[1] * yscaleinv * distinv;
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d_sdivzorigin = p_saxis[2] - xcenter * d_sdivzstepu -
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ycenter * d_sdivzstepv;
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d_tdivzorigin = p_taxis[2] - xcenter * d_tdivzstepu -
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ycenter * d_tdivzstepv;
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d_ziorigin = p_normal[2] * distinv - xcenter * d_zistepu -
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ycenter * d_zistepv;
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TransformVector (relvieworg, p_temp1);
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sadjust = ((fixed16_t) (DotProduct (p_temp1, p_saxis) * 0x10000 + 0.5)) -
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(-(cachewidth >> 1) << 16);
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tadjust = ((fixed16_t) (DotProduct (p_temp1, p_taxis) * 0x10000 + 0.5)) -
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(-(sprite_height >> 1) << 16);
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// -1 (-epsilon) so we never wander off the edge of the texture
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bbextents = (cachewidth << 16) - 1;
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bbextentt = (sprite_height << 16) - 1;
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}
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void
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D_DrawSprite (const vec3_t relvieworg)
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{
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int i, nump;
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float ymin, ymax;
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emitpoint_t *pverts;
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sspan_t spans[MAXHEIGHT + 1];
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sprite_spans = spans;
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// find the top and bottom vertices, and make sure there's at least one
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// scan to draw
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ymin = 999999.9;
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ymax = -999999.9;
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pverts = r_spritedesc.pverts;
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for (i = 0; i < r_spritedesc.nump; i++) {
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if (pverts->v < ymin) {
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ymin = pverts->v;
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minindex = i;
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}
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if (pverts->v > ymax) {
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ymax = pverts->v;
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maxindex = i;
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}
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pverts++;
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}
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ymin = ceil (ymin);
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ymax = ceil (ymax);
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if (ymin >= ymax)
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return; // doesn't cross any scans at all
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cachewidth = r_spritedesc.pspriteframe->width;
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sprite_height = r_spritedesc.pspriteframe->height;
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cacheblock = &r_spritedesc.pspriteframe->pixels[0];
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// copy the first vertex to the last vertex, so we don't have to deal with
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// wrapping
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nump = r_spritedesc.nump;
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pverts = r_spritedesc.pverts;
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pverts[nump] = pverts[0];
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D_SpriteCalculateGradients (relvieworg);
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D_SpriteScanLeftEdge ();
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D_SpriteScanRightEdge ();
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D_SpriteDrawSpans (sprite_spans);
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}
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