raze/source/common/rendering/polyrenderer/drawers/screen_triangle.h

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/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include <cstdint>
#include <vector>
#include <float.h>
#include "renderstyle.h"
//#include "rendering/swrenderer/drawers/r_draw.h"
class FString;
class PolyTriangleThreadData;
struct ScreenTriVertex
{
float x, y, z, w;
float u, v;
float worldX, worldY, worldZ;
float a, r, g, b;
float gradientdistZ;
};
struct ScreenTriangleStepVariables
{
float W, U, V;
float WorldX, WorldY, WorldZ;
float A, R, G, B;
float GradientdistZ;
};
struct TriDrawTriangleArgs
{
ScreenTriVertex *v1;
ScreenTriVertex *v2;
ScreenTriVertex *v3;
ScreenTriangleStepVariables gradientX;
ScreenTriangleStepVariables gradientY;
bool CalculateGradients()
{
float bottomX = (v2->x - v3->x) * (v1->y - v3->y) - (v1->x - v3->x) * (v2->y - v3->y);
float bottomY = (v1->x - v3->x) * (v2->y - v3->y) - (v2->x - v3->x) * (v1->y - v3->y);
if ((bottomX >= -FLT_EPSILON && bottomX <= FLT_EPSILON) || (bottomY >= -FLT_EPSILON && bottomY <= FLT_EPSILON))
return false;
gradientX.W = FindGradientX(bottomX, 1.0f, 1.0f, 1.0f);
gradientX.U = FindGradientX(bottomX, v1->u, v2->u, v3->u);
gradientX.V = FindGradientX(bottomX, v1->v, v2->v, v3->v);
gradientX.WorldX = FindGradientX(bottomX, v1->worldX, v2->worldX, v3->worldX);
gradientX.WorldY = FindGradientX(bottomX, v1->worldY, v2->worldY, v3->worldY);
gradientX.WorldZ = FindGradientX(bottomX, v1->worldZ, v2->worldZ, v3->worldZ);
gradientX.A = FindGradientX(bottomX, v1->a, v2->a, v3->a);
gradientX.R = FindGradientX(bottomX, v1->r, v2->r, v3->r);
gradientX.G = FindGradientX(bottomX, v1->g, v2->g, v3->g);
gradientX.B = FindGradientX(bottomX, v1->b, v2->b, v3->b);
gradientX.GradientdistZ = FindGradientX(bottomX, v1->gradientdistZ, v2->gradientdistZ, v3->gradientdistZ);
gradientY.W = FindGradientY(bottomY, 1.0f, 1.0f, 1.0f);
gradientY.U = FindGradientY(bottomY, v1->u, v2->u, v3->u);
gradientY.V = FindGradientY(bottomY, v1->v, v2->v, v3->v);
gradientY.WorldX = FindGradientY(bottomY, v1->worldX, v2->worldX, v3->worldX);
gradientY.WorldY = FindGradientY(bottomY, v1->worldY, v2->worldY, v3->worldY);
gradientY.WorldZ = FindGradientY(bottomY, v1->worldZ, v2->worldZ, v3->worldZ);
gradientY.A = FindGradientY(bottomY, v1->a, v2->a, v3->a);
gradientY.R = FindGradientY(bottomY, v1->r, v2->r, v3->r);
gradientY.G = FindGradientY(bottomY, v1->g, v2->g, v3->g);
gradientY.B = FindGradientY(bottomY, v1->b, v2->b, v3->b);
gradientY.GradientdistZ = FindGradientY(bottomY, v1->gradientdistZ, v2->gradientdistZ, v3->gradientdistZ);
return true;
}
private:
float FindGradientX(float bottomX, float c0, float c1, float c2)
{
c0 *= v1->w;
c1 *= v2->w;
c2 *= v3->w;
return ((c1 - c2) * (v1->y - v3->y) - (c0 - c2) * (v2->y - v3->y)) / bottomX;
}
float FindGradientY(float bottomY, float c0, float c1, float c2)
{
c0 *= v1->w;
c1 *= v2->w;
c2 *= v3->w;
return ((c1 - c2) * (v1->x - v3->x) - (c0 - c2) * (v2->x - v3->x)) / bottomY;
}
};
class ScreenTriangle
{
public:
static void Draw(const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread);
private:
static void(*TestSpanOpts[])(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread);
};
enum SWTestSpan
{
SWTRI_DepthTest = 1,
SWTRI_StencilTest = 2
};