/* ** 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. ** */ #include #include "templates.h" #include "filesystem.h" #include "v_video.h" #include "poly_triangle.h" #include "screen_triangle.h" #include "screen_blend.h" #include "screen_scanline_setup.h" #include "screen_shader.h" #include static void WriteDepth(int y, int x0, int x1, PolyTriangleThreadData* thread) { float* line = thread->depthstencil->DepthValues() + (size_t)thread->depthstencil->Width() * y; if (thread->DepthRangeScale != 0.0f) { float* w = thread->scanline.W; for (int x = x0; x < x1; x++) { line[x] = w[x]; } } else // portal fills always uses DepthRangeStart = 1 and DepthRangeScale = 0 { for (int x = x0; x < x1; x++) { line[x] = 65536.0f; } } } static void WriteStencil(int y, int x0, int x1, PolyTriangleThreadData* thread) { uint8_t* line = thread->depthstencil->StencilValues() + (size_t)thread->depthstencil->Width() * y; uint8_t value = thread->StencilWriteValue; for (int x = x0; x < x1; x++) { line[x] = value; } } static void RunFragmentShader(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { WriteVaryings(y, x0, x1, args, thread); thread->FragmentShader(x0, x1, thread); } static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { if (thread->WriteColor || thread->AlphaTest) RunFragmentShader(y, x0, x1, args, thread); if (!thread->AlphaTest) { if (thread->WriteColor) thread->WriteColorFunc(y, x0, x1, thread); if (thread->WriteDepth) WriteDepth(y, x0, x1, thread); if (thread->WriteStencil) WriteStencil(y, x0, x1, thread); } else { uint8_t* discard = thread->scanline.discard; while (x0 < x1) { int xstart = x0; while (!discard[x0] && x0 < x1) x0++; if (xstart < x0) { if (thread->WriteColor) thread->WriteColorFunc(y, xstart, x0, thread); if (thread->WriteDepth) WriteDepth(y, xstart, x0, thread); if (thread->WriteStencil) WriteStencil(y, xstart, x0, thread); } while (discard[x0] && x0 < x1) x0++; } } } static void NoTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { WriteW(y, x0, x1, args, thread); DrawSpan(y, x0, x1, args, thread); } static void DepthTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { WriteW(y, x0, x1, args, thread); float* zbufferLine = thread->depthstencil->DepthValues() + (size_t)thread->depthstencil->Width() * y; float* w = thread->scanline.W; float depthbias = thread->depthbias; int x = x0; int xend = x1; while (x < xend) { int xstart = x; while (zbufferLine[x] >= w[x] + depthbias && x < xend) x++; if (x > xstart) { DrawSpan(y, xstart, x, args, thread); } while (zbufferLine[x] < w[x] + depthbias && x < xend) x++; } } static void DepthStencilTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { uint8_t* stencilLine = thread->depthstencil->StencilValues() + (size_t)thread->depthstencil->Width() * y; uint8_t stencilTestValue = thread->StencilTestValue; int x = x0; int xend = x1; while (x < xend) { int xstart = x; while (stencilLine[x] == stencilTestValue && x < xend) x++; if (x > xstart) { DepthTestSpan(y, xstart, x, args, thread); } while (stencilLine[x] != stencilTestValue && x < xend) x++; } } static void StencilTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { uint8_t* stencilLine = thread->depthstencil->StencilValues() + (size_t)thread->depthstencil->Width() * y; uint8_t stencilTestValue = thread->StencilTestValue; int x = x0; int xend = x1; while (x < xend) { int xstart = x; while (stencilLine[x] == stencilTestValue && x < xend) x++; if (x > xstart) { WriteW(y, x0, x1, args, thread); DrawSpan(y, xstart, x, args, thread); } while (stencilLine[x] != stencilTestValue && x < xend) x++; } } static void SortVertices(const TriDrawTriangleArgs* args, ScreenTriVertex** sortedVertices) { sortedVertices[0] = args->v1; sortedVertices[1] = args->v2; sortedVertices[2] = args->v3; if (sortedVertices[1]->y < sortedVertices[0]->y) std::swap(sortedVertices[0], sortedVertices[1]); if (sortedVertices[2]->y < sortedVertices[0]->y) std::swap(sortedVertices[0], sortedVertices[2]); if (sortedVertices[2]->y < sortedVertices[1]->y) std::swap(sortedVertices[1], sortedVertices[2]); } void ScreenTriangle::Draw(const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) { // Sort vertices by Y position ScreenTriVertex* sortedVertices[3]; SortVertices(args, sortedVertices); int clipleft = thread->clip.left; int cliptop = max(thread->clip.top, thread->numa_start_y); int clipright = thread->clip.right; int clipbottom = min(thread->clip.bottom, thread->numa_end_y); int topY = (int)(sortedVertices[0]->y + 0.5f); int midY = (int)(sortedVertices[1]->y + 0.5f); int bottomY = (int)(sortedVertices[2]->y + 0.5f); topY = max(topY, cliptop); midY = min(midY, clipbottom); bottomY = min(bottomY, clipbottom); if (topY >= bottomY) return; SelectFragmentShader(thread); SelectWriteColorFunc(thread); void(*testfunc)(int y, int x0, int x1, const TriDrawTriangleArgs * args, PolyTriangleThreadData * thread); int opt = 0; if (thread->DepthTest) opt |= SWTRI_DepthTest; if (thread->StencilTest) opt |= SWTRI_StencilTest; testfunc = ScreenTriangle::TestSpanOpts[opt]; topY += thread->skipped_by_thread(topY); int num_cores = thread->num_cores; // Find start/end X positions for each line covered by the triangle: int y = topY; float longDX = sortedVertices[2]->x - sortedVertices[0]->x; float longDY = sortedVertices[2]->y - sortedVertices[0]->y; float longStep = longDX / longDY; float longPos = sortedVertices[0]->x + longStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f; longStep *= num_cores; if (y < midY) { float shortDX = sortedVertices[1]->x - sortedVertices[0]->x; float shortDY = sortedVertices[1]->y - sortedVertices[0]->y; float shortStep = shortDX / shortDY; float shortPos = sortedVertices[0]->x + shortStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f; shortStep *= num_cores; while (y < midY) { int x0 = (int)shortPos; int x1 = (int)longPos; if (x1 < x0) std::swap(x0, x1); x0 = clamp(x0, clipleft, clipright); x1 = clamp(x1, clipleft, clipright); testfunc(y, x0, x1, args, thread); shortPos += shortStep; longPos += longStep; y += num_cores; } } if (y < bottomY) { float shortDX = sortedVertices[2]->x - sortedVertices[1]->x; float shortDY = sortedVertices[2]->y - sortedVertices[1]->y; float shortStep = shortDX / shortDY; float shortPos = sortedVertices[1]->x + shortStep * (y + 0.5f - sortedVertices[1]->y) + 0.5f; shortStep *= num_cores; while (y < bottomY) { int x0 = (int)shortPos; int x1 = (int)longPos; if (x1 < x0) std::swap(x0, x1); x0 = clamp(x0, clipleft, clipright); x1 = clamp(x1, clipleft, clipright); testfunc(y, x0, x1, args, thread); shortPos += shortStep; longPos += longStep; y += num_cores; } } } void(*ScreenTriangle::TestSpanOpts[])(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) = { &NoTestSpan, &DepthTestSpan, &StencilTestSpan, &DepthStencilTestSpan };