/* ** 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 #include #include #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 };