mirror of
https://github.com/DrBeef/Raze.git
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b7c7328cdd
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
302 lines
8.1 KiB
C++
302 lines
8.1 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "filesystem.h"
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#include "v_video.h"
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#include "poly_triangle.h"
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#include "screen_triangle.h"
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#include "screen_blend.h"
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#include "screen_scanline_setup.h"
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#include "screen_shader.h"
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#include <cmath>
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static void WriteDepth(int y, int x0, int x1, PolyTriangleThreadData* thread)
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{
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float* line = thread->depthstencil->DepthValues() + (size_t)thread->depthstencil->Width() * y;
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if (thread->DepthRangeScale != 0.0f)
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{
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float* w = thread->scanline.W;
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for (int x = x0; x < x1; x++)
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{
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line[x] = w[x];
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}
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}
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else // portal fills always uses DepthRangeStart = 1 and DepthRangeScale = 0
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{
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for (int x = x0; x < x1; x++)
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{
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line[x] = 65536.0f;
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}
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}
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}
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static void WriteStencil(int y, int x0, int x1, PolyTriangleThreadData* thread)
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{
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uint8_t* line = thread->depthstencil->StencilValues() + (size_t)thread->depthstencil->Width() * y;
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uint8_t value = thread->StencilWriteValue;
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for (int x = x0; x < x1; x++)
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{
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line[x] = value;
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}
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}
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static void RunFragmentShader(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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WriteVaryings(y, x0, x1, args, thread);
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thread->FragmentShader(x0, x1, thread);
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}
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static void DrawSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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if (thread->WriteColor || thread->AlphaTest)
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RunFragmentShader(y, x0, x1, args, thread);
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if (!thread->AlphaTest)
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{
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if (thread->WriteColor)
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thread->WriteColorFunc(y, x0, x1, thread);
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if (thread->WriteDepth)
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WriteDepth(y, x0, x1, thread);
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if (thread->WriteStencil)
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WriteStencil(y, x0, x1, thread);
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}
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else
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{
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uint8_t* discard = thread->scanline.discard;
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while (x0 < x1)
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{
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int xstart = x0;
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while (!discard[x0] && x0 < x1) x0++;
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if (xstart < x0)
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{
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if (thread->WriteColor)
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thread->WriteColorFunc(y, xstart, x0, thread);
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if (thread->WriteDepth)
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WriteDepth(y, xstart, x0, thread);
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if (thread->WriteStencil)
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WriteStencil(y, xstart, x0, thread);
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}
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while (discard[x0] && x0 < x1) x0++;
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}
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}
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}
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static void NoTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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WriteW(y, x0, x1, args, thread);
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DrawSpan(y, x0, x1, args, thread);
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}
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static void DepthTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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WriteW(y, x0, x1, args, thread);
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float* zbufferLine = thread->depthstencil->DepthValues() + (size_t)thread->depthstencil->Width() * y;
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float* w = thread->scanline.W;
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float depthbias = thread->depthbias;
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int x = x0;
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int xend = x1;
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while (x < xend)
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{
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int xstart = x;
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while (zbufferLine[x] >= w[x] + depthbias && x < xend)
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x++;
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if (x > xstart)
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{
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DrawSpan(y, xstart, x, args, thread);
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}
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while (zbufferLine[x] < w[x] + depthbias && x < xend)
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x++;
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}
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}
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static void DepthStencilTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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uint8_t* stencilLine = thread->depthstencil->StencilValues() + (size_t)thread->depthstencil->Width() * y;
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uint8_t stencilTestValue = thread->StencilTestValue;
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int x = x0;
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int xend = x1;
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while (x < xend)
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{
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int xstart = x;
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while (stencilLine[x] == stencilTestValue && x < xend)
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x++;
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if (x > xstart)
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{
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DepthTestSpan(y, xstart, x, args, thread);
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}
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while (stencilLine[x] != stencilTestValue && x < xend)
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x++;
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}
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}
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static void StencilTestSpan(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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uint8_t* stencilLine = thread->depthstencil->StencilValues() + (size_t)thread->depthstencil->Width() * y;
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uint8_t stencilTestValue = thread->StencilTestValue;
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int x = x0;
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int xend = x1;
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while (x < xend)
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{
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int xstart = x;
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while (stencilLine[x] == stencilTestValue && x < xend)
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x++;
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if (x > xstart)
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{
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WriteW(y, x0, x1, args, thread);
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DrawSpan(y, xstart, x, args, thread);
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}
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while (stencilLine[x] != stencilTestValue && x < xend)
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x++;
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}
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}
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static void SortVertices(const TriDrawTriangleArgs* args, ScreenTriVertex** sortedVertices)
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{
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sortedVertices[0] = args->v1;
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sortedVertices[1] = args->v2;
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sortedVertices[2] = args->v3;
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if (sortedVertices[1]->y < sortedVertices[0]->y)
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std::swap(sortedVertices[0], sortedVertices[1]);
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if (sortedVertices[2]->y < sortedVertices[0]->y)
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std::swap(sortedVertices[0], sortedVertices[2]);
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if (sortedVertices[2]->y < sortedVertices[1]->y)
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std::swap(sortedVertices[1], sortedVertices[2]);
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}
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void ScreenTriangle::Draw(const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
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{
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// Sort vertices by Y position
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ScreenTriVertex* sortedVertices[3];
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SortVertices(args, sortedVertices);
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int clipleft = thread->clip.left;
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int cliptop = max(thread->clip.top, thread->numa_start_y);
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int clipright = thread->clip.right;
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int clipbottom = min(thread->clip.bottom, thread->numa_end_y);
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int topY = (int)(sortedVertices[0]->y + 0.5f);
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int midY = (int)(sortedVertices[1]->y + 0.5f);
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int bottomY = (int)(sortedVertices[2]->y + 0.5f);
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topY = max(topY, cliptop);
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midY = min(midY, clipbottom);
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bottomY = min(bottomY, clipbottom);
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if (topY >= bottomY)
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return;
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SelectFragmentShader(thread);
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SelectWriteColorFunc(thread);
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void(*testfunc)(int y, int x0, int x1, const TriDrawTriangleArgs * args, PolyTriangleThreadData * thread);
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int opt = 0;
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if (thread->DepthTest) opt |= SWTRI_DepthTest;
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if (thread->StencilTest) opt |= SWTRI_StencilTest;
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testfunc = ScreenTriangle::TestSpanOpts[opt];
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topY += thread->skipped_by_thread(topY);
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int num_cores = thread->num_cores;
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// Find start/end X positions for each line covered by the triangle:
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int y = topY;
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float longDX = sortedVertices[2]->x - sortedVertices[0]->x;
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float longDY = sortedVertices[2]->y - sortedVertices[0]->y;
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float longStep = longDX / longDY;
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float longPos = sortedVertices[0]->x + longStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
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longStep *= num_cores;
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if (y < midY)
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{
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float shortDX = sortedVertices[1]->x - sortedVertices[0]->x;
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float shortDY = sortedVertices[1]->y - sortedVertices[0]->y;
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float shortStep = shortDX / shortDY;
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float shortPos = sortedVertices[0]->x + shortStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
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shortStep *= num_cores;
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while (y < midY)
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{
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int x0 = (int)shortPos;
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int x1 = (int)longPos;
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if (x1 < x0) std::swap(x0, x1);
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x0 = clamp(x0, clipleft, clipright);
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x1 = clamp(x1, clipleft, clipright);
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testfunc(y, x0, x1, args, thread);
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shortPos += shortStep;
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longPos += longStep;
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y += num_cores;
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}
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}
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if (y < bottomY)
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{
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float shortDX = sortedVertices[2]->x - sortedVertices[1]->x;
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float shortDY = sortedVertices[2]->y - sortedVertices[1]->y;
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float shortStep = shortDX / shortDY;
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float shortPos = sortedVertices[1]->x + shortStep * (y + 0.5f - sortedVertices[1]->y) + 0.5f;
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shortStep *= num_cores;
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while (y < bottomY)
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{
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int x0 = (int)shortPos;
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int x1 = (int)longPos;
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if (x1 < x0) std::swap(x0, x1);
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x0 = clamp(x0, clipleft, clipright);
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x1 = clamp(x1, clipleft, clipright);
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testfunc(y, x0, x1, args, thread);
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shortPos += shortStep;
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longPos += longStep;
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y += num_cores;
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}
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}
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}
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void(*ScreenTriangle::TestSpanOpts[])(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread) =
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{
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&NoTestSpan,
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&DepthTestSpan,
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&StencilTestSpan,
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&DepthStencilTestSpan
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};
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