gzdoom-gles/src/r_poly_triangle.cpp

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/*
** Triangle drawers
** 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 <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "i_system.h"
#include "w_wad.h"
#include "r_local.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_poly_triangle.h"
int PolyTriangleDrawer::viewport_x;
int PolyTriangleDrawer::viewport_y;
int PolyTriangleDrawer::viewport_width;
int PolyTriangleDrawer::viewport_height;
int PolyTriangleDrawer::dest_pitch;
int PolyTriangleDrawer::dest_width;
int PolyTriangleDrawer::dest_height;
uint8_t *PolyTriangleDrawer::dest;
bool PolyTriangleDrawer::dest_bgra;
void PolyTriangleDrawer::set_viewport(int x, int y, int width, int height, DCanvas *canvas)
{
dest = (uint8_t*)canvas->GetBuffer();
dest_width = canvas->GetWidth();
dest_height = canvas->GetHeight();
dest_pitch = canvas->GetPitch();
dest_bgra = canvas->IsBgra();
int offsetx = clamp(x, 0, dest_width);
int offsety = clamp(y, 0, dest_height);
int pixelsize = dest_bgra ? 4 : 1;
viewport_x = x - offsetx;
viewport_y = y - offsety;
viewport_width = width;
viewport_height = height;
dest += (offsetx + offsety * dest_pitch) * pixelsize;
dest_width = clamp(viewport_x + viewport_width, 0, dest_width - offsetx);
dest_height = clamp(viewport_y + viewport_height, 0, dest_height - offsety);
}
void PolyTriangleDrawer::draw(const PolyDrawArgs &args, TriDrawVariant variant, TriBlendMode blendmode)
{
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DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(args, variant, blendmode);
}
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVariant variant, TriBlendMode blendmode, WorkerThreadData *thread)
{
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if (drawargs.vcount < 3)
return;
auto llvm = LLVMDrawers::Instance();
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void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *);
int bmode = (int)blendmode;
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switch (variant)
{
default:
case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break;
case TriDrawVariant::FillNormal: drawfunc = dest_bgra ? llvm->TriFillNormal32[bmode] : llvm->TriFillNormal8[bmode]; break;
case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? llvm->TriDrawSubsector32[bmode] : llvm->TriDrawSubsector8[bmode]; break;
case TriDrawVariant::FuzzSubsector:
case TriDrawVariant::FillSubsector: drawfunc = dest_bgra ? llvm->TriFillSubsector32[bmode] : llvm->TriFillSubsector8[bmode]; break;
case TriDrawVariant::Stencil: drawfunc = llvm->TriStencil; break;
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}
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TriDrawTriangleArgs args;
args.dest = dest;
args.pitch = dest_pitch;
args.clipleft = 0;
args.clipright = dest_width;
args.cliptop = 0;
args.clipbottom = dest_height;
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args.texturePixels = drawargs.texturePixels;
args.textureWidth = drawargs.textureWidth;
args.textureHeight = drawargs.textureHeight;
args.translation = drawargs.translation;
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args.uniforms = &drawargs.uniforms;
args.stencilTestValue = drawargs.stenciltestvalue;
args.stencilWriteValue = drawargs.stencilwritevalue;
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args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
args.stencilValues = PolyStencilBuffer::Instance()->Values();
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values();
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args.colormaps = drawargs.colormaps;
args.RGB32k = RGB32k.All;
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args.BaseColors = (const uint8_t *)GPalette.BaseColors;
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bool ccw = drawargs.ccw;
const TriVertex *vinput = drawargs.vinput;
int vcount = drawargs.vcount;
TriVertex vert[3];
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if (drawargs.mode == TriangleDrawMode::Normal)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = shade_vertex(*drawargs.objectToClip, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
}
}
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else if (drawargs.mode == TriangleDrawMode::Fan)
{
vert[0] = shade_vertex(*drawargs.objectToClip, *(vinput++));
vert[1] = shade_vertex(*drawargs.objectToClip, *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(*drawargs.objectToClip, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
vert[1] = vert[2];
}
}
else // TriangleDrawMode::Strip
{
vert[0] = shade_vertex(*drawargs.objectToClip, *(vinput++));
vert[1] = shade_vertex(*drawargs.objectToClip, *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(*drawargs.objectToClip, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
vert[0] = vert[1];
vert[1] = vert[2];
ccw = !ccw;
}
}
}
TriVertex PolyTriangleDrawer::shade_vertex(const TriMatrix &objectToClip, TriVertex v)
{
// Apply transform to get clip coordinates:
return objectToClip * v;
}
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void PolyTriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread, void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *))
{
// Cull, clip and generate additional vertices as needed
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TriVertex clippedvert[max_additional_vertices];
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int numclipvert;
clipedge(vert, clippedvert, numclipvert);
// Map to 2D viewport:
for (int j = 0; j < numclipvert; j++)
{
auto &v = clippedvert[j];
// Calculate normalized device coordinates:
v.w = 1.0f / v.w;
v.x *= v.w;
v.y *= v.w;
v.z *= v.w;
// Apply viewport scale to get screen coordinates:
v.x = viewport_x + viewport_width * (1.0f + v.x) * 0.5f;
v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f;
}
// Draw screen triangles
if (ccw)
{
for (int i = numclipvert; i > 1; i--)
{
args->v1 = &clippedvert[numclipvert - 1];
args->v2 = &clippedvert[i - 1];
args->v3 = &clippedvert[i - 2];
drawfunc(args, thread);
}
}
else
{
for (int i = 2; i < numclipvert; i++)
{
args->v1 = &clippedvert[0];
args->v2 = &clippedvert[i - 1];
args->v3 = &clippedvert[i];
drawfunc(args, thread);
}
}
}
bool PolyTriangleDrawer::cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2)
{
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if (clipdistance1 < 0.0f && clipdistance2 < 0.0f)
return true;
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if (clipdistance1 < 0.0f)
t1 = MAX(-clipdistance1 / (clipdistance2 - clipdistance1), 0.0f);
else
t1 = 0.0f;
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if (clipdistance2 < 0.0f)
t2 = MIN(1.0f + clipdistance2 / (clipdistance1 - clipdistance2), 1.0f);
else
t2 = 1.0f;
return false;
}
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void PolyTriangleDrawer::clipedge(const TriVertex *verts, TriVertex *clippedvert, int &numclipvert)
{
// Clip and cull so that the following is true for all vertices:
// -v.w <= v.x <= v.w
// -v.w <= v.y <= v.w
// -v.w <= v.z <= v.w
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// use barycentric weights while clipping vertices
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float weights[max_additional_vertices * 3 * 2];
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for (int i = 0; i < 3; i++)
{
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weights[i * 3 + 0] = 0.0f;
weights[i * 3 + 1] = 0.0f;
weights[i * 3 + 2] = 0.0f;
weights[i * 3 + i] = 1.0f;
}
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// halfspace clip distances
float clipdistance[6 * 3];
for (int i = 0; i < 3; i++)
{
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const auto &v = verts[i];
clipdistance[i * 6 + 0] = v.x + v.w;
clipdistance[i * 6 + 1] = v.w - v.x;
clipdistance[i * 6 + 2] = v.y + v.w;
clipdistance[i * 6 + 3] = v.w - v.y;
clipdistance[i * 6 + 4] = v.z + v.w;
clipdistance[i * 6 + 5] = v.w - v.z;
}
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// Clip against each halfspace
float *input = weights;
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float *output = weights + max_additional_vertices * 3;
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int inputverts = 3;
int outputverts = 0;
for (int p = 0; p < 6; p++)
{
// Clip each edge
outputverts = 0;
for (int i = 0; i < inputverts; i++)
{
int j = (i + 1) % inputverts;
float clipdistance1 =
clipdistance[0 * 6 + p] * input[i * 3 + 0] +
clipdistance[1 * 6 + p] * input[i * 3 + 1] +
clipdistance[2 * 6 + p] * input[i * 3 + 2];
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float clipdistance2 =
clipdistance[0 * 6 + p] * input[j * 3 + 0] +
clipdistance[1 * 6 + p] * input[j * 3 + 1] +
clipdistance[2 * 6 + p] * input[j * 3 + 2];
float t1, t2;
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if (!cullhalfspace(clipdistance1, clipdistance2, t1, t2) && outputverts + 1 < max_additional_vertices)
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{
// add t1 vertex
for (int k = 0; k < 3; k++)
output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t1) + input[j * 3 + k] * t1;
outputverts++;
if (t2 != 1.0f && t2 > t1)
{
// add t2 vertex
for (int k = 0; k < 3; k++)
output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t2) + input[j * 3 + k] * t2;
outputverts++;
}
}
}
std::swap(input, output);
std::swap(inputverts, outputverts);
if (inputverts == 0)
break;
}
// Convert barycentric weights to actual vertices
numclipvert = inputverts;
for (int i = 0; i < numclipvert; i++)
{
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auto &v = clippedvert[i];
memset(&v, 0, sizeof(TriVertex));
for (int w = 0; w < 3; w++)
{
float weight = input[i * 3 + w];
v.x += verts[w].x * weight;
v.y += verts[w].y * weight;
v.z += verts[w].z * weight;
v.w += verts[w].w * weight;
for (int iv = 0; iv < TriVertex::NumVarying; iv++)
v.varying[iv] += verts[w].varying[iv] * weight;
}
}
}
/////////////////////////////////////////////////////////////////////////////
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, TriDrawVariant variant, TriBlendMode blendmode)
: args(args), variant(variant), blendmode(blendmode)
{
}
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
{
WorkerThreadData thread_data;
thread_data.core = thread->core;
thread_data.num_cores = thread->num_cores;
thread_data.pass_start_y = thread->pass_start_y;
thread_data.pass_end_y = thread->pass_end_y;
thread_data.temp = thread->dc_temp_rgba;
PolyTriangleDrawer::draw_arrays(args, variant, blendmode, &thread_data);
}
FString DrawPolyTrianglesCommand::DebugInfo()
{
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FString variantstr;
switch (variant)
{
default: variantstr = "Unknown"; break;
case TriDrawVariant::DrawNormal: variantstr = "DrawNormal"; break;
case TriDrawVariant::FillNormal: variantstr = "FillNormal"; break;
case TriDrawVariant::DrawSubsector: variantstr = "DrawSubsector"; break;
case TriDrawVariant::FillSubsector: variantstr = "FillSubsector"; break;
case TriDrawVariant::FuzzSubsector: variantstr = "FuzzSubsector"; break;
case TriDrawVariant::Stencil: variantstr = "Stencil"; break;
}
FString blendmodestr;
switch (blendmode)
{
default: blendmodestr = "Unknown"; break;
case TriBlendMode::Copy: blendmodestr = "Copy"; break;
case TriBlendMode::AlphaBlend: blendmodestr = "AlphaBlend"; break;
case TriBlendMode::AddSolid: blendmodestr = "AddSolid"; break;
case TriBlendMode::Add: blendmodestr = "Add"; break;
case TriBlendMode::Sub: blendmodestr = "Sub"; break;
case TriBlendMode::RevSub: blendmodestr = "RevSub"; break;
case TriBlendMode::Stencil: blendmodestr = "Stencil"; break;
case TriBlendMode::Shaded: blendmodestr = "Shaded"; break;
case TriBlendMode::TranslateCopy: blendmodestr = "TranslateCopy"; break;
case TriBlendMode::TranslateAlphaBlend: blendmodestr = "TranslateAlphaBlend"; break;
case TriBlendMode::TranslateAdd: blendmodestr = "TranslateAdd"; break;
case TriBlendMode::TranslateSub: blendmodestr = "TranslateSub"; break;
case TriBlendMode::TranslateRevSub: blendmodestr = "TranslateRevSub"; break;
}
FString info;
info.Format("DrawPolyTriangles: variant = %s, blend mode = %s, color = %d", variantstr.GetChars(), blendmodestr.GetChars(), args.uniforms.color);
return info;
}
/////////////////////////////////////////////////////////////////////////////
TriMatrix TriMatrix::null()
{
TriMatrix m;
memset(m.matrix, 0, sizeof(m.matrix));
return m;
}
TriMatrix TriMatrix::identity()
{
TriMatrix m = null();
m.matrix[0] = 1.0f;
m.matrix[5] = 1.0f;
m.matrix[10] = 1.0f;
m.matrix[15] = 1.0f;
return m;
}
TriMatrix TriMatrix::translate(float x, float y, float z)
{
TriMatrix m = identity();
m.matrix[0 + 3 * 4] = x;
m.matrix[1 + 3 * 4] = y;
m.matrix[2 + 3 * 4] = z;
return m;
}
TriMatrix TriMatrix::scale(float x, float y, float z)
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = x;
m.matrix[1 + 1 * 4] = y;
m.matrix[2 + 2 * 4] = z;
m.matrix[3 + 3 * 4] = 1;
return m;
}
TriMatrix TriMatrix::rotate(float angle, float x, float y, float z)
{
float c = cosf(angle);
float s = sinf(angle);
TriMatrix m = null();
m.matrix[0 + 0 * 4] = (x*x*(1.0f - c) + c);
m.matrix[0 + 1 * 4] = (x*y*(1.0f - c) - z*s);
m.matrix[0 + 2 * 4] = (x*z*(1.0f - c) + y*s);
m.matrix[1 + 0 * 4] = (y*x*(1.0f - c) + z*s);
m.matrix[1 + 1 * 4] = (y*y*(1.0f - c) + c);
m.matrix[1 + 2 * 4] = (y*z*(1.0f - c) - x*s);
m.matrix[2 + 0 * 4] = (x*z*(1.0f - c) - y*s);
m.matrix[2 + 1 * 4] = (y*z*(1.0f - c) + x*s);
m.matrix[2 + 2 * 4] = (z*z*(1.0f - c) + c);
m.matrix[3 + 3 * 4] = 1.0f;
return m;
}
TriMatrix TriMatrix::swapYZ()
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = 1.0f;
m.matrix[1 + 2 * 4] = 1.0f;
m.matrix[2 + 1 * 4] = -1.0f;
m.matrix[3 + 3 * 4] = 1.0f;
return m;
}
TriMatrix TriMatrix::perspective(float fovy, float aspect, float z_near, float z_far)
{
float f = (float)(1.0 / tan(fovy * M_PI / 360.0));
TriMatrix m = null();
m.matrix[0 + 0 * 4] = f / aspect;
m.matrix[1 + 1 * 4] = f;
m.matrix[2 + 2 * 4] = (z_far + z_near) / (z_near - z_far);
m.matrix[2 + 3 * 4] = (2.0f * z_far * z_near) / (z_near - z_far);
m.matrix[3 + 2 * 4] = -1.0f;
return m;
}
TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
{
float a = (right + left) / (right - left);
float b = (top + bottom) / (top - bottom);
float c = -(far + near) / (far - near);
float d = -(2.0f * far) / (far - near);
TriMatrix m = null();
m.matrix[0 + 0 * 4] = 2.0f * near / (right - left);
m.matrix[1 + 1 * 4] = 2.0f * near / (top - bottom);
m.matrix[0 + 2 * 4] = a;
m.matrix[1 + 2 * 4] = b;
m.matrix[2 + 2 * 4] = c;
m.matrix[2 + 3 * 4] = d;
m.matrix[3 + 2 * 4] = -1;
return m;
}
TriMatrix TriMatrix::worldToView()
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = (float)ViewSin;
m.matrix[0 + 1 * 4] = (float)-ViewCos;
m.matrix[1 + 2 * 4] = 1.0f;
m.matrix[2 + 0 * 4] = (float)-ViewCos;
m.matrix[2 + 1 * 4] = (float)-ViewSin;
m.matrix[3 + 3 * 4] = 1.0f;
return m * translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
}
TriMatrix TriMatrix::viewToClip()
{
float near = 5.0f;
float far = 65536.0f;
float width = (float)(FocalTangent * near);
float top = (float)(CenterY / InvZtoScale * near);
float bottom = (float)(top - viewheight / InvZtoScale * near);
return frustum(-width, width, bottom, top, near, far);
}
TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
{
TriMatrix result;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
result.matrix[x + y * 4] =
matrix[0 * 4 + x] * mult.matrix[y * 4 + 0] +
matrix[1 * 4 + x] * mult.matrix[y * 4 + 1] +
matrix[2 * 4 + x] * mult.matrix[y * 4 + 2] +
matrix[3 * 4 + x] * mult.matrix[y * 4 + 3];
}
}
return result;
}
TriVertex TriMatrix::operator*(TriVertex v) const
{
float vx = matrix[0 * 4 + 0] * v.x + matrix[1 * 4 + 0] * v.y + matrix[2 * 4 + 0] * v.z + matrix[3 * 4 + 0] * v.w;
float vy = matrix[0 * 4 + 1] * v.x + matrix[1 * 4 + 1] * v.y + matrix[2 * 4 + 1] * v.z + matrix[3 * 4 + 1] * v.w;
float vz = matrix[0 * 4 + 2] * v.x + matrix[1 * 4 + 2] * v.y + matrix[2 * 4 + 2] * v.z + matrix[3 * 4 + 2] * v.w;
float vw = matrix[0 * 4 + 3] * v.x + matrix[1 * 4 + 3] * v.y + matrix[2 * 4 + 3] * v.z + matrix[3 * 4 + 3] * v.w;
v.x = vx;
v.y = vy;
v.z = vz;
v.w = vw;
return v;
}