More triangle rendering

This commit is contained in:
Magnus Norddahl 2016-10-19 03:49:42 +02:00
parent 68efdf5cef
commit ef70ba0985

View file

@ -39,6 +39,7 @@
#include "r_plane.h"
#include "r_draw_rgba.h"
#include "r_compiler/llvmdrawers.h"
#include "gl/data/gl_matrix.h"
#include "gi.h"
#include "stats.h"
@ -1258,6 +1259,9 @@ void ApplySpecialColormapRGBACommand::Execute(DrawerThread *thread)
struct TriVertex
{
TriVertex() { }
TriVertex(float x, float y, float z, float w, float u, float v, float light) : x(x), y(y), z(z), w(w) { varying[0] = u; varying[1] = v; varying[2] = light; }
enum { NumVarying = 3 };
float x, y, z, w;
float varying[NumVarying];
@ -1307,10 +1311,12 @@ void triangle(uint32_t *dest, int pitch, const TriVertex &v1, const TriVertex &v
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = (MIN(MIN(X1, X2), X3) + 0xF) >> 4;
int maxx = (MAX(MAX(X1, X2), X3) + 0xF) >> 4;
int miny = (MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4;
int maxy = (MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4;
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, viewwidth);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, viewheight);
if (minx >= maxx || miny >= maxy)
return;
// Block size, standard 8x8 (must be power of two)
const int q = 8;
@ -1477,30 +1483,205 @@ void triangle(uint32_t *dest, int pitch, const TriVertex &v1, const TriVertex &v
}
}
bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2)
{
if (clipdistance1 < 0.0f && clipdistance2 < 0.0f)
return true;
if (clipdistance1 < 0.0f)
t1 = MAX(-clipdistance1 / (clipdistance2 - clipdistance1), t1);
if (clipdistance2 < 0.0f)
t2 = MIN(1.0f - clipdistance2 / (clipdistance1 - clipdistance2), t2);
return false;
}
void clipedge(const TriVertex &v1, const TriVertex &v2, 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
float t1 = 0.0f, t2 = 1.0f;
bool culled =
cullhalfspace(v1.x + v1.w, v2.x + v2.w, t1, t2) ||
cullhalfspace(v1.w - v1.x, v2.w - v2.x, t1, t2) ||
cullhalfspace(v1.y + v1.w, v2.y + v2.w, t1, t2) ||
cullhalfspace(v1.w - v1.y, v2.w - v2.y, t1, t2) ||
cullhalfspace(v1.z + v1.w, v2.z + v2.w, t1, t2) ||
cullhalfspace(v1.w - v1.z, v2.w - v2.z, t1, t2);
if (culled)
return;
if (t1 == 0.0f)
{
clippedvert[numclipvert++] = v1;
}
else
{
auto &v = clippedvert[numclipvert++];
v.x = v1.x * (1.0f - t1) + v2.x * t1;
v.y = v1.y * (1.0f - t1) + v2.y * t1;
v.z = v1.z * (1.0f - t1) + v2.z * t1;
v.w = v1.w * (1.0f - t1) + v2.w * t1;
for (int i = 0; i < TriVertex::NumVarying; i++)
v.varying[i] = v1.varying[i] * (1.0f - t1) + v2.varying[i] * t1;
}
if (t2 != 1.0f)
{
auto &v = clippedvert[numclipvert++];
v.x = v1.x * (1.0f - t2) + v2.x * t2;
v.y = v1.y * (1.0f - t2) + v2.y * t2;
v.z = v1.z * (1.0f - t2) + v2.z * t2;
v.w = v1.w * (1.0f - t2) + v2.w * t2;
for (int i = 0; i < TriVertex::NumVarying; i++)
v.varying[i] = v1.varying[i] * (1.0f - t2) + v2.varying[i] * t2;
}
}
void R_DrawTriangle()
{
TriVertex trivert[6];
TriVertex cube[6 * 6] =
{
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
trivert[0].x = 100;
trivert[0].y = 350;
trivert[0].w = 1.0f;
trivert[0].varying[0] = 0.0f;
trivert[0].varying[1] = 1.0f;
trivert[0].varying[2] = 0.0f;
trivert[1].x = 400;
trivert[1].y = 500;
trivert[1].w = 1.0f;
trivert[1].varying[0] = 1.0f;
trivert[1].varying[1] = 0.0f;
trivert[1].varying[2] = 0.0f;
trivert[2].x = 200;
trivert[2].y = 200;
trivert[2].w = 1.0f;
trivert[2].varying[0] = 0.0f;
trivert[2].varying[1] = 0.0f;
trivert[2].varying[2] = 1.0f;
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
triangle((uint32_t*)dc_destorg, dc_pitch, trivert[0], trivert[1], trivert[2]);
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f }
};
for (int i = 0; i < 6; i++)
{
cube[i * 6 + 0].varying[0] = 1.0f;
cube[i * 6 + 1].varying[1] = 1.0f;
cube[i * 6 + 2].varying[2] = 1.0f;
cube[i * 6 + 3].varying[2] = 1.0f;
cube[i * 6 + 4].varying[0] = 1.0f;
cube[i * 6 + 4].varying[1] = 1.0f;
cube[i * 6 + 4].varying[2] = 1.0f;
cube[i * 6 + 5].varying[0] = 1.0f;
}
static float angle = 0.0f;
angle = fmod(angle + 0.5f, 360.0f);
VSMatrix objectToWorld(0);
objectToWorld.translate((float)ViewPos.X, (float)ViewPos.Y + 5.0f, (float)ViewPos.Z);
objectToWorld.rotate(angle, 0.57735f, 0.57735f, 0.57735f);
TriVertex *vinput = cube;
for (int i = 0; i < 6 * 6 / 3; i++)
{
TriVertex vert[3];
// Vertex shader stuff:
for (int j = 0; j < 3; j++)
{
auto &v = vert[j];
v = *(vinput++);
// Apply object to world transform:
const float *matrix = objectToWorld.get();
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;
// The software renderer world to clip transform:
double nearp = 5.0f;
double farp = 65536.f;
double tr_x = v.x - ViewPos.X;
double tr_y = v.y - ViewPos.Y;
double tr_z = v.z - ViewPos.Z;
double tx = tr_x * ViewSin - tr_y * ViewCos;
double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
v.x = (float)tx;
v.y = (float)tr_z;
v.z = (float)(-tz * (farp + nearp) / (nearp - farp) + (2.0f * farp * nearp) / (nearp - farp));
v.w = (float)tz;
}
// Cull, clip and generate additional vertices as needed
TriVertex clippedvert[6];
int numclipvert = 0;
clipedge(vert[0], vert[1], clippedvert, numclipvert);
clipedge(vert[1], vert[2], clippedvert, numclipvert);
clipedge(vert[2], vert[0], 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 = (float)(CenterX + v.x * CenterX);
v.y = (float)(CenterY - v.y * InvZtoScale);
}
for (int i = numclipvert; i > 1; i--)
{
triangle((uint32_t*)dc_destorg, dc_pitch, clippedvert[numclipvert - 1], clippedvert[i - 1], clippedvert[i - 2]);
}
}
}
/////////////////////////////////////////////////////////////////////////////