From ef70ba09852f44e8116c4120956e8eb61187853b Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Wed, 19 Oct 2016 03:49:42 +0200 Subject: [PATCH] More triangle rendering --- src/r_draw_rgba.cpp | 229 +++++++++++++++++++++++++++++++++++++++----- 1 file changed, 205 insertions(+), 24 deletions(-) diff --git a/src/r_draw_rgba.cpp b/src/r_draw_rgba.cpp index cb1eb3fc0..7048c9be8 100644 --- a/src/r_draw_rgba.cpp +++ b/src/r_draw_rgba.cpp @@ -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]); + } + } } /////////////////////////////////////////////////////////////////////////////