/* ** 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 #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) { if (dest_bgra) DrawerCommandQueue::QueueCommand(args, variant, blendmode); else draw_arrays(args, variant, blendmode, nullptr); } void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVariant variant, TriBlendMode blendmode, WorkerThreadData *thread) { if (drawargs.vcount < 3) return; auto llvm = LLVMDrawers::Instance(); void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *); int bmode = (int)blendmode; 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; } TriDrawTriangleArgs args; args.dest = dest; args.pitch = dest_pitch; args.clipleft = 0; args.clipright = dest_width; args.cliptop = 0; args.clipbottom = dest_height; args.texturePixels = drawargs.texturePixels; args.textureWidth = drawargs.textureWidth; args.textureHeight = drawargs.textureHeight; args.translation = drawargs.translation; args.uniforms = &drawargs.uniforms; args.stencilTestValue = drawargs.stenciltestvalue; args.stencilWriteValue = drawargs.stencilwritevalue; args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth(); args.stencilValues = PolyStencilBuffer::Instance()->Values(); args.stencilMasks = PolyStencilBuffer::Instance()->Masks(); args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values(); bool ccw = drawargs.ccw; const TriVertex *vinput = drawargs.vinput; int vcount = drawargs.vcount; TriVertex vert[3]; 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); } } 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; } 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 TriVertex clippedvert[max_additional_vertices]; 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) { if (clipdistance1 < 0.0f && clipdistance2 < 0.0f) return true; if (clipdistance1 < 0.0f) t1 = MAX(-clipdistance1 / (clipdistance2 - clipdistance1), 0.0f); else t1 = 0.0f; if (clipdistance2 < 0.0f) t2 = MIN(1.0f + clipdistance2 / (clipdistance1 - clipdistance2), 1.0f); else t2 = 1.0f; return false; } 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 // use barycentric weights while clipping vertices float weights[max_additional_vertices * 3 * 2]; for (int i = 0; i < 3; i++) { weights[i * 3 + 0] = 0.0f; weights[i * 3 + 1] = 0.0f; weights[i * 3 + 2] = 0.0f; weights[i * 3 + i] = 1.0f; } // halfspace clip distances float clipdistance[6 * 3]; for (int i = 0; i < 3; i++) { 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; } // Clip against each halfspace float *input = weights; float *output = weights + max_additional_vertices * 3; 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]; 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; if (!cullhalfspace(clipdistance1, clipdistance2, t1, t2) && outputverts + 1 < max_additional_vertices) { // 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++) { 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() { return "DrawPolyTriangles"; } ///////////////////////////////////////////////////////////////////////////// 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; }