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https://github.com/ZDoom/gzdoom.git
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Move software renderer transform to TriMatrix
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parent
cdf8264dc3
commit
3ea9d7cf04
3 changed files with 74 additions and 41 deletions
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@ -966,6 +966,9 @@ static void R_DrawCubeSky(visplane_t *pl)
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};
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z) * TriMatrix::scale(1000.0f, 1000.0f, 1000.0f);
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TriMatrix objectToClip = TriMatrix::viewToClip() * TriMatrix::worldToView() * objectToWorld;
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//TriMatrix objectToWorld = TriMatrix::scale(1000.0f, 1000.0f, 1000.0f);
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//TriMatrix objectToClip = TriMatrix::viewToClip() * objectToWorld;
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uint32_t solid_top = frontskytex->GetSkyCapColor(false);
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uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
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@ -973,9 +976,9 @@ static void R_DrawCubeSky(visplane_t *pl)
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solid_top = RGB32k.RGB[(RPART(solid_top) >> 3)][(GPART(solid_top) >> 3)][(BPART(solid_top) >> 3)];
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solid_bottom = RGB32k.RGB[(RPART(solid_bottom) >> 3)][(GPART(solid_bottom) >> 3)][(BPART(solid_bottom) >> 3)];
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TriangleDrawer::fill(objectToWorld, cube, 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, solid_top);
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TriangleDrawer::fill(objectToWorld, cube + 6, 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, solid_bottom);
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TriangleDrawer::draw(objectToWorld, cube + 2 * 6, 4 * 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, frontskytex);
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TriangleDrawer::fill(objectToClip, cube, 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, solid_top);
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TriangleDrawer::fill(objectToClip, cube + 6, 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, solid_bottom);
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TriangleDrawer::draw(objectToClip, cube + 2 * 6, 4 * 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, frontskytex);
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}
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namespace
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@ -1102,7 +1105,8 @@ namespace
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
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TriangleDrawer::draw(objectToWorld, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, x1, x2 - 1, uwal, dwal, frontskytex);
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TriMatrix objectToClip = TriMatrix::viewToClip() * TriMatrix::worldToView() * objectToWorld;
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TriangleDrawer::draw(objectToClip, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, x1, x2 - 1, uwal, dwal, frontskytex);
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}
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void SkyDome::RenderCapColorRow(int row, bool bottomCap, visplane_t *pl)
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@ -1115,7 +1119,8 @@ namespace
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
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TriangleDrawer::fill(objectToWorld, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, x1, x2 - 1, uwal, dwal, solid);
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TriMatrix objectToClip = TriMatrix::viewToClip() * TriMatrix::worldToView() * objectToWorld;
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TriangleDrawer::fill(objectToClip, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, x1, x2 - 1, uwal, dwal, solid);
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}
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void SkyDome::Render(visplane_t *pl)
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@ -36,17 +36,17 @@
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#include "r_data/colormaps.h"
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#include "r_triangle.h"
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void TriangleDrawer::draw(const TriMatrix &objectToWorld, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture)
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void TriangleDrawer::draw(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture)
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{
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draw_arrays(objectToWorld, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture, 0, &ScreenTriangleDrawer::draw);
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draw_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture, 0, &ScreenTriangleDrawer::draw);
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}
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void TriangleDrawer::fill(const TriMatrix &objectToWorld, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, int solidcolor)
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void TriangleDrawer::fill(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, int solidcolor)
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{
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draw_arrays(objectToWorld, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, solidcolor, &ScreenTriangleDrawer::fill);
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draw_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, solidcolor, &ScreenTriangleDrawer::fill);
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}
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void TriangleDrawer::draw_arrays(const TriMatrix &objectToWorld, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture, int solidcolor, void(*drawfunc)(const ScreenTriangleDrawerArgs *))
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void TriangleDrawer::draw_arrays(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture, int solidcolor, void(*drawfunc)(const ScreenTriangleDrawerArgs *))
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{
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if (vcount < 3)
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return;
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@ -78,28 +78,28 @@ void TriangleDrawer::draw_arrays(const TriMatrix &objectToWorld, const TriVertex
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = shade_vertex(objectToWorld, *(vinput++));
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vert[j] = shade_vertex(objectToClip, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, drawfunc);
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}
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}
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else if (mode == TriangleDrawMode::Fan)
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{
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vert[0] = shade_vertex(objectToWorld, *(vinput++));
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vert[1] = shade_vertex(objectToWorld, *(vinput++));
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vert[0] = shade_vertex(objectToClip, *(vinput++));
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vert[1] = shade_vertex(objectToClip, *(vinput++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(objectToWorld, *(vinput++));
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vert[2] = shade_vertex(objectToClip, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, drawfunc);
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vert[1] = vert[2];
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}
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}
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else // TriangleDrawMode::Strip
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{
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vert[0] = shade_vertex(objectToWorld, *(vinput++));
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vert[1] = shade_vertex(objectToWorld, *(vinput++));
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vert[0] = shade_vertex(objectToClip, *(vinput++));
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vert[1] = shade_vertex(objectToClip, *(vinput++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(objectToWorld, *(vinput++));
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vert[2] = shade_vertex(objectToClip, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, drawfunc);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -108,25 +108,10 @@ void TriangleDrawer::draw_arrays(const TriMatrix &objectToWorld, const TriVertex
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}
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}
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TriVertex TriangleDrawer::shade_vertex(const TriMatrix &objectToWorld, TriVertex v)
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TriVertex TriangleDrawer::shade_vertex(const TriMatrix &objectToClip, TriVertex v)
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{
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// Apply transform to get world coordinates:
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v = objectToWorld * v;
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// The software renderer world to clip transform:
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double nearp = 5.0f;
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double farp = 65536.f;
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double tr_x = v.x - ViewPos.X;
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double tr_y = v.y - ViewPos.Y;
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double tr_z = v.z - ViewPos.Z;
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double tx = tr_x * ViewSin - tr_y * ViewCos;
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double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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v.x = (float)tx * 0.5f;
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v.y = (float)tr_z * 0.5f;
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v.z = (float)((-tz * (farp + nearp) / (nearp - farp) + (2.0f * farp * nearp) / (nearp - farp)));
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v.w = (float)tz;
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return v;
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// Apply transform to get clip coordinates:
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return objectToClip * v;
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}
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void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, ScreenTriangleDrawerArgs *args, void(*drawfunc)(const ScreenTriangleDrawerArgs *))
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@ -150,8 +135,8 @@ void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, Scree
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v.z *= v.w;
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// Apply viewport scale to get screen coordinates:
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v.x = (float)(CenterX + v.x * 2.0f * CenterX);
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v.y = (float)(CenterY - v.y * 2.0f * InvZtoScale);
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v.x = viewwidth * (1.0f + v.x) * 0.5f;
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v.y = viewheight * (1.0f - v.y) * 0.5f;
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}
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// Draw screen triangles
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@ -717,6 +702,45 @@ TriMatrix TriMatrix::rotate(float angle, float x, float y, float z)
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return m;
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}
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TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
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{
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float a = (right + left) / (right - left);
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float b = (top + bottom) / (top - bottom);
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float c = -(far + near) / (far - near);
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float d = -(2.0f * far) / (far - near);
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TriMatrix m = null();
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m.matrix[0 + 0 * 4] = 2.0f * near / (right - left);
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m.matrix[1 + 1 * 4] = 2.0f * near / (top - bottom);
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m.matrix[0 + 2 * 4] = a;
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m.matrix[1 + 2 * 4] = b;
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m.matrix[2 + 2 * 4] = c;
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m.matrix[2 + 3 * 4] = d;
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m.matrix[3 + 2 * 4] = -1;
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return m;
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}
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TriMatrix TriMatrix::worldToView()
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{
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TriMatrix m = null();
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m.matrix[0 + 0 * 4] = (float)ViewSin;
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m.matrix[0 + 1 * 4] = (float)-ViewCos;
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m.matrix[1 + 2 * 4] = 1.0f;
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m.matrix[2 + 0 * 4] = (float)-ViewCos;
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m.matrix[2 + 1 * 4] = (float)-ViewSin;
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m.matrix[3 + 3 * 4] = 1.0f;
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return m * translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
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}
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TriMatrix TriMatrix::viewToClip()
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{
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float near = 5.0f;
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float far = 65536.0f;
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float width = (float)(FocalTangent * near);
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float top = (float)(CenterY / InvZtoScale * near);
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float bottom = (float)(top - viewheight / InvZtoScale * near);
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return frustum(-width, width, bottom, top, near, far);
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}
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TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
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{
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TriMatrix result;
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@ -46,6 +46,10 @@ struct TriMatrix
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static TriMatrix translate(float x, float y, float z);
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static TriMatrix scale(float x, float y, float z);
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static TriMatrix rotate(float angle, float x, float y, float z);
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static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
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static TriMatrix worldToView(); // Software renderer world to view space transform
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static TriMatrix viewToClip(); // Software renderer shearing projection
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TriVertex operator*(TriVertex v) const;
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TriMatrix operator*(const TriMatrix &m) const;
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@ -63,12 +67,12 @@ enum class TriangleDrawMode
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class TriangleDrawer
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{
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public:
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static void draw(const TriMatrix &objectToWorld, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture);
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static void fill(const TriMatrix &objectToWorld, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, int solidcolor);
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static void draw(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture);
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static void fill(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, int solidcolor);
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private:
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static TriVertex shade_vertex(const TriMatrix &objectToWorld, TriVertex v);
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static void draw_arrays(const TriMatrix &objectToWorld, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture, int solidcolor, void(*drawfunc)(const ScreenTriangleDrawerArgs *));
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static TriVertex shade_vertex(const TriMatrix &objectToClip, TriVertex v);
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static void draw_arrays(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture, int solidcolor, void(*drawfunc)(const ScreenTriangleDrawerArgs *));
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static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenTriangleDrawerArgs *args, void(*drawfunc)(const ScreenTriangleDrawerArgs *));
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static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
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static void clipedge(const TriVertex &v1, const TriVertex &v2, TriVertex *clippedvert, int &numclipvert);
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