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https://github.com/ZDoom/qzdoom-gpl.git
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Add true color triangle drawer
This commit is contained in:
parent
4e717cd9ee
commit
47cc110498
3 changed files with 525 additions and 477 deletions
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@ -1260,456 +1260,6 @@ void ApplySpecialColormapRGBACommand::Execute(DrawerThread *thread)
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/////////////////////////////////////////////////////////////////////////////
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#if 0
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class DrawTrianglesCommand : public DrawerCommand
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{
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public:
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DrawTrianglesCommand(const VSMatrix &transform, const TriVertex *vertices, int count, int clipleft, int clipright, const short *clipdata, const uint32_t *texturePixels, int textureWidth, int textureHeight)
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: transform(transform), vertices(vertices), count(count), clipleft(clipleft), clipright(clipright), clipdata(clipdata), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight)
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{
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}
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void Execute(DrawerThread *thread) override
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{
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int cliplength = clipright - clipleft + 1;
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for (int i = 0; i < cliplength; i++)
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{
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thread->triangle_clip_top[clipleft + i] = clipdata[i];
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thread->triangle_clip_bottom[clipleft + i] = clipdata[cliplength + i];
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}
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draw_triangles(transform, vertices, count, clipleft, clipright, thread->triangle_clip_top, thread->triangle_clip_bottom, thread);
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}
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FString DebugInfo() override
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{
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return "DrawTriangles";
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}
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private:
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float gradx(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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}
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float grady(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
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float bottom = -((x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2));
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return top / bottom;
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}
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void triangle(uint32_t *dest, int pitch, const TriVertex &v1, const TriVertex &v2, const TriVertex &v3, int clipleft, int clipright, const short *cliptop, const short *clipbottom, DrawerThread *thread)
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{
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int clipymin = cliptop[clipleft];
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int clipymax = clipbottom[clipleft];
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for (int i = clipleft + 1; i <= clipright; i++)
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{
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clipymin = MIN(clipymin, (int)cliptop[i]);
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clipymax = MAX(clipymax, (int)clipbottom[i]);
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}
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
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if (minx >= maxx || miny >= maxy)
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return;
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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dest += miny * pitch;
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Gradients
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float gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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float gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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float startW = v1.w + gradWX * (minx - v1.x) + gradWY * (miny - v1.y);
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float gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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gradVaryingX[i] = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradVaryingY[i] = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (minx - v1.x) + gradVaryingY[i] * (miny - v1.y);
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}
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// Loop through blocks
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for (int y = miny; y < maxy; y += q)
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{
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0) continue;
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// Check if block needs clipping
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int clipcount = 0;
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for (int ix = x; ix < x + q; ix++)
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{
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clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
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}
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// Calculate varying variables for affine block
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float offx0 = (x - minx) + 0.5f;
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float offy0 = (y - miny) + 0.5f;
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float offx1 = offx0 + q;
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float offy1 = offy0 + q;
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float rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
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float rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
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float rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
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float rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
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float varyingTL[TriVertex::NumVarying];
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float varyingTR[TriVertex::NumVarying];
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float varyingBL[TriVertex::NumVarying];
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float varyingBR[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
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varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
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varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
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varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
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}
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uint32_t *buffer = dest;
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// Accept whole block when totally covered
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if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
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{
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for (int iy = 0; iy < q; iy++)
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{
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float varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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varying[i] = varyingTL[i] + varyingBL[i] * iy;
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varyingStep[i] = (varyingTR[i] + varyingBR[i] * iy - varying[i]) * (1.0f / q);
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}
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if (!thread->skipped_by_thread(y + iy))
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{
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for (int ix = x; ix < x + q; ix++)
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{
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uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
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uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
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//uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f);
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uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
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uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
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uint32_t uvoffset = upos * textureHeight + vpos;
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buffer[ix] = texturePixels[uvoffset];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] += varyingStep[i];
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}
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}
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buffer += pitch;
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}
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}
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else // Partially covered block
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{
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int CY1 = C1 + DX12 * y0 - DY12 * x0;
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int CY2 = C2 + DX23 * y0 - DY23 * x0;
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int CY3 = C3 + DX31 * y0 - DY31 * x0;
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for (int iy = 0; iy < q; iy++)
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{
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int CX1 = CY1;
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int CX2 = CY2;
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int CX3 = CY3;
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float varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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varying[i] = varyingTL[i] + varyingBL[i] * iy;
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varyingStep[i] = (varyingTR[i] + varyingBR[i] * iy - varying[i]) * (1.0f / q);
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}
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if (!thread->skipped_by_thread(y + iy))
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{
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for (int ix = x; ix < x + q; ix++)
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{
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bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
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if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
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{
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uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
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uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
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//uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f);
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uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
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uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
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uint32_t uvoffset = upos * textureHeight + vpos;
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buffer[ix] = texturePixels[uvoffset];
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}
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for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] += varyingStep[i];
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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buffer += pitch;
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}
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}
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}
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dest += q * pitch;
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}
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}
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bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2)
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{
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float d1 = clipdistance1 * (1.0f - t1) + clipdistance2 * t1;
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float d2 = clipdistance1 * (1.0f - t2) + clipdistance2 * t2;
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if (d1 < 0.0f && d2 < 0.0f)
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return true;
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if (d1 < 0.0f)
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t1 = MAX(-clipdistance1 / (clipdistance2 - clipdistance1), t1);
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if (d2 < 0.0f)
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t2 = MIN(1.0f + clipdistance2 / (clipdistance1 - clipdistance2), t2);
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return false;
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}
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void clipedge(const TriVertex &v1, const TriVertex &v2, TriVertex *clippedvert, int &numclipvert)
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{
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// Clip and cull so that the following is true for all vertices:
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// -v.w <= v.x <= v.w
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// -v.w <= v.y <= v.w
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// -v.w <= v.z <= v.w
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float t1 = 0.0f, t2 = 1.0f;
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bool culled =
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cullhalfspace(v1.x + v1.w, v2.x + v2.w, t1, t2) ||
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cullhalfspace(v1.w - v1.x, v2.w - v2.x, t1, t2) ||
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cullhalfspace(v1.y + v1.w, v2.y + v2.w, t1, t2) ||
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cullhalfspace(v1.w - v1.y, v2.w - v2.y, t1, t2) ||
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cullhalfspace(v1.z + v1.w, v2.z + v2.w, t1, t2) ||
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cullhalfspace(v1.w - v1.z, v2.w - v2.z, t1, t2);
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if (culled)
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return;
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if (t1 == 0.0f)
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{
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clippedvert[numclipvert++] = v1;
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}
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else
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{
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auto &v = clippedvert[numclipvert++];
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v.x = v1.x * (1.0f - t1) + v2.x * t1;
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v.y = v1.y * (1.0f - t1) + v2.y * t1;
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v.z = v1.z * (1.0f - t1) + v2.z * t1;
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v.w = v1.w * (1.0f - t1) + v2.w * t1;
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for (int i = 0; i < TriVertex::NumVarying; i++)
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v.varying[i] = v1.varying[i] * (1.0f - t1) + v2.varying[i] * t1;
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}
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if (t2 != 1.0f)
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{
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auto &v = clippedvert[numclipvert++];
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v.x = v1.x * (1.0f - t2) + v2.x * t2;
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v.y = v1.y * (1.0f - t2) + v2.y * t2;
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v.z = v1.z * (1.0f - t2) + v2.z * t2;
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v.w = v1.w * (1.0f - t2) + v2.w * t2;
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for (int i = 0; i < TriVertex::NumVarying; i++)
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v.varying[i] = v1.varying[i] * (1.0f - t2) + v2.varying[i] * t2;
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}
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}
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void draw_triangles(const VSMatrix &transform, const TriVertex *vinput, int vcount, int clipleft, int clipright, const short *cliptop, const short *clipbottom, DrawerThread *thread)
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{
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for (int i = 0; i < vcount / 3; i++)
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{
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TriVertex vert[3];
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// Vertex shader stuff:
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for (int j = 0; j < 3; j++)
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{
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auto &v = vert[j];
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v = *(vinput++);
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// Apply transform to get world coordinates:
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const float *matrix = transform.get();
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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;
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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;
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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;
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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;
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v.x = vx;
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v.y = vy;
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v.z = vz;
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v.w = vw;
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// 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 * 0.5f;
|
||||
v.y = (float)tr_z * 0.5f;
|
||||
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 * 2.0f * CenterX);
|
||||
v.y = (float)(CenterY - v.y * 2.0f * InvZtoScale);
|
||||
}
|
||||
|
||||
// Draw screen triangles
|
||||
bool ccw = false;
|
||||
if (ccw)
|
||||
{
|
||||
for (int i = numclipvert; i > 1; i--)
|
||||
{
|
||||
triangle((uint32_t*)dc_destorg, dc_pitch, clippedvert[numclipvert - 1], clippedvert[i - 1], clippedvert[i - 2], clipleft, clipright, cliptop, clipbottom, thread);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 2; i < numclipvert; i++)
|
||||
{
|
||||
triangle((uint32_t*)dc_destorg, dc_pitch, clippedvert[0], clippedvert[i - 1], clippedvert[i], clipleft, clipright, cliptop, clipbottom, thread);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
VSMatrix transform;
|
||||
const TriVertex *vertices;
|
||||
int count;
|
||||
int clipleft;
|
||||
int clipright;
|
||||
const short *clipdata;
|
||||
const uint32_t *texturePixels;
|
||||
int textureWidth;
|
||||
int textureHeight;
|
||||
};
|
||||
|
||||
void R_DrawTriangles(const VSMatrix &transform, const TriVertex *vertices, int count, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture)
|
||||
{
|
||||
if (clipright < clipleft || clipleft < 0 || clipright > MAXWIDTH)
|
||||
return;
|
||||
|
||||
int cliplength = clipright - clipleft + 1;
|
||||
short *clipdata = (short*)DrawerCommandQueue::AllocMemory(cliplength * 2 * sizeof(short));
|
||||
if (!clipdata)
|
||||
{
|
||||
DrawerCommandQueue::WaitForWorkers();
|
||||
clipdata = (short*)DrawerCommandQueue::AllocMemory(cliplength * 2 * sizeof(short));
|
||||
if (!clipdata)
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < cliplength; i++)
|
||||
clipdata[i] = cliptop[clipleft + i];
|
||||
for (int i = 0; i < cliplength; i++)
|
||||
clipdata[cliplength + i] = clipbottom[clipleft + i];
|
||||
|
||||
DrawerCommandQueue::QueueCommand<DrawTrianglesCommand>(transform, vertices, count, clipleft, clipright, clipdata, texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight());
|
||||
}
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void R_DrawSingleSkyCol1_rgba(uint32_t solid_top, uint32_t solid_bottom)
|
||||
{
|
||||
DrawerCommandQueue::QueueCommand<DrawSingleSky1LLVMCommand>(solid_top, solid_bottom);
|
||||
|
|
|
@ -38,15 +38,44 @@
|
|||
|
||||
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)
|
||||
{
|
||||
draw_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture, 0, &ScreenTriangleDrawer::draw);
|
||||
if (r_swtruecolor)
|
||||
queue_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, (const uint8_t*)texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight(), 0);
|
||||
else
|
||||
draw_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture->GetPixels(), texture->GetWidth(), texture->GetHeight(), 0, nullptr, &ScreenTriangleDrawer::draw);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
draw_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, solidcolor, &ScreenTriangleDrawer::fill);
|
||||
if (r_swtruecolor)
|
||||
queue_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor);
|
||||
else
|
||||
draw_arrays(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, nullptr, &ScreenTriangleDrawer::fill);
|
||||
}
|
||||
|
||||
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 *))
|
||||
void TriangleDrawer::queue_arrays(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor)
|
||||
{
|
||||
if (clipright < clipleft || clipleft < 0 || clipright > MAXWIDTH)
|
||||
return;
|
||||
|
||||
int cliplength = clipright - clipleft + 1;
|
||||
short *clipdata = (short*)DrawerCommandQueue::AllocMemory(cliplength * 2 * sizeof(short));
|
||||
if (!clipdata)
|
||||
{
|
||||
DrawerCommandQueue::WaitForWorkers();
|
||||
clipdata = (short*)DrawerCommandQueue::AllocMemory(cliplength * 2 * sizeof(short));
|
||||
if (!clipdata)
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < cliplength; i++)
|
||||
clipdata[i] = cliptop[clipleft + i];
|
||||
for (int i = 0; i < cliplength; i++)
|
||||
clipdata[cliplength + i] = clipbottom[clipleft + i];
|
||||
|
||||
DrawerCommandQueue::QueueCommand<DrawTrianglesCommand>(objectToClip, vinput, vcount, mode, ccw, clipleft, clipright, clipdata, texturePixels, textureWidth, textureHeight, solidcolor);
|
||||
}
|
||||
|
||||
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, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, DrawerThread *thread, void(*drawfunc)(const ScreenTriangleDrawerArgs *, DrawerThread *))
|
||||
{
|
||||
if (vcount < 3)
|
||||
return;
|
||||
|
@ -58,18 +87,9 @@ void TriangleDrawer::draw_arrays(const TriMatrix &objectToClip, const TriVertex
|
|||
args.clipright = clipright;
|
||||
args.cliptop = cliptop;
|
||||
args.clipbottom = clipbottom;
|
||||
if (texture)
|
||||
{
|
||||
args.textureWidth = texture->GetWidth();
|
||||
args.textureHeight = texture->GetHeight();
|
||||
args.texturePixels = texture->GetPixels();
|
||||
}
|
||||
else
|
||||
{
|
||||
args.textureWidth = 0;
|
||||
args.textureHeight = 0;
|
||||
args.texturePixels = nullptr;
|
||||
}
|
||||
args.texturePixels = texturePixels;
|
||||
args.textureWidth = textureWidth;
|
||||
args.textureHeight = textureHeight;
|
||||
args.solidcolor = solidcolor;
|
||||
|
||||
TriVertex vert[3];
|
||||
|
@ -79,7 +99,7 @@ void TriangleDrawer::draw_arrays(const TriMatrix &objectToClip, const TriVertex
|
|||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
vert[j] = shade_vertex(objectToClip, *(vinput++));
|
||||
draw_shaded_triangle(vert, ccw, &args, drawfunc);
|
||||
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
|
||||
}
|
||||
}
|
||||
else if (mode == TriangleDrawMode::Fan)
|
||||
|
@ -89,7 +109,7 @@ void TriangleDrawer::draw_arrays(const TriMatrix &objectToClip, const TriVertex
|
|||
for (int i = 2; i < vcount; i++)
|
||||
{
|
||||
vert[2] = shade_vertex(objectToClip, *(vinput++));
|
||||
draw_shaded_triangle(vert, ccw, &args, drawfunc);
|
||||
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
|
||||
vert[1] = vert[2];
|
||||
}
|
||||
}
|
||||
|
@ -100,7 +120,7 @@ void TriangleDrawer::draw_arrays(const TriMatrix &objectToClip, const TriVertex
|
|||
for (int i = 2; i < vcount; i++)
|
||||
{
|
||||
vert[2] = shade_vertex(objectToClip, *(vinput++));
|
||||
draw_shaded_triangle(vert, ccw, &args, drawfunc);
|
||||
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
|
||||
vert[0] = vert[1];
|
||||
vert[1] = vert[2];
|
||||
ccw = !ccw;
|
||||
|
@ -114,7 +134,7 @@ TriVertex TriangleDrawer::shade_vertex(const TriMatrix &objectToClip, TriVertex
|
|||
return objectToClip * v;
|
||||
}
|
||||
|
||||
void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, ScreenTriangleDrawerArgs *args, void(*drawfunc)(const ScreenTriangleDrawerArgs *))
|
||||
void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, ScreenTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenTriangleDrawerArgs *, DrawerThread *))
|
||||
{
|
||||
// Cull, clip and generate additional vertices as needed
|
||||
TriVertex clippedvert[6];
|
||||
|
@ -147,7 +167,7 @@ void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, Scree
|
|||
args->v1 = &clippedvert[numclipvert - 1];
|
||||
args->v2 = &clippedvert[i - 1];
|
||||
args->v3 = &clippedvert[i - 2];
|
||||
drawfunc(args);
|
||||
drawfunc(args, thread);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -157,7 +177,7 @@ void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, Scree
|
|||
args->v1 = &clippedvert[0];
|
||||
args->v2 = &clippedvert[i - 1];
|
||||
args->v3 = &clippedvert[i];
|
||||
drawfunc(args);
|
||||
drawfunc(args, thread);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -225,7 +245,7 @@ void TriangleDrawer::clipedge(const TriVertex &v1, const TriVertex &v2, TriVerte
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void ScreenTriangleDrawer::draw(const ScreenTriangleDrawerArgs *args)
|
||||
void ScreenTriangleDrawer::draw(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
||||
{
|
||||
uint8_t *dest = args->dest;
|
||||
int pitch = args->pitch;
|
||||
|
@ -464,7 +484,7 @@ void ScreenTriangleDrawer::draw(const ScreenTriangleDrawerArgs *args)
|
|||
}
|
||||
}
|
||||
|
||||
void ScreenTriangleDrawer::fill(const ScreenTriangleDrawerArgs *args)
|
||||
void ScreenTriangleDrawer::fill(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
||||
{
|
||||
uint8_t *dest = args->dest;
|
||||
int pitch = args->pitch;
|
||||
|
@ -632,6 +652,425 @@ void ScreenTriangleDrawer::fill(const ScreenTriangleDrawerArgs *args)
|
|||
}
|
||||
}
|
||||
|
||||
void ScreenTriangleDrawer::draw32(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
||||
{
|
||||
uint32_t *dest = (uint32_t *)args->dest;
|
||||
int pitch = args->pitch;
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
int clipleft = args->clipleft;
|
||||
int clipright = args->clipright;
|
||||
const short *cliptop = args->cliptop;
|
||||
const short *clipbottom = args->clipbottom;
|
||||
const uint32_t *texturePixels = (const uint32_t *)args->texturePixels;
|
||||
int textureWidth = args->textureWidth;
|
||||
int textureHeight = args->textureHeight;
|
||||
|
||||
// 28.4 fixed-point coordinates
|
||||
const int Y1 = (int)round(16.0f * v1.y);
|
||||
const int Y2 = (int)round(16.0f * v2.y);
|
||||
const int Y3 = (int)round(16.0f * v3.y);
|
||||
|
||||
const int X1 = (int)round(16.0f * v1.x);
|
||||
const int X2 = (int)round(16.0f * v2.x);
|
||||
const int X3 = (int)round(16.0f * v3.x);
|
||||
|
||||
// Deltas
|
||||
const int DX12 = X1 - X2;
|
||||
const int DX23 = X2 - X3;
|
||||
const int DX31 = X3 - X1;
|
||||
|
||||
const int DY12 = Y1 - Y2;
|
||||
const int DY23 = Y2 - Y3;
|
||||
const int DY31 = Y3 - Y1;
|
||||
|
||||
// Fixed-point deltas
|
||||
const int FDX12 = DX12 << 4;
|
||||
const int FDX23 = DX23 << 4;
|
||||
const int FDX31 = DX31 << 4;
|
||||
|
||||
const int FDY12 = DY12 << 4;
|
||||
const int FDY23 = DY23 << 4;
|
||||
const int FDY31 = DY31 << 4;
|
||||
|
||||
// Bounding rectangle
|
||||
int clipymin = cliptop[clipleft];
|
||||
int clipymax = clipbottom[clipleft];
|
||||
for (int i = clipleft + 1; i <= clipright; i++)
|
||||
{
|
||||
clipymin = MIN(clipymin, (int)cliptop[i]);
|
||||
clipymax = MAX(clipymax, (int)clipbottom[i]);
|
||||
}
|
||||
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
|
||||
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
|
||||
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
|
||||
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
|
||||
if (minx >= maxx || miny >= maxy)
|
||||
return;
|
||||
|
||||
// Block size, standard 8x8 (must be power of two)
|
||||
const int q = 8;
|
||||
|
||||
// Start in corner of 8x8 block
|
||||
minx &= ~(q - 1);
|
||||
miny &= ~(q - 1);
|
||||
|
||||
dest += miny * pitch;
|
||||
|
||||
// Half-edge constants
|
||||
int C1 = DY12 * X1 - DX12 * Y1;
|
||||
int C2 = DY23 * X2 - DX23 * Y2;
|
||||
int C3 = DY31 * X3 - DX31 * Y3;
|
||||
|
||||
// Correct for fill convention
|
||||
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
|
||||
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
|
||||
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
|
||||
|
||||
// Gradients
|
||||
float gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
float gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
float startW = v1.w + gradWX * (minx - v1.x) + gradWY * (miny - v1.y);
|
||||
float gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
gradVaryingX[i] = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
|
||||
gradVaryingY[i] = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
|
||||
startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (minx - v1.x) + gradVaryingY[i] * (miny - v1.y);
|
||||
}
|
||||
|
||||
// Loop through blocks
|
||||
for (int y = miny; y < maxy; y += q)
|
||||
{
|
||||
for (int x = minx; x < maxx; x += q)
|
||||
{
|
||||
// Corners of block
|
||||
int x0 = x << 4;
|
||||
int x1 = (x + q - 1) << 4;
|
||||
int y0 = y << 4;
|
||||
int y1 = (y + q - 1) << 4;
|
||||
|
||||
// Evaluate half-space functions
|
||||
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
|
||||
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
|
||||
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
|
||||
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
|
||||
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
|
||||
|
||||
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
|
||||
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
|
||||
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
|
||||
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
|
||||
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
|
||||
|
||||
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
|
||||
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
|
||||
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
|
||||
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
|
||||
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
|
||||
|
||||
// Skip block when outside an edge
|
||||
if (a == 0x0 || b == 0x0 || c == 0x0) continue;
|
||||
|
||||
// Check if block needs clipping
|
||||
int clipcount = 0;
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
{
|
||||
clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
|
||||
}
|
||||
|
||||
// Calculate varying variables for affine block
|
||||
float offx0 = (x - minx) + 0.5f;
|
||||
float offy0 = (y - miny) + 0.5f;
|
||||
float offx1 = offx0 + q;
|
||||
float offy1 = offy0 + q;
|
||||
float rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
|
||||
float rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
|
||||
float rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
|
||||
float rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
|
||||
float varyingTL[TriVertex::NumVarying];
|
||||
float varyingTR[TriVertex::NumVarying];
|
||||
float varyingBL[TriVertex::NumVarying];
|
||||
float varyingBR[TriVertex::NumVarying];
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
|
||||
varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
|
||||
varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
|
||||
varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
|
||||
}
|
||||
|
||||
uint32_t *buffer = dest;
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
|
||||
{
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
float varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
varying[i] = varyingTL[i] + varyingBL[i] * iy;
|
||||
varyingStep[i] = (varyingTR[i] + varyingBR[i] * iy - varying[i]) * (1.0f / q);
|
||||
}
|
||||
|
||||
if (!thread->skipped_by_thread(y + iy))
|
||||
{
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
{
|
||||
uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
|
||||
uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
|
||||
//uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f);
|
||||
|
||||
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
uint32_t uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
buffer[ix] = texturePixels[uvoffset];
|
||||
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
varying[i] += varyingStep[i];
|
||||
}
|
||||
}
|
||||
|
||||
buffer += pitch;
|
||||
}
|
||||
}
|
||||
else // Partially covered block
|
||||
{
|
||||
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
||||
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
||||
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
||||
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
float varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
varying[i] = varyingTL[i] + varyingBL[i] * iy;
|
||||
varyingStep[i] = (varyingTR[i] + varyingBR[i] * iy - varying[i]) * (1.0f / q);
|
||||
}
|
||||
|
||||
if (!thread->skipped_by_thread(y + iy))
|
||||
{
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
{
|
||||
bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
|
||||
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
||||
{
|
||||
uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
|
||||
uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
|
||||
//uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f);
|
||||
|
||||
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
uint32_t uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
buffer[ix] = texturePixels[uvoffset];
|
||||
}
|
||||
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
varying[i] += varyingStep[i];
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
|
||||
buffer += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dest += q * pitch;
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenTriangleDrawer::fill32(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
||||
{
|
||||
uint32_t *dest = (uint32_t *)args->dest;
|
||||
int pitch = args->pitch;
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
int clipleft = args->clipleft;
|
||||
int clipright = args->clipright;
|
||||
const short *cliptop = args->cliptop;
|
||||
const short *clipbottom = args->clipbottom;
|
||||
int solidcolor = args->solidcolor;
|
||||
|
||||
// 28.4 fixed-point coordinates
|
||||
const int Y1 = (int)round(16.0f * v1.y);
|
||||
const int Y2 = (int)round(16.0f * v2.y);
|
||||
const int Y3 = (int)round(16.0f * v3.y);
|
||||
|
||||
const int X1 = (int)round(16.0f * v1.x);
|
||||
const int X2 = (int)round(16.0f * v2.x);
|
||||
const int X3 = (int)round(16.0f * v3.x);
|
||||
|
||||
// Deltas
|
||||
const int DX12 = X1 - X2;
|
||||
const int DX23 = X2 - X3;
|
||||
const int DX31 = X3 - X1;
|
||||
|
||||
const int DY12 = Y1 - Y2;
|
||||
const int DY23 = Y2 - Y3;
|
||||
const int DY31 = Y3 - Y1;
|
||||
|
||||
// Fixed-point deltas
|
||||
const int FDX12 = DX12 << 4;
|
||||
const int FDX23 = DX23 << 4;
|
||||
const int FDX31 = DX31 << 4;
|
||||
|
||||
const int FDY12 = DY12 << 4;
|
||||
const int FDY23 = DY23 << 4;
|
||||
const int FDY31 = DY31 << 4;
|
||||
|
||||
// Bounding rectangle
|
||||
int clipymin = cliptop[clipleft];
|
||||
int clipymax = clipbottom[clipleft];
|
||||
for (int i = clipleft + 1; i <= clipright; i++)
|
||||
{
|
||||
clipymin = MIN(clipymin, (int)cliptop[i]);
|
||||
clipymax = MAX(clipymax, (int)clipbottom[i]);
|
||||
}
|
||||
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
|
||||
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
|
||||
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
|
||||
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
|
||||
if (minx >= maxx || miny >= maxy)
|
||||
return;
|
||||
|
||||
// Block size, standard 8x8 (must be power of two)
|
||||
const int q = 8;
|
||||
|
||||
// Start in corner of 8x8 block
|
||||
minx &= ~(q - 1);
|
||||
miny &= ~(q - 1);
|
||||
|
||||
dest += miny * pitch;
|
||||
|
||||
// Half-edge constants
|
||||
int C1 = DY12 * X1 - DX12 * Y1;
|
||||
int C2 = DY23 * X2 - DX23 * Y2;
|
||||
int C3 = DY31 * X3 - DX31 * Y3;
|
||||
|
||||
// Correct for fill convention
|
||||
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
|
||||
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
|
||||
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
|
||||
|
||||
// Loop through blocks
|
||||
for (int y = miny; y < maxy; y += q)
|
||||
{
|
||||
for (int x = minx; x < maxx; x += q)
|
||||
{
|
||||
// Corners of block
|
||||
int x0 = x << 4;
|
||||
int x1 = (x + q - 1) << 4;
|
||||
int y0 = y << 4;
|
||||
int y1 = (y + q - 1) << 4;
|
||||
|
||||
// Evaluate half-space functions
|
||||
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
|
||||
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
|
||||
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
|
||||
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
|
||||
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
|
||||
|
||||
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
|
||||
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
|
||||
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
|
||||
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
|
||||
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
|
||||
|
||||
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
|
||||
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
|
||||
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
|
||||
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
|
||||
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
|
||||
|
||||
// Skip block when outside an edge
|
||||
if (a == 0x0 || b == 0x0 || c == 0x0) continue;
|
||||
|
||||
// Check if block needs clipping
|
||||
int clipcount = 0;
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
{
|
||||
clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
|
||||
}
|
||||
|
||||
uint32_t *buffer = dest;
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
|
||||
{
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
if (!thread->skipped_by_thread(y + iy))
|
||||
{
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
{
|
||||
buffer[ix] = solidcolor;
|
||||
}
|
||||
}
|
||||
|
||||
buffer += pitch;
|
||||
}
|
||||
}
|
||||
else // Partially covered block
|
||||
{
|
||||
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
||||
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
||||
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
||||
|
||||
for (int iy = 0; iy < q; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
if (!thread->skipped_by_thread(y + iy))
|
||||
{
|
||||
for (int ix = x; ix < x + q; ix++)
|
||||
{
|
||||
bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
|
||||
|
||||
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
||||
{
|
||||
buffer[ix] = solidcolor;
|
||||
}
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
|
||||
buffer += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dest += q * pitch;
|
||||
}
|
||||
}
|
||||
|
||||
float ScreenTriangleDrawer::gradx(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
||||
|
@ -770,3 +1209,31 @@ TriVertex TriMatrix::operator*(TriVertex v) const
|
|||
v.w = vw;
|
||||
return v;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DrawTrianglesCommand::DrawTrianglesCommand(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *clipdata, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor)
|
||||
: objectToClip(objectToClip), vinput(vinput), vcount(vcount), mode(mode), ccw(ccw), clipleft(clipleft), clipright(clipright), clipdata(clipdata), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight), solidcolor(solidcolor)
|
||||
{
|
||||
}
|
||||
|
||||
void DrawTrianglesCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
int cliplength = clipright - clipleft + 1;
|
||||
for (int i = 0; i < cliplength; i++)
|
||||
{
|
||||
thread->triangle_clip_top[clipleft + i] = clipdata[i];
|
||||
thread->triangle_clip_bottom[clipleft + i] = clipdata[cliplength + i];
|
||||
}
|
||||
|
||||
TriangleDrawer::draw_arrays(
|
||||
objectToClip, vinput, vcount, mode, ccw,
|
||||
clipleft, clipright, thread->triangle_clip_top, thread->triangle_clip_bottom,
|
||||
texturePixels, textureWidth, textureHeight, solidcolor,
|
||||
thread, texturePixels ? ScreenTriangleDrawer::draw32 : ScreenTriangleDrawer::fill32);
|
||||
}
|
||||
|
||||
FString DrawTrianglesCommand::DebugInfo()
|
||||
{
|
||||
return "DrawTriangles";
|
||||
}
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
#define __R_TRIANGLE__
|
||||
|
||||
#include "r_draw.h"
|
||||
#include "r_thread.h"
|
||||
|
||||
class FTexture;
|
||||
struct ScreenTriangleDrawerArgs;
|
||||
|
@ -72,10 +73,14 @@ public:
|
|||
|
||||
private:
|
||||
static TriVertex shade_vertex(const TriMatrix &objectToClip, TriVertex v);
|
||||
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 *));
|
||||
static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenTriangleDrawerArgs *args, void(*drawfunc)(const ScreenTriangleDrawerArgs *));
|
||||
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, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, DrawerThread *thread, void(*drawfunc)(const ScreenTriangleDrawerArgs *, DrawerThread *));
|
||||
static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenTriangleDrawerArgs *, DrawerThread *));
|
||||
static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
|
||||
static void clipedge(const TriVertex &v1, const TriVertex &v2, TriVertex *clippedvert, int &numclipvert);
|
||||
|
||||
static void queue_arrays(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor);
|
||||
|
||||
friend class DrawTrianglesCommand;
|
||||
};
|
||||
|
||||
struct ScreenTriangleDrawerArgs
|
||||
|
@ -98,12 +103,38 @@ struct ScreenTriangleDrawerArgs
|
|||
class ScreenTriangleDrawer
|
||||
{
|
||||
public:
|
||||
static void draw(const ScreenTriangleDrawerArgs *args);
|
||||
static void fill(const ScreenTriangleDrawerArgs *args);
|
||||
static void draw(const ScreenTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
static void fill(const ScreenTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
|
||||
static void draw32(const ScreenTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
static void fill32(const ScreenTriangleDrawerArgs *args, DrawerThread *thread);
|
||||
|
||||
private:
|
||||
static float gradx(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
|
||||
static float grady(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
|
||||
};
|
||||
|
||||
class DrawTrianglesCommand : public DrawerCommand
|
||||
{
|
||||
public:
|
||||
DrawTrianglesCommand(const TriMatrix &objectToClip, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *clipdata, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
FString DebugInfo() override;
|
||||
|
||||
private:
|
||||
TriMatrix objectToClip;
|
||||
const TriVertex *vinput;
|
||||
int vcount;
|
||||
TriangleDrawMode mode;
|
||||
bool ccw;
|
||||
int clipleft;
|
||||
int clipright;
|
||||
const short *clipdata;
|
||||
const uint8_t *texturePixels;
|
||||
int textureWidth;
|
||||
int textureHeight;
|
||||
int solidcolor;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue