mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-26 05:41:39 +00:00
Split poly_triangle into multiple files
This commit is contained in:
parent
308e768903
commit
d3056d2679
11 changed files with 1590 additions and 1320 deletions
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@ -836,6 +836,10 @@ set( FASTMATH_PCH_SOURCES
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polyrenderer/scene/poly_sprite.cpp
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polyrenderer/scene/poly_sky.cpp
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polyrenderer/drawers/poly_triangle.cpp
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polyrenderer/drawers/poly_buffer.cpp
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polyrenderer/drawers/poly_draw_args.cpp
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polyrenderer/drawers/screen_triangle.cpp
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polyrenderer/math/tri_matrix.cpp
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polyrenderer/math/poly_intersection.cpp
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r_sky.cpp
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s_advsound.cpp
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100
src/polyrenderer/drawers/poly_buffer.cpp
Normal file
100
src/polyrenderer/drawers/poly_buffer.cpp
Normal file
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@ -0,0 +1,100 @@
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/*
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** Triangle drawers
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "st_stuff.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "poly_buffer.h"
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#include "swrenderer/drawers/r_drawers.h"
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/////////////////////////////////////////////////////////////////////////////
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PolySubsectorGBuffer *PolySubsectorGBuffer::Instance()
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{
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static PolySubsectorGBuffer buffer;
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return &buffer;
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}
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void PolySubsectorGBuffer::Resize(int newwidth, int newheight)
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{
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width = newwidth;
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height = newheight;
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values.resize(width * height);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyStencilBuffer *PolyStencilBuffer::Instance()
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{
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static PolyStencilBuffer buffer;
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return &buffer;
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}
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void PolyStencilBuffer::Clear(int newwidth, int newheight, uint8_t stencil_value)
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{
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width = newwidth;
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height = newheight;
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int count = BlockWidth() * BlockHeight();
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values.resize(count * 64);
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masks.resize(count);
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uint8_t *v = Values();
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uint32_t *m = Masks();
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for (int i = 0; i < count; i++)
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{
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m[i] = 0xffffff00 | stencil_value;
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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namespace
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{
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int NextBufferVertex = 0;
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}
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TriVertex *PolyVertexBuffer::GetVertices(int count)
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{
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enum { VertexBufferSize = 256 * 1024 };
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static TriVertex Vertex[VertexBufferSize];
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if (NextBufferVertex + count > VertexBufferSize)
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return nullptr;
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TriVertex *v = Vertex + NextBufferVertex;
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NextBufferVertex += count;
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return v;
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}
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void PolyVertexBuffer::Clear()
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{
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NextBufferVertex = 0;
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}
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68
src/polyrenderer/drawers/poly_buffer.h
Normal file
68
src/polyrenderer/drawers/poly_buffer.h
Normal file
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@ -0,0 +1,68 @@
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/*
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** Frame buffers
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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struct TriVertex;
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class PolySubsectorGBuffer
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{
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public:
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static PolySubsectorGBuffer *Instance();
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void Resize(int newwidth, int newheight);
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int Width() const { return width; }
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int Height() const { return height; }
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uint32_t *Values() { return values.data(); }
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private:
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int width;
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int height;
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std::vector<uint32_t> values;
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};
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class PolyStencilBuffer
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{
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public:
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static PolyStencilBuffer *Instance();
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void Clear(int newwidth, int newheight, uint8_t stencil_value = 0);
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int Width() const { return width; }
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int Height() const { return height; }
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int BlockWidth() const { return (width + 7) / 8; }
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int BlockHeight() const { return (height + 7) / 8; }
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uint8_t *Values() { return values.data(); }
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uint32_t *Masks() { return masks.data(); }
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private:
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int width;
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int height;
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// 8x8 blocks of stencil values, plus a mask for each block indicating if values are the same for early out stencil testing
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std::vector<uint8_t> values;
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std::vector<uint32_t> masks;
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};
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class PolyVertexBuffer
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{
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public:
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static TriVertex *GetVertices(int count);
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static void Clear();
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};
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106
src/polyrenderer/drawers/poly_draw_args.cpp
Normal file
106
src/polyrenderer/drawers/poly_draw_args.cpp
Normal file
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@ -0,0 +1,106 @@
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/*
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** Triangle drawers
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
|
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** in a product, an acknowledgment in the product documentation would be
|
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "st_stuff.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "poly_draw_args.h"
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#include "swrenderer/r_main.h"
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void PolyDrawArgs::SetClipPlane(float a, float b, float c, float d)
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{
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clipPlane[0] = a;
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clipPlane[1] = b;
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clipPlane[2] = c;
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clipPlane[3] = d;
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}
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void PolyDrawArgs::SetTexture(FTexture *texture)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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if (swrenderer::r_swtruecolor)
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texturePixels = (const uint8_t *)texture->GetPixelsBgra();
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else
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texturePixels = texture->GetPixels();
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translation = nullptr;
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}
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void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool forcePal)
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{
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if (translationID != 0xffffffff && translationID != 0)
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{
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FRemapTable *table = TranslationToTable(translationID);
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if (table != nullptr && !table->Inactive)
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{
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if (swrenderer::r_swtruecolor)
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translation = (uint8_t*)table->Palette;
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else
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translation = table->Remap;
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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texturePixels = texture->GetPixels();
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return;
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}
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}
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if (forcePal)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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texturePixels = texture->GetPixels();
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}
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else
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{
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SetTexture(texture);
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}
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}
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void PolyDrawArgs::SetColormap(FSWColormap *base_colormap)
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{
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uniforms.light_red = base_colormap->Color.r * 256 / 255;
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uniforms.light_green = base_colormap->Color.g * 256 / 255;
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uniforms.light_blue = base_colormap->Color.b * 256 / 255;
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uniforms.light_alpha = base_colormap->Color.a * 256 / 255;
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uniforms.fade_red = base_colormap->Fade.r;
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uniforms.fade_green = base_colormap->Fade.g;
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uniforms.fade_blue = base_colormap->Fade.b;
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uniforms.fade_alpha = base_colormap->Fade.a;
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uniforms.desaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256;
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bool simple_shade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0);
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if (simple_shade)
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uniforms.flags |= TriUniforms::simple_shade;
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else
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uniforms.flags &= ~TriUniforms::simple_shade;
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colormaps = base_colormap->Maps;
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}
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69
src/polyrenderer/drawers/poly_draw_args.h
Normal file
69
src/polyrenderer/drawers/poly_draw_args.h
Normal file
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@ -0,0 +1,69 @@
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/*
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** Triangle drawers
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
|
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
|
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** 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
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_drawers.h"
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class FTexture;
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enum class TriangleDrawMode
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{
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Normal,
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Fan,
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Strip
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};
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struct TriDrawTriangleArgs;
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struct TriMatrix;
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class PolyDrawArgs
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{
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public:
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TriUniforms uniforms;
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const TriMatrix *objectToClip = nullptr;
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const TriVertex *vinput = nullptr;
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int vcount = 0;
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TriangleDrawMode mode = TriangleDrawMode::Normal;
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bool ccw = false;
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// bool stencilTest = true; // Always true for now
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bool subsectorTest = false;
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bool writeStencil = true;
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bool writeColor = true;
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bool writeSubsector = true;
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const uint8_t *texturePixels = nullptr;
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int textureWidth = 0;
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int textureHeight = 0;
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const uint8_t *translation = nullptr;
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uint8_t stenciltestvalue = 0;
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uint8_t stencilwritevalue = 0;
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const uint8_t *colormaps = nullptr;
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float clipPlane[4];
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TriBlendMode blendmode = TriBlendMode::Copy;
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void SetClipPlane(float a, float b, float c, float d);
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void SetTexture(FTexture *texture);
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void SetTexture(FTexture *texture, uint32_t translationID, bool forcePal = false);
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void SetColormap(FSWColormap *base_colormap);
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};
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File diff suppressed because it is too large
Load diff
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@ -25,140 +25,15 @@
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/drawers/r_thread.h"
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#include "swrenderer/drawers/r_drawers.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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class FTexture;
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enum class TriangleDrawMode
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{
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Normal,
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Fan,
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Strip
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};
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struct TriDrawTriangleArgs;
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struct TriMatrix;
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class PolyDrawArgs
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{
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public:
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TriUniforms uniforms;
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const TriMatrix *objectToClip = nullptr;
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const TriVertex *vinput = nullptr;
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int vcount = 0;
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TriangleDrawMode mode = TriangleDrawMode::Normal;
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bool ccw = false;
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// bool stencilTest = true; // Always true for now
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bool subsectorTest = false;
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bool writeStencil = true;
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bool writeColor = true;
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bool writeSubsector = true;
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const uint8_t *texturePixels = nullptr;
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int textureWidth = 0;
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int textureHeight = 0;
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const uint8_t *translation = nullptr;
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uint8_t stenciltestvalue = 0;
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uint8_t stencilwritevalue = 0;
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const uint8_t *colormaps = nullptr;
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float clipPlane[4];
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TriBlendMode blendmode = TriBlendMode::Copy;
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void SetClipPlane(float a, float b, float c, float d)
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{
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clipPlane[0] = a;
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clipPlane[1] = b;
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clipPlane[2] = c;
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clipPlane[3] = d;
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}
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void SetTexture(FTexture *texture)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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if (swrenderer::r_swtruecolor)
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texturePixels = (const uint8_t *)texture->GetPixelsBgra();
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else
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texturePixels = texture->GetPixels();
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translation = nullptr;
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}
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void SetTexture(FTexture *texture, uint32_t translationID, bool forcePal = false)
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{
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if (translationID != 0xffffffff && translationID != 0)
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{
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FRemapTable *table = TranslationToTable(translationID);
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if (table != nullptr && !table->Inactive)
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{
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if (swrenderer::r_swtruecolor)
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translation = (uint8_t*)table->Palette;
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else
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translation = table->Remap;
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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texturePixels = texture->GetPixels();
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return;
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}
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}
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if (forcePal)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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texturePixels = texture->GetPixels();
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}
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else
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{
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SetTexture(texture);
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}
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}
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void SetColormap(FSWColormap *base_colormap)
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{
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uniforms.light_red = base_colormap->Color.r * 256 / 255;
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uniforms.light_green = base_colormap->Color.g * 256 / 255;
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uniforms.light_blue = base_colormap->Color.b * 256 / 255;
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uniforms.light_alpha = base_colormap->Color.a * 256 / 255;
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uniforms.fade_red = base_colormap->Fade.r;
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uniforms.fade_green = base_colormap->Fade.g;
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uniforms.fade_blue = base_colormap->Fade.b;
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uniforms.fade_alpha = base_colormap->Fade.a;
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uniforms.desaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256;
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bool simple_shade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0);
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if (simple_shade)
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uniforms.flags |= TriUniforms::simple_shade;
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else
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uniforms.flags &= ~TriUniforms::simple_shade;
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colormaps = base_colormap->Maps;
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}
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};
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#include "polyrenderer/math/tri_matrix.h"
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#include "polyrenderer/drawers/poly_buffer.h"
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||||
#include "polyrenderer/drawers/poly_draw_args.h"
|
||||
|
||||
struct ShadedTriVertex : public TriVertex
|
||||
{
|
||||
float clipDistance0;
|
||||
};
|
||||
|
||||
struct TriMatrix
|
||||
{
|
||||
static TriMatrix null();
|
||||
static TriMatrix identity();
|
||||
static TriMatrix translate(float x, float y, float z);
|
||||
static TriMatrix scale(float x, float y, float z);
|
||||
static TriMatrix rotate(float angle, float x, float y, float z);
|
||||
static TriMatrix swapYZ();
|
||||
static TriMatrix perspective(float fovy, float aspect, float near, float far);
|
||||
static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
|
||||
|
||||
static TriMatrix worldToView(); // Software renderer world to view space transform
|
||||
static TriMatrix viewToClip(); // Software renderer shearing projection
|
||||
|
||||
ShadedTriVertex operator*(TriVertex v) const;
|
||||
TriMatrix operator*(const TriMatrix &m) const;
|
||||
|
||||
float matrix[16];
|
||||
};
|
||||
|
||||
typedef void(*PolyDrawFuncPtr)(const TriDrawTriangleArgs *, WorkerThreadData *);
|
||||
|
||||
class PolyTriangleDrawer
|
||||
|
@ -185,73 +60,6 @@ private:
|
|||
friend class DrawPolyTrianglesCommand;
|
||||
};
|
||||
|
||||
class PolySubsectorGBuffer
|
||||
{
|
||||
public:
|
||||
static PolySubsectorGBuffer *Instance()
|
||||
{
|
||||
static PolySubsectorGBuffer buffer;
|
||||
return &buffer;
|
||||
}
|
||||
|
||||
void Resize(int newwidth, int newheight)
|
||||
{
|
||||
width = newwidth;
|
||||
height = newheight;
|
||||
values.resize(width * height);
|
||||
}
|
||||
|
||||
int Width() const { return width; }
|
||||
int Height() const { return height; }
|
||||
uint32_t *Values() { return values.data(); }
|
||||
|
||||
private:
|
||||
int width;
|
||||
int height;
|
||||
std::vector<uint32_t> values;
|
||||
};
|
||||
|
||||
class PolyStencilBuffer
|
||||
{
|
||||
public:
|
||||
static PolyStencilBuffer *Instance()
|
||||
{
|
||||
static PolyStencilBuffer buffer;
|
||||
return &buffer;
|
||||
}
|
||||
|
||||
void Clear(int newwidth, int newheight, uint8_t stencil_value = 0)
|
||||
{
|
||||
width = newwidth;
|
||||
height = newheight;
|
||||
int count = BlockWidth() * BlockHeight();
|
||||
values.resize(count * 64);
|
||||
masks.resize(count);
|
||||
|
||||
uint8_t *v = Values();
|
||||
uint32_t *m = Masks();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
m[i] = 0xffffff00 | stencil_value;
|
||||
}
|
||||
}
|
||||
|
||||
int Width() const { return width; }
|
||||
int Height() const { return height; }
|
||||
int BlockWidth() const { return (width + 7) / 8; }
|
||||
int BlockHeight() const { return (height + 7) / 8; }
|
||||
uint8_t *Values() { return values.data(); }
|
||||
uint32_t *Masks() { return masks.data(); }
|
||||
|
||||
private:
|
||||
int width;
|
||||
int height;
|
||||
|
||||
// 8x8 blocks of stencil values, plus a mask for each block indicating if values are the same for early out stencil testing
|
||||
std::vector<uint8_t> values;
|
||||
std::vector<uint32_t> masks;
|
||||
};
|
||||
|
||||
class DrawPolyTrianglesCommand : public DrawerCommand
|
||||
{
|
||||
public:
|
||||
|
@ -263,25 +71,3 @@ public:
|
|||
private:
|
||||
PolyDrawArgs args;
|
||||
};
|
||||
|
||||
class PolyVertexBuffer
|
||||
{
|
||||
public:
|
||||
static TriVertex *GetVertices(int count);
|
||||
static void Clear();
|
||||
};
|
||||
|
||||
struct ScreenTriangleStepVariables
|
||||
{
|
||||
float W;
|
||||
float Varying[TriVertex::NumVarying];
|
||||
};
|
||||
|
||||
class ScreenTriangle
|
||||
{
|
||||
public:
|
||||
static void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
};
|
||||
|
|
966
src/polyrenderer/drawers/screen_triangle.cpp
Normal file
966
src/polyrenderer/drawers/screen_triangle.cpp
Normal file
|
@ -0,0 +1,966 @@
|
|||
/*
|
||||
** 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 <stddef.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "i_system.h"
|
||||
#include "w_wad.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 "poly_triangle.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/r_main.h"
|
||||
#include "screen_triangle.h"
|
||||
|
||||
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
int clipright = args->clipright;
|
||||
int clipbottom = args->clipbottom;
|
||||
|
||||
int stencilPitch = args->stencilPitch;
|
||||
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
||||
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
||||
uint8_t stencilTestValue = args->stencilTestValue;
|
||||
|
||||
TriFullSpan * RESTRICT span = thread->FullSpans;
|
||||
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
|
||||
|
||||
// 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 minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
|
||||
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
|
||||
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
|
||||
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
|
||||
if (minx >= maxx || miny >= maxy)
|
||||
{
|
||||
thread->NumFullSpans = 0;
|
||||
thread->NumPartialBlocks = 0;
|
||||
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);
|
||||
|
||||
// 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++;
|
||||
|
||||
// First block line for this thread
|
||||
int core = thread->core;
|
||||
int num_cores = thread->num_cores;
|
||||
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
|
||||
miny += core_skip * q;
|
||||
|
||||
thread->StartX = minx;
|
||||
thread->StartY = miny;
|
||||
span->Length = 0;
|
||||
|
||||
// Loop through blocks
|
||||
for (int y = miny; y < maxy; y += q * num_cores)
|
||||
{
|
||||
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);
|
||||
|
||||
// Stencil test the whole block, if possible
|
||||
int block = x / 8 + y / 8 * stencilPitch;
|
||||
uint8_t *stencilBlock = &stencilValues[block * 64];
|
||||
uint32_t *stencilBlockMask = &stencilMasks[block];
|
||||
bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
|
||||
bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
|
||||
|
||||
// Skip block when outside an edge
|
||||
if (a == 0 || b == 0 || c == 0 || skipBlock)
|
||||
{
|
||||
if (span->Length != 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
|
||||
{
|
||||
if (span->Length != 0)
|
||||
{
|
||||
span->Length++;
|
||||
}
|
||||
else
|
||||
{
|
||||
span->X = x;
|
||||
span->Y = y;
|
||||
span->Length = 1;
|
||||
}
|
||||
}
|
||||
else // Partially covered block
|
||||
{
|
||||
x0 = x << 4;
|
||||
x1 = (x + q - 1) << 4;
|
||||
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
||||
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
||||
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
||||
|
||||
uint32_t mask0 = 0;
|
||||
uint32_t mask1 = 0;
|
||||
|
||||
for (int iy = 0; iy < 4; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
|
||||
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest);
|
||||
mask0 <<= 1;
|
||||
mask0 |= (uint32_t)covered;
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
}
|
||||
|
||||
for (int iy = 4; iy < q; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
|
||||
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest);
|
||||
mask1 <<= 1;
|
||||
mask1 |= (uint32_t)covered;
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
}
|
||||
|
||||
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
|
||||
{
|
||||
if (span->Length > 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
|
||||
if (mask0 == 0 && mask1 == 0)
|
||||
continue;
|
||||
|
||||
partial->X = x;
|
||||
partial->Y = y;
|
||||
partial->Mask0 = mask0;
|
||||
partial->Mask1 = mask1;
|
||||
partial++;
|
||||
}
|
||||
else if (span->Length != 0)
|
||||
{
|
||||
span->Length++;
|
||||
}
|
||||
else
|
||||
{
|
||||
span->X = x;
|
||||
span->Y = y;
|
||||
span->Length = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (span->Length != 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
}
|
||||
|
||||
thread->NumFullSpans = (int)(span - thread->FullSpans);
|
||||
thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
|
||||
}
|
||||
|
||||
void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
int clipright = args->clipright;
|
||||
int clipbottom = args->clipbottom;
|
||||
|
||||
int stencilPitch = args->stencilPitch;
|
||||
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
||||
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
||||
uint8_t stencilTestValue = args->stencilTestValue;
|
||||
|
||||
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
|
||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||
int32_t pitch = args->pitch;
|
||||
|
||||
TriFullSpan * RESTRICT span = thread->FullSpans;
|
||||
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
|
||||
|
||||
// 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 minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
|
||||
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
|
||||
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
|
||||
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
|
||||
if (minx >= maxx || miny >= maxy)
|
||||
{
|
||||
thread->NumFullSpans = 0;
|
||||
thread->NumPartialBlocks = 0;
|
||||
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);
|
||||
|
||||
// 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++;
|
||||
|
||||
// First block line for this thread
|
||||
int core = thread->core;
|
||||
int num_cores = thread->num_cores;
|
||||
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
|
||||
miny += core_skip * q;
|
||||
|
||||
thread->StartX = minx;
|
||||
thread->StartY = miny;
|
||||
span->Length = 0;
|
||||
|
||||
// Loop through blocks
|
||||
for (int y = miny; y < maxy; y += q * num_cores)
|
||||
{
|
||||
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);
|
||||
|
||||
// Stencil test the whole block, if possible
|
||||
int block = x / 8 + y / 8 * stencilPitch;
|
||||
uint8_t *stencilBlock = &stencilValues[block * 64];
|
||||
uint32_t *stencilBlockMask = &stencilMasks[block];
|
||||
bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
|
||||
bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) < stencilTestValue;
|
||||
|
||||
// Skip block when outside an edge
|
||||
if (a == 0 || b == 0 || c == 0 || skipBlock)
|
||||
{
|
||||
if (span->Length != 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Accept whole block when totally covered
|
||||
if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
|
||||
{
|
||||
// Totally covered block still needs a subsector coverage test:
|
||||
|
||||
uint32_t *subsector = subsectorGBuffer + x + y * pitch;
|
||||
|
||||
uint32_t mask0 = 0;
|
||||
uint32_t mask1 = 0;
|
||||
|
||||
for (int iy = 0; iy < 4; iy++)
|
||||
{
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool covered = subsector[ix] >= subsectorDepth;
|
||||
mask0 <<= 1;
|
||||
mask0 |= (uint32_t)covered;
|
||||
}
|
||||
subsector += pitch;
|
||||
}
|
||||
|
||||
for (int iy = 4; iy < q; iy++)
|
||||
{
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool covered = subsector[ix] >= subsectorDepth;
|
||||
mask1 <<= 1;
|
||||
mask1 |= (uint32_t)covered;
|
||||
}
|
||||
subsector += pitch;
|
||||
}
|
||||
|
||||
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
|
||||
{
|
||||
if (span->Length > 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
|
||||
if (mask0 == 0 && mask1 == 0)
|
||||
continue;
|
||||
|
||||
partial->X = x;
|
||||
partial->Y = y;
|
||||
partial->Mask0 = mask0;
|
||||
partial->Mask1 = mask1;
|
||||
partial++;
|
||||
}
|
||||
else if (span->Length != 0)
|
||||
{
|
||||
span->Length++;
|
||||
}
|
||||
else
|
||||
{
|
||||
span->X = x;
|
||||
span->Y = y;
|
||||
span->Length = 1;
|
||||
}
|
||||
}
|
||||
else // Partially covered block
|
||||
{
|
||||
x0 = x << 4;
|
||||
x1 = (x + q - 1) << 4;
|
||||
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
||||
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
||||
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
||||
|
||||
uint32_t *subsector = subsectorGBuffer + x + y * pitch;
|
||||
|
||||
uint32_t mask0 = 0;
|
||||
uint32_t mask1 = 0;
|
||||
|
||||
for (int iy = 0; iy < 4; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] >= stencilTestValue;
|
||||
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
|
||||
mask0 <<= 1;
|
||||
mask0 |= (uint32_t)covered;
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
subsector += pitch;
|
||||
}
|
||||
|
||||
for (int iy = 4; iy < q; iy++)
|
||||
{
|
||||
int CX1 = CY1;
|
||||
int CX2 = CY2;
|
||||
int CX3 = CY3;
|
||||
|
||||
for (int ix = 0; ix < q; ix++)
|
||||
{
|
||||
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] >= stencilTestValue;
|
||||
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
|
||||
mask1 <<= 1;
|
||||
mask1 |= (uint32_t)covered;
|
||||
|
||||
CX1 -= FDY12;
|
||||
CX2 -= FDY23;
|
||||
CX3 -= FDY31;
|
||||
}
|
||||
|
||||
CY1 += FDX12;
|
||||
CY2 += FDX23;
|
||||
CY3 += FDX31;
|
||||
subsector += pitch;
|
||||
}
|
||||
|
||||
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
|
||||
{
|
||||
if (span->Length > 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
|
||||
if (mask0 == 0 && mask1 == 0)
|
||||
continue;
|
||||
|
||||
partial->X = x;
|
||||
partial->Y = y;
|
||||
partial->Mask0 = mask0;
|
||||
partial->Mask1 = mask1;
|
||||
partial++;
|
||||
}
|
||||
else if (span->Length != 0)
|
||||
{
|
||||
span->Length++;
|
||||
}
|
||||
else
|
||||
{
|
||||
span->X = x;
|
||||
span->Y = y;
|
||||
span->Length = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (span->Length != 0)
|
||||
{
|
||||
span++;
|
||||
span->Length = 0;
|
||||
}
|
||||
}
|
||||
|
||||
thread->NumFullSpans = (int)(span - thread->FullSpans);
|
||||
thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
|
||||
}
|
||||
|
||||
void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
||||
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
||||
uint32_t stencilWriteValue = args->stencilWriteValue;
|
||||
uint32_t stencilPitch = args->stencilPitch;
|
||||
|
||||
int numSpans = thread->NumFullSpans;
|
||||
auto fullSpans = thread->FullSpans;
|
||||
int numBlocks = thread->NumPartialBlocks;
|
||||
auto partialBlocks = thread->PartialBlocks;
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
const auto &span = fullSpans[i];
|
||||
|
||||
int block = span.X / 8 + span.Y / 8 * stencilPitch;
|
||||
uint8_t *stencilBlock = &stencilValues[block * 64];
|
||||
uint32_t *stencilBlockMask = &stencilMasks[block];
|
||||
|
||||
int width = span.Length;
|
||||
for (int x = 0; x < width; x++)
|
||||
stencilBlockMask[x] = 0xffffff00 | stencilWriteValue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < numBlocks; i++)
|
||||
{
|
||||
const auto &block = partialBlocks[i];
|
||||
|
||||
uint32_t mask0 = block.Mask0;
|
||||
uint32_t mask1 = block.Mask1;
|
||||
|
||||
int sblock = block.X / 8 + block.Y / 8 * stencilPitch;
|
||||
uint8_t *stencilBlock = &stencilValues[sblock * 64];
|
||||
uint32_t *stencilBlockMask = &stencilMasks[sblock];
|
||||
|
||||
bool isSingleValue = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
|
||||
if (isSingleValue)
|
||||
{
|
||||
uint8_t value = (*stencilBlockMask) & 0xff;
|
||||
for (int v = 0; v < 64; v++)
|
||||
stencilBlock[v] = value;
|
||||
*stencilBlockMask = 0;
|
||||
}
|
||||
|
||||
int count = 0;
|
||||
for (int v = 0; v < 32; v++)
|
||||
{
|
||||
if ((mask0 & (1 << 31)) || stencilBlock[v] == stencilWriteValue)
|
||||
{
|
||||
stencilBlock[v] = stencilWriteValue;
|
||||
count++;
|
||||
}
|
||||
mask0 <<= 1;
|
||||
}
|
||||
for (int v = 32; v < 64; v++)
|
||||
{
|
||||
if ((mask1 & (1 << 31)) || stencilBlock[v] == stencilWriteValue)
|
||||
{
|
||||
stencilBlock[v] = stencilWriteValue;
|
||||
count++;
|
||||
}
|
||||
mask1 <<= 1;
|
||||
}
|
||||
|
||||
if (count == 64)
|
||||
*stencilBlockMask = 0xffffff00 | stencilWriteValue;
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
|
||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||
int pitch = args->pitch;
|
||||
|
||||
int numSpans = thread->NumFullSpans;
|
||||
auto fullSpans = thread->FullSpans;
|
||||
int numBlocks = thread->NumPartialBlocks;
|
||||
auto partialBlocks = thread->PartialBlocks;
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
const auto &span = fullSpans[i];
|
||||
|
||||
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
|
||||
int width = span.Length * 8;
|
||||
int height = 8;
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
for (int x = 0; x < width; x++)
|
||||
subsector[x] = subsectorDepth;
|
||||
subsector += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < numBlocks; i++)
|
||||
{
|
||||
const auto &block = partialBlocks[i];
|
||||
|
||||
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
|
||||
uint32_t mask0 = block.Mask0;
|
||||
uint32_t mask1 = block.Mask1;
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask0 & (1 << 31))
|
||||
subsector[x] = subsectorDepth;
|
||||
mask0 <<= 1;
|
||||
}
|
||||
subsector += pitch;
|
||||
}
|
||||
for (int y = 4; y < 8; y++)
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask1 & (1 << 31))
|
||||
subsector[x] = subsectorDepth;
|
||||
mask1 <<= 1;
|
||||
}
|
||||
subsector += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
float ScreenTriangle::FindGradientX(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);
|
||||
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
float ScreenTriangle::FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
||||
{
|
||||
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
||||
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
int numSpans = thread->NumFullSpans;
|
||||
auto fullSpans = thread->FullSpans;
|
||||
int numBlocks = thread->NumPartialBlocks;
|
||||
auto partialBlocks = thread->PartialBlocks;
|
||||
int startX = thread->StartX;
|
||||
int startY = thread->StartY;
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
const TriVertex &v3 = *args->v3;
|
||||
ScreenTriangleStepVariables gradientX;
|
||||
ScreenTriangleStepVariables gradientY;
|
||||
ScreenTriangleStepVariables start;
|
||||
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
gradientX.Varying[i] = FindGradientX(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);
|
||||
gradientY.Varying[i] = FindGradientY(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);
|
||||
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
|
||||
}
|
||||
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
|
||||
uint32_t texWidth = args->textureWidth;
|
||||
uint32_t texHeight = args->textureHeight;
|
||||
|
||||
uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
|
||||
uint32_t * RESTRICT subsectorGBuffer = (uint32_t*)args->subsectorGBuffer;
|
||||
int pitch = args->pitch;
|
||||
|
||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||
|
||||
uint32_t light = args->uniforms->light;
|
||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
float globVis = 1706.0f;
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
const auto &span = fullSpans[i];
|
||||
|
||||
uint32_t *dest = destOrg + span.X + span.Y * pitch;
|
||||
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
|
||||
int width = span.Length;
|
||||
int height = 8;
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int ix = 0; ix < 8; ix++)
|
||||
{
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t fg = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = r * lightpos / 256;
|
||||
g = g * lightpos / 256;
|
||||
b = b * lightpos / 256;
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
|
||||
dest[x * 8 + ix] = fg;
|
||||
subsector[x * 8 + ix] = subsectorDepth;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
subsector += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < numBlocks; i++)
|
||||
{
|
||||
const auto &block = partialBlocks[i];
|
||||
|
||||
ScreenTriangleStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
|
||||
|
||||
uint32_t *dest = destOrg + block.X + block.Y * pitch;
|
||||
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
|
||||
uint32_t mask0 = block.Mask0;
|
||||
uint32_t mask1 = block.Mask1;
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask0 & (1 << 31))
|
||||
{
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t fg = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = r * lightpos / 256;
|
||||
g = g * lightpos / 256;
|
||||
b = b * lightpos / 256;
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
|
||||
dest[x] = fg;
|
||||
subsector[x] = subsectorDepth;
|
||||
}
|
||||
mask0 <<= 1;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
subsector += pitch;
|
||||
}
|
||||
for (int y = 4; y < 8; y++)
|
||||
{
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
|
||||
float rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
|
||||
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
|
||||
blockPosX.W += gradientX.W * 8;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
|
||||
int lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
if (mask1 & (1 << 31))
|
||||
{
|
||||
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
|
||||
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
|
||||
uint32_t fg = texPixels[texelX * texHeight + texelY];
|
||||
|
||||
uint32_t r = RPART(fg);
|
||||
uint32_t g = GPART(fg);
|
||||
uint32_t b = BPART(fg);
|
||||
r = r * lightpos / 256;
|
||||
g = g * lightpos / 256;
|
||||
b = b * lightpos / 256;
|
||||
fg = 0xff000000 | (r << 16) | (g << 8) | b;
|
||||
|
||||
dest[x] = fg;
|
||||
subsector[x] = subsectorDepth;
|
||||
}
|
||||
mask1 <<= 1;
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] += varyingStep[j];
|
||||
lightpos += lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] += gradientY.Varying[j];
|
||||
|
||||
dest += pitch;
|
||||
subsector += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
40
src/polyrenderer/drawers/screen_triangle.h
Normal file
40
src/polyrenderer/drawers/screen_triangle.h
Normal file
|
@ -0,0 +1,40 @@
|
|||
/*
|
||||
** Projected triangle drawer
|
||||
** 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.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "swrenderer/drawers/r_drawers.h"
|
||||
|
||||
class ScreenTriangle
|
||||
{
|
||||
public:
|
||||
static void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
};
|
||||
|
||||
struct ScreenTriangleStepVariables
|
||||
{
|
||||
float W;
|
||||
float Varying[TriVertex::NumVarying];
|
||||
};
|
187
src/polyrenderer/math/tri_matrix.cpp
Normal file
187
src/polyrenderer/math/tri_matrix.cpp
Normal file
|
@ -0,0 +1,187 @@
|
|||
/*
|
||||
** 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 <stddef.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "i_system.h"
|
||||
#include "w_wad.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 "tri_matrix.h"
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/r_main.h"
|
||||
|
||||
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)(swrenderer::CenterY / swrenderer::InvZtoScale * near);
|
||||
float bottom = (float)(top - viewheight / swrenderer::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;
|
||||
}
|
||||
|
||||
ShadedTriVertex 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;
|
||||
ShadedTriVertex sv;
|
||||
sv.x = vx;
|
||||
sv.y = vy;
|
||||
sv.z = vz;
|
||||
sv.w = vw;
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
sv.varying[i] = v.varying[i];
|
||||
return sv;
|
||||
}
|
46
src/polyrenderer/math/tri_matrix.h
Normal file
46
src/polyrenderer/math/tri_matrix.h
Normal file
|
@ -0,0 +1,46 @@
|
|||
/*
|
||||
** 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.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
struct TriVertex;
|
||||
struct ShadedTriVertex;
|
||||
|
||||
struct TriMatrix
|
||||
{
|
||||
static TriMatrix null();
|
||||
static TriMatrix identity();
|
||||
static TriMatrix translate(float x, float y, float z);
|
||||
static TriMatrix scale(float x, float y, float z);
|
||||
static TriMatrix rotate(float angle, float x, float y, float z);
|
||||
static TriMatrix swapYZ();
|
||||
static TriMatrix perspective(float fovy, float aspect, float near, float far);
|
||||
static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
|
||||
|
||||
static TriMatrix worldToView(); // Software renderer world to view space transform
|
||||
static TriMatrix viewToClip(); // Software renderer shearing projection
|
||||
|
||||
ShadedTriVertex operator*(TriVertex v) const;
|
||||
TriMatrix operator*(const TriMatrix &m) const;
|
||||
|
||||
float matrix[16];
|
||||
};
|
Loading…
Reference in a new issue