From d3056d267969f4a104c1c4fb240398bcce5587c1 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Fri, 30 Dec 2016 02:20:24 +0100 Subject: [PATCH] Split poly_triangle into multiple files --- src/CMakeLists.txt | 4 + src/polyrenderer/drawers/poly_buffer.cpp | 100 ++ src/polyrenderer/drawers/poly_buffer.h | 68 ++ src/polyrenderer/drawers/poly_draw_args.cpp | 106 ++ src/polyrenderer/drawers/poly_draw_args.h | 69 ++ src/polyrenderer/drawers/poly_triangle.cpp | 1104 +----------------- src/polyrenderer/drawers/poly_triangle.h | 220 +--- src/polyrenderer/drawers/screen_triangle.cpp | 966 +++++++++++++++ src/polyrenderer/drawers/screen_triangle.h | 40 + src/polyrenderer/math/tri_matrix.cpp | 187 +++ src/polyrenderer/math/tri_matrix.h | 46 + 11 files changed, 1590 insertions(+), 1320 deletions(-) create mode 100644 src/polyrenderer/drawers/poly_buffer.cpp create mode 100644 src/polyrenderer/drawers/poly_buffer.h create mode 100644 src/polyrenderer/drawers/poly_draw_args.cpp create mode 100644 src/polyrenderer/drawers/poly_draw_args.h create mode 100644 src/polyrenderer/drawers/screen_triangle.cpp create mode 100644 src/polyrenderer/drawers/screen_triangle.h create mode 100644 src/polyrenderer/math/tri_matrix.cpp create mode 100644 src/polyrenderer/math/tri_matrix.h diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 2df5fb949..454ed25da 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -836,6 +836,10 @@ set( FASTMATH_PCH_SOURCES polyrenderer/scene/poly_sprite.cpp polyrenderer/scene/poly_sky.cpp polyrenderer/drawers/poly_triangle.cpp + polyrenderer/drawers/poly_buffer.cpp + polyrenderer/drawers/poly_draw_args.cpp + polyrenderer/drawers/screen_triangle.cpp + polyrenderer/math/tri_matrix.cpp polyrenderer/math/poly_intersection.cpp r_sky.cpp s_advsound.cpp diff --git a/src/polyrenderer/drawers/poly_buffer.cpp b/src/polyrenderer/drawers/poly_buffer.cpp new file mode 100644 index 000000000..5ad9f4474 --- /dev/null +++ b/src/polyrenderer/drawers/poly_buffer.cpp @@ -0,0 +1,100 @@ +/* +** Triangle drawers +** Copyright (c) 2016 Magnus Norddahl +** +** This software is provided 'as-is', without any express or implied +** warranty. In no event will the authors be held liable for any damages +** arising from the use of this software. +** +** Permission is granted to anyone to use this software for any purpose, +** including commercial applications, and to alter it and redistribute it +** freely, subject to the following restrictions: +** +** 1. The origin of this software must not be misrepresented; you must not +** claim that you wrote the original software. If you use this software +** in a product, an acknowledgment in the product documentation would be +** appreciated but is not required. +** 2. Altered source versions must be plainly marked as such, and must not be +** misrepresented as being the original software. +** 3. This notice may not be removed or altered from any source distribution. +** +*/ + +#include +#include "templates.h" +#include "doomdef.h" +#include "i_system.h" +#include "w_wad.h" +#include "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_buffer.h" +#include "swrenderer/drawers/r_drawers.h" + +///////////////////////////////////////////////////////////////////////////// + +PolySubsectorGBuffer *PolySubsectorGBuffer::Instance() +{ + static PolySubsectorGBuffer buffer; + return &buffer; +} + +void PolySubsectorGBuffer::Resize(int newwidth, int newheight) +{ + width = newwidth; + height = newheight; + values.resize(width * height); +} + +///////////////////////////////////////////////////////////////////////////// + +PolyStencilBuffer *PolyStencilBuffer::Instance() +{ + static PolyStencilBuffer buffer; + return &buffer; +} + +void PolyStencilBuffer::Clear(int newwidth, int newheight, uint8_t stencil_value) +{ + 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; + } +} + +///////////////////////////////////////////////////////////////////////////// + +namespace +{ + int NextBufferVertex = 0; +} + +TriVertex *PolyVertexBuffer::GetVertices(int count) +{ + enum { VertexBufferSize = 256 * 1024 }; + static TriVertex Vertex[VertexBufferSize]; + + if (NextBufferVertex + count > VertexBufferSize) + return nullptr; + TriVertex *v = Vertex + NextBufferVertex; + NextBufferVertex += count; + return v; +} + +void PolyVertexBuffer::Clear() +{ + NextBufferVertex = 0; +} diff --git a/src/polyrenderer/drawers/poly_buffer.h b/src/polyrenderer/drawers/poly_buffer.h new file mode 100644 index 000000000..4454f72fd --- /dev/null +++ b/src/polyrenderer/drawers/poly_buffer.h @@ -0,0 +1,68 @@ +/* +** Frame buffers +** 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; + +class PolySubsectorGBuffer +{ +public: + static PolySubsectorGBuffer *Instance(); + void Resize(int newwidth, int newheight); + int Width() const { return width; } + int Height() const { return height; } + uint32_t *Values() { return values.data(); } + +private: + int width; + int height; + std::vector values; +}; + +class PolyStencilBuffer +{ +public: + static PolyStencilBuffer *Instance(); + void Clear(int newwidth, int newheight, uint8_t stencil_value = 0); + 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 values; + std::vector masks; +}; + +class PolyVertexBuffer +{ +public: + static TriVertex *GetVertices(int count); + static void Clear(); +}; diff --git a/src/polyrenderer/drawers/poly_draw_args.cpp b/src/polyrenderer/drawers/poly_draw_args.cpp new file mode 100644 index 000000000..60621553a --- /dev/null +++ b/src/polyrenderer/drawers/poly_draw_args.cpp @@ -0,0 +1,106 @@ +/* +** Triangle drawers +** Copyright (c) 2016 Magnus Norddahl +** +** This software is provided 'as-is', without any express or implied +** warranty. In no event will the authors be held liable for any damages +** arising from the use of this software. +** +** Permission is granted to anyone to use this software for any purpose, +** including commercial applications, and to alter it and redistribute it +** freely, subject to the following restrictions: +** +** 1. The origin of this software must not be misrepresented; you must not +** claim that you wrote the original software. If you use this software +** in a product, an acknowledgment in the product documentation would be +** appreciated but is not required. +** 2. Altered source versions must be plainly marked as such, and must not be +** misrepresented as being the original software. +** 3. This notice may not be removed or altered from any source distribution. +** +*/ + +#include +#include "templates.h" +#include "doomdef.h" +#include "i_system.h" +#include "w_wad.h" +#include "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_draw_args.h" +#include "swrenderer/r_main.h" + +void PolyDrawArgs::SetClipPlane(float a, float b, float c, float d) +{ + clipPlane[0] = a; + clipPlane[1] = b; + clipPlane[2] = c; + clipPlane[3] = d; +} + +void PolyDrawArgs::SetTexture(FTexture *texture) +{ + textureWidth = texture->GetWidth(); + textureHeight = texture->GetHeight(); + if (swrenderer::r_swtruecolor) + texturePixels = (const uint8_t *)texture->GetPixelsBgra(); + else + texturePixels = texture->GetPixels(); + translation = nullptr; +} + +void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool forcePal) +{ + if (translationID != 0xffffffff && translationID != 0) + { + FRemapTable *table = TranslationToTable(translationID); + if (table != nullptr && !table->Inactive) + { + if (swrenderer::r_swtruecolor) + translation = (uint8_t*)table->Palette; + else + translation = table->Remap; + + textureWidth = texture->GetWidth(); + textureHeight = texture->GetHeight(); + texturePixels = texture->GetPixels(); + return; + } + } + + if (forcePal) + { + textureWidth = texture->GetWidth(); + textureHeight = texture->GetHeight(); + texturePixels = texture->GetPixels(); + } + else + { + SetTexture(texture); + } +} + +void PolyDrawArgs::SetColormap(FSWColormap *base_colormap) +{ + uniforms.light_red = base_colormap->Color.r * 256 / 255; + uniforms.light_green = base_colormap->Color.g * 256 / 255; + uniforms.light_blue = base_colormap->Color.b * 256 / 255; + uniforms.light_alpha = base_colormap->Color.a * 256 / 255; + uniforms.fade_red = base_colormap->Fade.r; + uniforms.fade_green = base_colormap->Fade.g; + uniforms.fade_blue = base_colormap->Fade.b; + uniforms.fade_alpha = base_colormap->Fade.a; + uniforms.desaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256; + bool simple_shade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0); + if (simple_shade) + uniforms.flags |= TriUniforms::simple_shade; + else + uniforms.flags &= ~TriUniforms::simple_shade; + colormaps = base_colormap->Maps; +} diff --git a/src/polyrenderer/drawers/poly_draw_args.h b/src/polyrenderer/drawers/poly_draw_args.h new file mode 100644 index 000000000..78e6d07a2 --- /dev/null +++ b/src/polyrenderer/drawers/poly_draw_args.h @@ -0,0 +1,69 @@ +/* +** 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 + +#include "r_data/r_translate.h" +#include "r_data/colormaps.h" +#include "swrenderer/drawers/r_drawers.h" + +class FTexture; + +enum class TriangleDrawMode +{ + Normal, + Fan, + Strip +}; + +struct TriDrawTriangleArgs; +struct TriMatrix; + +class PolyDrawArgs +{ +public: + TriUniforms uniforms; + const TriMatrix *objectToClip = nullptr; + const TriVertex *vinput = nullptr; + int vcount = 0; + TriangleDrawMode mode = TriangleDrawMode::Normal; + bool ccw = false; + // bool stencilTest = true; // Always true for now + bool subsectorTest = false; + bool writeStencil = true; + bool writeColor = true; + bool writeSubsector = true; + const uint8_t *texturePixels = nullptr; + int textureWidth = 0; + int textureHeight = 0; + const uint8_t *translation = nullptr; + uint8_t stenciltestvalue = 0; + uint8_t stencilwritevalue = 0; + const uint8_t *colormaps = nullptr; + float clipPlane[4]; + TriBlendMode blendmode = TriBlendMode::Copy; + + void SetClipPlane(float a, float b, float c, float d); + void SetTexture(FTexture *texture); + void SetTexture(FTexture *texture, uint32_t translationID, bool forcePal = false); + void SetColormap(FSWColormap *base_colormap); +}; diff --git a/src/polyrenderer/drawers/poly_triangle.cpp b/src/polyrenderer/drawers/poly_triangle.cpp index 76e349af7..5856b0267 100644 --- a/src/polyrenderer/drawers/poly_triangle.cpp +++ b/src/polyrenderer/drawers/poly_triangle.cpp @@ -36,6 +36,7 @@ #include "poly_triangle.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/r_main.h" +#include "screen_triangle.h" CVAR(Bool, r_debug_trisetup, false, 0); @@ -411,1106 +412,3 @@ FString DrawPolyTrianglesCommand::DebugInfo() args.texturePixels ? "ptr" : "null", args.translation ? "ptr" : "null", args.colormaps ? "ptr" : "null"); return info; } - -///////////////////////////////////////////////////////////////////////////// - -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; -} - -///////////////////////////////////////////////////////////////////////////// - -namespace -{ - int NextBufferVertex = 0; -} - -TriVertex *PolyVertexBuffer::GetVertices(int count) -{ - enum { VertexBufferSize = 256 * 1024 }; - static TriVertex Vertex[VertexBufferSize]; - - if (NextBufferVertex + count > VertexBufferSize) - return nullptr; - TriVertex *v = Vertex + NextBufferVertex; - NextBufferVertex += count; - return v; -} - -void PolyVertexBuffer::Clear() -{ - NextBufferVertex = 0; -} - -///////////////////////////////////////////////////////////////////////////// - -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 diff --git a/src/polyrenderer/drawers/poly_triangle.h b/src/polyrenderer/drawers/poly_triangle.h index 9d8e0e44b..bc2357b48 100644 --- a/src/polyrenderer/drawers/poly_triangle.h +++ b/src/polyrenderer/drawers/poly_triangle.h @@ -25,140 +25,15 @@ #include "swrenderer/drawers/r_draw.h" #include "swrenderer/drawers/r_thread.h" #include "swrenderer/drawers/r_drawers.h" -#include "r_data/r_translate.h" -#include "r_data/colormaps.h" - -class FTexture; - -enum class TriangleDrawMode -{ - Normal, - Fan, - Strip -}; - -struct TriDrawTriangleArgs; -struct TriMatrix; - -class PolyDrawArgs -{ -public: - TriUniforms uniforms; - const TriMatrix *objectToClip = nullptr; - const TriVertex *vinput = nullptr; - int vcount = 0; - TriangleDrawMode mode = TriangleDrawMode::Normal; - bool ccw = false; - // bool stencilTest = true; // Always true for now - bool subsectorTest = false; - bool writeStencil = true; - bool writeColor = true; - bool writeSubsector = true; - const uint8_t *texturePixels = nullptr; - int textureWidth = 0; - int textureHeight = 0; - const uint8_t *translation = nullptr; - uint8_t stenciltestvalue = 0; - uint8_t stencilwritevalue = 0; - const uint8_t *colormaps = nullptr; - float clipPlane[4]; - TriBlendMode blendmode = TriBlendMode::Copy; - - void SetClipPlane(float a, float b, float c, float d) - { - clipPlane[0] = a; - clipPlane[1] = b; - clipPlane[2] = c; - clipPlane[3] = d; - } - - void SetTexture(FTexture *texture) - { - textureWidth = texture->GetWidth(); - textureHeight = texture->GetHeight(); - if (swrenderer::r_swtruecolor) - texturePixels = (const uint8_t *)texture->GetPixelsBgra(); - else - texturePixels = texture->GetPixels(); - translation = nullptr; - } - - void SetTexture(FTexture *texture, uint32_t translationID, bool forcePal = false) - { - if (translationID != 0xffffffff && translationID != 0) - { - FRemapTable *table = TranslationToTable(translationID); - if (table != nullptr && !table->Inactive) - { - if (swrenderer::r_swtruecolor) - translation = (uint8_t*)table->Palette; - else - translation = table->Remap; - - textureWidth = texture->GetWidth(); - textureHeight = texture->GetHeight(); - texturePixels = texture->GetPixels(); - return; - } - } - - if (forcePal) - { - textureWidth = texture->GetWidth(); - textureHeight = texture->GetHeight(); - texturePixels = texture->GetPixels(); - } - else - { - SetTexture(texture); - } - } - - void SetColormap(FSWColormap *base_colormap) - { - uniforms.light_red = base_colormap->Color.r * 256 / 255; - uniforms.light_green = base_colormap->Color.g * 256 / 255; - uniforms.light_blue = base_colormap->Color.b * 256 / 255; - uniforms.light_alpha = base_colormap->Color.a * 256 / 255; - uniforms.fade_red = base_colormap->Fade.r; - uniforms.fade_green = base_colormap->Fade.g; - uniforms.fade_blue = base_colormap->Fade.b; - uniforms.fade_alpha = base_colormap->Fade.a; - uniforms.desaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256; - bool simple_shade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0); - if (simple_shade) - uniforms.flags |= TriUniforms::simple_shade; - else - uniforms.flags &= ~TriUniforms::simple_shade; - colormaps = base_colormap->Maps; - } -}; +#include "polyrenderer/math/tri_matrix.h" +#include "polyrenderer/drawers/poly_buffer.h" +#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 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 values; - std::vector 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); -}; diff --git a/src/polyrenderer/drawers/screen_triangle.cpp b/src/polyrenderer/drawers/screen_triangle.cpp new file mode 100644 index 000000000..e164b6fe0 --- /dev/null +++ b/src/polyrenderer/drawers/screen_triangle.cpp @@ -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 +#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 diff --git a/src/polyrenderer/drawers/screen_triangle.h b/src/polyrenderer/drawers/screen_triangle.h new file mode 100644 index 000000000..0238088bf --- /dev/null +++ b/src/polyrenderer/drawers/screen_triangle.h @@ -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]; +}; diff --git a/src/polyrenderer/math/tri_matrix.cpp b/src/polyrenderer/math/tri_matrix.cpp new file mode 100644 index 000000000..72be0d0ed --- /dev/null +++ b/src/polyrenderer/math/tri_matrix.cpp @@ -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 +#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; +} diff --git a/src/polyrenderer/math/tri_matrix.h b/src/polyrenderer/math/tri_matrix.h new file mode 100644 index 000000000..c1eabcce8 --- /dev/null +++ b/src/polyrenderer/math/tri_matrix.h @@ -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]; +};