mirror of
https://github.com/ZDoom/qzdoom.git
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1331 lines
40 KiB
C++
1331 lines
40 KiB
C++
/*
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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 "r_local.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 "r_triangle.h"
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void TriangleDrawer::draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, FTexture *texture)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, (const uint8_t*)texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight(), 0);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture->GetPixels(), texture->GetWidth(), texture->GetHeight(), 0, nullptr, &ScreenTriangleDrawer::draw);
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}
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void TriangleDrawer::fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, int solidcolor)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, nullptr, &ScreenTriangleDrawer::fill);
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}
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void TriangleDrawer::queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor)
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{
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if (clipright < clipleft || clipleft < 0 || clipright > MAXWIDTH)
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return;
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int cliplength = clipright - clipleft + 1;
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short *clipdata = (short*)DrawerCommandQueue::AllocMemory(cliplength * 2 * sizeof(short));
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if (!clipdata)
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{
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DrawerCommandQueue::WaitForWorkers();
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clipdata = (short*)DrawerCommandQueue::AllocMemory(cliplength * 2 * sizeof(short));
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if (!clipdata)
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return;
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}
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for (int i = 0; i < cliplength; i++)
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clipdata[i] = cliptop[clipleft + i];
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for (int i = 0; i < cliplength; i++)
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clipdata[cliplength + i] = clipbottom[clipleft + i];
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DrawerCommandQueue::QueueCommand<DrawTrianglesCommand>(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, clipdata, texturePixels, textureWidth, textureHeight, solidcolor);
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}
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void TriangleDrawer::draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *cliptop, const short *clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, DrawerThread *thread, void(*drawfunc)(const ScreenTriangleDrawerArgs *, DrawerThread *))
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{
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if (vcount < 3)
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return;
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ScreenTriangleDrawerArgs args;
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args.dest = dc_destorg;
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args.pitch = dc_pitch;
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args.clipleft = clipleft;
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args.clipright = clipright;
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args.cliptop = cliptop;
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args.clipbottom = clipbottom;
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args.texturePixels = texturePixels;
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args.textureWidth = textureWidth;
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args.textureHeight = textureHeight;
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args.solidcolor = solidcolor;
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args.uniforms = &uniforms;
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TriVertex vert[3];
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if (mode == TriangleDrawMode::Normal)
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{
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = shade_vertex(uniforms, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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}
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}
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else if (mode == TriangleDrawMode::Fan)
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{
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vert[0] = shade_vertex(uniforms, *(vinput++));
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vert[1] = shade_vertex(uniforms, *(vinput++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(uniforms, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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vert[1] = vert[2];
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}
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}
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else // TriangleDrawMode::Strip
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{
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vert[0] = shade_vertex(uniforms, *(vinput++));
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vert[1] = shade_vertex(uniforms, *(vinput++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(uniforms, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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vert[0] = vert[1];
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vert[1] = vert[2];
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ccw = !ccw;
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}
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}
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}
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TriVertex TriangleDrawer::shade_vertex(const TriUniforms &uniforms, TriVertex v)
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{
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// Apply transform to get clip coordinates:
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return uniforms.objectToClip * v;
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}
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void TriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, ScreenTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenTriangleDrawerArgs *, DrawerThread *))
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{
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// Cull, clip and generate additional vertices as needed
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TriVertex clippedvert[max_additional_vertices];
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int numclipvert;
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clipedge(vert, clippedvert, numclipvert);
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// Map to 2D viewport:
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for (int j = 0; j < numclipvert; j++)
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{
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auto &v = clippedvert[j];
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// Calculate normalized device coordinates:
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v.w = 1.0f / v.w;
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v.x *= v.w;
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v.y *= v.w;
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v.z *= v.w;
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// Apply viewport scale to get screen coordinates:
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v.x = viewwidth * (1.0f + v.x) * 0.5f;
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v.y = viewheight * (1.0f - v.y) * 0.5f;
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}
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// Draw screen triangles
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if (ccw)
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{
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for (int i = numclipvert; i > 1; i--)
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{
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args->v1 = &clippedvert[numclipvert - 1];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i - 2];
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drawfunc(args, thread);
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}
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}
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else
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{
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for (int i = 2; i < numclipvert; i++)
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{
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args->v1 = &clippedvert[0];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i];
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drawfunc(args, thread);
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}
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}
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}
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bool TriangleDrawer::cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2)
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{
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if (clipdistance1 < 0.0f && clipdistance2 < 0.0f)
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return true;
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if (clipdistance1 < 0.0f)
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t1 = MAX(-clipdistance1 / (clipdistance2 - clipdistance1), 0.0f);
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else
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t1 = 0.0f;
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if (clipdistance2 < 0.0f)
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t2 = MIN(1.0f + clipdistance2 / (clipdistance1 - clipdistance2), 1.0f);
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else
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t2 = 1.0f;
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return false;
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}
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void TriangleDrawer::clipedge(const TriVertex *verts, TriVertex *clippedvert, int &numclipvert)
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{
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// Clip and cull so that the following is true for all vertices:
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// -v.w <= v.x <= v.w
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// -v.w <= v.y <= v.w
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// -v.w <= v.z <= v.w
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// use barycentric weights while clipping vertices
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float weights[max_additional_vertices * 3 * 2];
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for (int i = 0; i < 3; i++)
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{
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weights[i * 3 + 0] = 0.0f;
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weights[i * 3 + 1] = 0.0f;
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weights[i * 3 + 2] = 0.0f;
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weights[i * 3 + i] = 1.0f;
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}
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// halfspace clip distances
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float clipdistance[6 * 3];
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for (int i = 0; i < 3; i++)
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{
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const auto &v = verts[i];
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clipdistance[i * 6 + 0] = v.x + v.w;
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clipdistance[i * 6 + 1] = v.w - v.x;
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clipdistance[i * 6 + 2] = v.y + v.w;
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clipdistance[i * 6 + 3] = v.w - v.y;
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clipdistance[i * 6 + 4] = v.z + v.w;
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clipdistance[i * 6 + 5] = v.w - v.z;
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}
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// Clip against each halfspace
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float *input = weights;
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float *output = weights + max_additional_vertices * 3;
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int inputverts = 3;
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int outputverts = 0;
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for (int p = 0; p < 6; p++)
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{
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// Clip each edge
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outputverts = 0;
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for (int i = 0; i < inputverts; i++)
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{
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int j = (i + 1) % inputverts;
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float clipdistance1 =
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clipdistance[0 * 6 + p] * input[i * 3 + 0] +
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clipdistance[1 * 6 + p] * input[i * 3 + 1] +
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clipdistance[2 * 6 + p] * input[i * 3 + 2];
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float clipdistance2 =
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clipdistance[0 * 6 + p] * input[j * 3 + 0] +
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clipdistance[1 * 6 + p] * input[j * 3 + 1] +
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clipdistance[2 * 6 + p] * input[j * 3 + 2];
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float t1, t2;
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if (!cullhalfspace(clipdistance1, clipdistance2, t1, t2) && outputverts + 1 < max_additional_vertices)
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{
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// add t1 vertex
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for (int k = 0; k < 3; k++)
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output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t1) + input[j * 3 + k] * t1;
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outputverts++;
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if (t2 != 1.0f && t2 > t1)
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{
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// add t2 vertex
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for (int k = 0; k < 3; k++)
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output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t2) + input[j * 3 + k] * t2;
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outputverts++;
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}
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}
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}
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std::swap(input, output);
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std::swap(inputverts, outputverts);
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if (inputverts == 0)
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break;
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}
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// Convert barycentric weights to actual vertices
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numclipvert = inputverts;
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for (int i = 0; i < numclipvert; i++)
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{
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auto &v = clippedvert[i];
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memset(&v, 0, sizeof(TriVertex));
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for (int w = 0; w < 3; w++)
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{
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float weight = input[i * 3 + w];
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v.x += verts[w].x * weight;
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v.y += verts[w].y * weight;
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v.z += verts[w].z * weight;
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v.w += verts[w].w * weight;
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for (int iv = 0; iv < TriVertex::NumVarying; iv++)
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v.varying[iv] += verts[w].varying[iv] * weight;
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void ScreenTriangleDrawer::draw(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
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{
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uint8_t *dest = args->dest;
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int pitch = args->pitch;
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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int clipleft = args->clipleft;
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int clipright = args->clipright;
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const short *cliptop = args->cliptop;
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const short *clipbottom = args->clipbottom;
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const uint8_t *texturePixels = args->texturePixels;
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int textureWidth = args->textureWidth;
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int textureHeight = args->textureHeight;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int clipymin = cliptop[clipleft];
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int clipymax = clipbottom[clipleft];
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for (int i = clipleft + 1; i <= clipright; i++)
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{
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clipymin = MIN(clipymin, (int)cliptop[i]);
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clipymax = MAX(clipymax, (int)clipbottom[i]);
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}
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
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if (minx >= maxx || miny >= maxy)
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return;
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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dest += miny * pitch;
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Gradients
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float gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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float gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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float startW = v1.w + gradWX * (minx - v1.x) + gradWY * (miny - v1.y);
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float gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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gradVaryingX[i] = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradVaryingY[i] = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (minx - v1.x) + gradVaryingY[i] * (miny - v1.y);
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}
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// Loop through blocks
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for (int y = miny; y < maxy; y += q)
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{
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0) continue;
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// Check if block needs clipping
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int clipcount = 0;
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for (int ix = x; ix < x + q; ix++)
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{
|
|
clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
|
|
}
|
|
|
|
// Calculate varying variables for affine block
|
|
float offx0 = (x - minx) + 0.5f;
|
|
float offy0 = (y - miny) + 0.5f;
|
|
float offx1 = offx0 + q;
|
|
float offy1 = offy0 + q;
|
|
float rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
|
|
float rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
|
|
float rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
|
|
float rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
|
|
float varyingTL[TriVertex::NumVarying];
|
|
float varyingTR[TriVertex::NumVarying];
|
|
float varyingBL[TriVertex::NumVarying];
|
|
float varyingBR[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
|
|
varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
|
|
varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
|
|
varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
|
|
}
|
|
|
|
uint8_t *buffer = dest;
|
|
|
|
// Accept whole block when totally covered
|
|
if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
|
|
{
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
uint32_t varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
float pos = varyingTL[i] + varyingBL[i] * iy;
|
|
float step = (varyingTR[i] + varyingBR[i] * iy - pos) * (1.0f / q);
|
|
|
|
varying[i] = (uint32_t)((pos - floor(pos)) * 0x100000000LL);
|
|
varyingStep[i] = (uint32_t)(step * 0x100000000LL);
|
|
}
|
|
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
uint32_t ufrac = varying[0];
|
|
uint32_t vfrac = varying[1];
|
|
|
|
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
|
|
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
|
uint32_t uvoffset = upos * textureHeight + vpos;
|
|
|
|
buffer[ix] = texturePixels[uvoffset];
|
|
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
varying[i] += varyingStep[i];
|
|
}
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
int CX1 = CY1;
|
|
int CX2 = CY2;
|
|
int CX3 = CY3;
|
|
|
|
uint32_t varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
float pos = varyingTL[i] + varyingBL[i] * iy;
|
|
float step = (varyingTR[i] + varyingBR[i] * iy - pos) * (1.0f / q);
|
|
|
|
varying[i] = (uint32_t)((pos - floor(pos)) * 0x100000000LL);
|
|
varyingStep[i] = (uint32_t)(step * 0x100000000LL);
|
|
}
|
|
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
|
|
|
|
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
|
{
|
|
uint32_t ufrac = varying[0];
|
|
uint32_t vfrac = varying[1];
|
|
|
|
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
|
|
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
|
uint32_t uvoffset = upos * textureHeight + vpos;
|
|
|
|
buffer[ix] = texturePixels[uvoffset];
|
|
}
|
|
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
varying[i] += varyingStep[i];
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
dest += q * pitch;
|
|
}
|
|
}
|
|
|
|
void ScreenTriangleDrawer::fill(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
|
{
|
|
uint8_t *dest = args->dest;
|
|
int pitch = args->pitch;
|
|
const TriVertex &v1 = *args->v1;
|
|
const TriVertex &v2 = *args->v2;
|
|
const TriVertex &v3 = *args->v3;
|
|
int clipleft = args->clipleft;
|
|
int clipright = args->clipright;
|
|
const short *cliptop = args->cliptop;
|
|
const short *clipbottom = args->clipbottom;
|
|
int solidcolor = args->solidcolor;
|
|
|
|
// 28.4 fixed-point coordinates
|
|
const int Y1 = (int)round(16.0f * v1.y);
|
|
const int Y2 = (int)round(16.0f * v2.y);
|
|
const int Y3 = (int)round(16.0f * v3.y);
|
|
|
|
const int X1 = (int)round(16.0f * v1.x);
|
|
const int X2 = (int)round(16.0f * v2.x);
|
|
const int X3 = (int)round(16.0f * v3.x);
|
|
|
|
// Deltas
|
|
const int DX12 = X1 - X2;
|
|
const int DX23 = X2 - X3;
|
|
const int DX31 = X3 - X1;
|
|
|
|
const int DY12 = Y1 - Y2;
|
|
const int DY23 = Y2 - Y3;
|
|
const int DY31 = Y3 - Y1;
|
|
|
|
// Fixed-point deltas
|
|
const int FDX12 = DX12 << 4;
|
|
const int FDX23 = DX23 << 4;
|
|
const int FDX31 = DX31 << 4;
|
|
|
|
const int FDY12 = DY12 << 4;
|
|
const int FDY23 = DY23 << 4;
|
|
const int FDY31 = DY31 << 4;
|
|
|
|
// Bounding rectangle
|
|
int clipymin = cliptop[clipleft];
|
|
int clipymax = clipbottom[clipleft];
|
|
for (int i = clipleft + 1; i <= clipright; i++)
|
|
{
|
|
clipymin = MIN(clipymin, (int)cliptop[i]);
|
|
clipymax = MAX(clipymax, (int)clipbottom[i]);
|
|
}
|
|
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
|
|
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
|
|
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
|
|
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
|
|
if (minx >= maxx || miny >= maxy)
|
|
return;
|
|
|
|
// Block size, standard 8x8 (must be power of two)
|
|
const int q = 8;
|
|
|
|
// Start in corner of 8x8 block
|
|
minx &= ~(q - 1);
|
|
miny &= ~(q - 1);
|
|
|
|
dest += miny * pitch;
|
|
|
|
// Half-edge constants
|
|
int C1 = DY12 * X1 - DX12 * Y1;
|
|
int C2 = DY23 * X2 - DX23 * Y2;
|
|
int C3 = DY31 * X3 - DX31 * Y3;
|
|
|
|
// Correct for fill convention
|
|
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
|
|
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
|
|
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
|
|
|
|
// Loop through blocks
|
|
for (int y = miny; y < maxy; y += q)
|
|
{
|
|
for (int x = minx; x < maxx; x += q)
|
|
{
|
|
// Corners of block
|
|
int x0 = x << 4;
|
|
int x1 = (x + q - 1) << 4;
|
|
int y0 = y << 4;
|
|
int y1 = (y + q - 1) << 4;
|
|
|
|
// Evaluate half-space functions
|
|
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
|
|
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
|
|
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
|
|
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
|
|
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
|
|
|
|
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
|
|
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
|
|
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
|
|
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
|
|
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
|
|
|
|
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
|
|
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
|
|
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
|
|
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
|
|
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
|
|
|
|
// Skip block when outside an edge
|
|
if (a == 0x0 || b == 0x0 || c == 0x0) continue;
|
|
|
|
// Check if block needs clipping
|
|
int clipcount = 0;
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
|
|
}
|
|
|
|
uint8_t *buffer = dest;
|
|
|
|
// Accept whole block when totally covered
|
|
if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
|
|
{
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
buffer[ix] = solidcolor;
|
|
}
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
int CX1 = CY1;
|
|
int CX2 = CY2;
|
|
int CX3 = CY3;
|
|
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
|
|
|
|
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
|
{
|
|
buffer[ix] = solidcolor;
|
|
}
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
dest += q * pitch;
|
|
}
|
|
}
|
|
|
|
void ScreenTriangleDrawer::draw32(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
|
{
|
|
uint32_t *dest = (uint32_t *)args->dest;
|
|
int pitch = args->pitch;
|
|
const TriVertex &v1 = *args->v1;
|
|
const TriVertex &v2 = *args->v2;
|
|
const TriVertex &v3 = *args->v3;
|
|
int clipleft = args->clipleft;
|
|
int clipright = args->clipright;
|
|
const short *cliptop = args->cliptop;
|
|
const short *clipbottom = args->clipbottom;
|
|
const uint32_t *texturePixels = (const uint32_t *)args->texturePixels;
|
|
int textureWidth = args->textureWidth;
|
|
int textureHeight = args->textureHeight;
|
|
uint32_t light = args->uniforms->light;
|
|
|
|
// 28.4 fixed-point coordinates
|
|
const int Y1 = (int)round(16.0f * v1.y);
|
|
const int Y2 = (int)round(16.0f * v2.y);
|
|
const int Y3 = (int)round(16.0f * v3.y);
|
|
|
|
const int X1 = (int)round(16.0f * v1.x);
|
|
const int X2 = (int)round(16.0f * v2.x);
|
|
const int X3 = (int)round(16.0f * v3.x);
|
|
|
|
// Deltas
|
|
const int DX12 = X1 - X2;
|
|
const int DX23 = X2 - X3;
|
|
const int DX31 = X3 - X1;
|
|
|
|
const int DY12 = Y1 - Y2;
|
|
const int DY23 = Y2 - Y3;
|
|
const int DY31 = Y3 - Y1;
|
|
|
|
// Fixed-point deltas
|
|
const int FDX12 = DX12 << 4;
|
|
const int FDX23 = DX23 << 4;
|
|
const int FDX31 = DX31 << 4;
|
|
|
|
const int FDY12 = DY12 << 4;
|
|
const int FDY23 = DY23 << 4;
|
|
const int FDY31 = DY31 << 4;
|
|
|
|
// Bounding rectangle
|
|
int clipymin = cliptop[clipleft];
|
|
int clipymax = clipbottom[clipleft];
|
|
for (int i = clipleft + 1; i <= clipright; i++)
|
|
{
|
|
clipymin = MIN(clipymin, (int)cliptop[i]);
|
|
clipymax = MAX(clipymax, (int)clipbottom[i]);
|
|
}
|
|
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
|
|
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
|
|
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
|
|
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
|
|
if (minx >= maxx || miny >= maxy)
|
|
return;
|
|
|
|
// Block size, standard 8x8 (must be power of two)
|
|
const int q = 8;
|
|
|
|
// Start in corner of 8x8 block
|
|
minx &= ~(q - 1);
|
|
miny &= ~(q - 1);
|
|
|
|
dest += miny * pitch;
|
|
|
|
// Half-edge constants
|
|
int C1 = DY12 * X1 - DX12 * Y1;
|
|
int C2 = DY23 * X2 - DX23 * Y2;
|
|
int C3 = DY31 * X3 - DX31 * Y3;
|
|
|
|
// Correct for fill convention
|
|
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
|
|
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
|
|
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
|
|
|
|
// Gradients
|
|
float gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
|
float gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
|
float startW = v1.w + gradWX * (minx - v1.x) + gradWY * (miny - v1.y);
|
|
float gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
gradVaryingX[i] = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
|
|
gradVaryingY[i] = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
|
|
startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (minx - v1.x) + gradVaryingY[i] * (miny - v1.y);
|
|
}
|
|
|
|
// Loop through blocks
|
|
for (int y = miny; y < maxy; y += q)
|
|
{
|
|
for (int x = minx; x < maxx; x += q)
|
|
{
|
|
// Corners of block
|
|
int x0 = x << 4;
|
|
int x1 = (x + q - 1) << 4;
|
|
int y0 = y << 4;
|
|
int y1 = (y + q - 1) << 4;
|
|
|
|
// Evaluate half-space functions
|
|
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
|
|
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
|
|
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
|
|
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
|
|
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
|
|
|
|
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
|
|
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
|
|
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
|
|
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
|
|
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
|
|
|
|
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
|
|
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
|
|
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
|
|
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
|
|
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
|
|
|
|
// Skip block when outside an edge
|
|
if (a == 0x0 || b == 0x0 || c == 0x0) continue;
|
|
|
|
// Check if block needs clipping
|
|
int clipcount = 0;
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
|
|
}
|
|
|
|
// Calculate varying variables for affine block
|
|
float offx0 = (x - minx) + 0.5f;
|
|
float offy0 = (y - miny) + 0.5f;
|
|
float offx1 = offx0 + q;
|
|
float offy1 = offy0 + q;
|
|
float rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
|
|
float rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
|
|
float rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
|
|
float rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
|
|
float varyingTL[TriVertex::NumVarying];
|
|
float varyingTR[TriVertex::NumVarying];
|
|
float varyingBL[TriVertex::NumVarying];
|
|
float varyingBR[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
|
|
varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
|
|
varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
|
|
varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
|
|
}
|
|
|
|
uint32_t *buffer = dest;
|
|
|
|
// Accept whole block when totally covered
|
|
if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
|
|
{
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
uint32_t varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
float pos = varyingTL[i] + varyingBL[i] * iy;
|
|
float step = (varyingTR[i] + varyingBR[i] * iy - pos) * (1.0f / q);
|
|
|
|
varying[i] = (uint32_t)((pos - floor(pos)) * 0x100000000LL);
|
|
varyingStep[i] = (uint32_t)(step * 0x100000000LL);
|
|
}
|
|
|
|
if (!thread->skipped_by_thread(y + iy))
|
|
{
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
uint32_t ufrac = varying[0];
|
|
uint32_t vfrac = varying[1];
|
|
|
|
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
|
|
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
|
uint32_t uvoffset = upos * textureHeight + vpos;
|
|
|
|
uint32_t fg = texturePixels[uvoffset];
|
|
uint32_t fg_red = (RPART(fg) * light) >> 8;
|
|
uint32_t fg_green = (GPART(fg) * light) >> 8;
|
|
uint32_t fg_blue = (BPART(fg) * light) >> 8;
|
|
uint32_t fg_alpha = APART(fg);
|
|
|
|
if (fg_alpha > 127)
|
|
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
|
|
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
varying[i] += varyingStep[i];
|
|
}
|
|
}
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
int CX1 = CY1;
|
|
int CX2 = CY2;
|
|
int CX3 = CY3;
|
|
|
|
float varying[TriVertex::NumVarying], varyingStep[TriVertex::NumVarying];
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
{
|
|
varying[i] = varyingTL[i] + varyingBL[i] * iy;
|
|
varyingStep[i] = (varyingTR[i] + varyingBR[i] * iy - varying[i]) * (1.0f / q);
|
|
}
|
|
|
|
if (!thread->skipped_by_thread(y + iy))
|
|
{
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
|
|
|
|
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
|
{
|
|
uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
|
|
uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
|
|
|
|
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
|
|
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
|
uint32_t uvoffset = upos * textureHeight + vpos;
|
|
|
|
uint32_t fg = texturePixels[uvoffset];
|
|
uint32_t fg_red = (RPART(fg) * light) >> 8;
|
|
uint32_t fg_green = (GPART(fg) * light) >> 8;
|
|
uint32_t fg_blue = (BPART(fg) * light) >> 8;
|
|
uint32_t fg_alpha = APART(fg);
|
|
|
|
if (fg_alpha > 127)
|
|
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
|
|
}
|
|
|
|
for (int i = 0; i < TriVertex::NumVarying; i++)
|
|
varying[i] += varyingStep[i];
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
dest += q * pitch;
|
|
}
|
|
}
|
|
|
|
void ScreenTriangleDrawer::fill32(const ScreenTriangleDrawerArgs *args, DrawerThread *thread)
|
|
{
|
|
uint32_t *dest = (uint32_t *)args->dest;
|
|
int pitch = args->pitch;
|
|
const TriVertex &v1 = *args->v1;
|
|
const TriVertex &v2 = *args->v2;
|
|
const TriVertex &v3 = *args->v3;
|
|
int clipleft = args->clipleft;
|
|
int clipright = args->clipright;
|
|
const short *cliptop = args->cliptop;
|
|
const short *clipbottom = args->clipbottom;
|
|
int solidcolor = args->solidcolor;
|
|
|
|
// 28.4 fixed-point coordinates
|
|
const int Y1 = (int)round(16.0f * v1.y);
|
|
const int Y2 = (int)round(16.0f * v2.y);
|
|
const int Y3 = (int)round(16.0f * v3.y);
|
|
|
|
const int X1 = (int)round(16.0f * v1.x);
|
|
const int X2 = (int)round(16.0f * v2.x);
|
|
const int X3 = (int)round(16.0f * v3.x);
|
|
|
|
// Deltas
|
|
const int DX12 = X1 - X2;
|
|
const int DX23 = X2 - X3;
|
|
const int DX31 = X3 - X1;
|
|
|
|
const int DY12 = Y1 - Y2;
|
|
const int DY23 = Y2 - Y3;
|
|
const int DY31 = Y3 - Y1;
|
|
|
|
// Fixed-point deltas
|
|
const int FDX12 = DX12 << 4;
|
|
const int FDX23 = DX23 << 4;
|
|
const int FDX31 = DX31 << 4;
|
|
|
|
const int FDY12 = DY12 << 4;
|
|
const int FDY23 = DY23 << 4;
|
|
const int FDY31 = DY31 << 4;
|
|
|
|
// Bounding rectangle
|
|
int clipymin = cliptop[clipleft];
|
|
int clipymax = clipbottom[clipleft];
|
|
for (int i = clipleft + 1; i <= clipright; i++)
|
|
{
|
|
clipymin = MIN(clipymin, (int)cliptop[i]);
|
|
clipymax = MAX(clipymax, (int)clipbottom[i]);
|
|
}
|
|
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
|
|
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright);
|
|
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, clipymin);
|
|
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipymax - 1);
|
|
if (minx >= maxx || miny >= maxy)
|
|
return;
|
|
|
|
// Block size, standard 8x8 (must be power of two)
|
|
const int q = 8;
|
|
|
|
// Start in corner of 8x8 block
|
|
minx &= ~(q - 1);
|
|
miny &= ~(q - 1);
|
|
|
|
dest += miny * pitch;
|
|
|
|
// Half-edge constants
|
|
int C1 = DY12 * X1 - DX12 * Y1;
|
|
int C2 = DY23 * X2 - DX23 * Y2;
|
|
int C3 = DY31 * X3 - DX31 * Y3;
|
|
|
|
// Correct for fill convention
|
|
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
|
|
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
|
|
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
|
|
|
|
// Loop through blocks
|
|
for (int y = miny; y < maxy; y += q)
|
|
{
|
|
for (int x = minx; x < maxx; x += q)
|
|
{
|
|
// Corners of block
|
|
int x0 = x << 4;
|
|
int x1 = (x + q - 1) << 4;
|
|
int y0 = y << 4;
|
|
int y1 = (y + q - 1) << 4;
|
|
|
|
// Evaluate half-space functions
|
|
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
|
|
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
|
|
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
|
|
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
|
|
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
|
|
|
|
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
|
|
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
|
|
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
|
|
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
|
|
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
|
|
|
|
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
|
|
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
|
|
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
|
|
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
|
|
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
|
|
|
|
// Skip block when outside an edge
|
|
if (a == 0x0 || b == 0x0 || c == 0x0) continue;
|
|
|
|
// Check if block needs clipping
|
|
int clipcount = 0;
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
clipcount += (clipleft > ix) || (clipright < ix) || (cliptop[ix] > y) || (clipbottom[ix] <= y + q - 1);
|
|
}
|
|
|
|
uint32_t *buffer = dest;
|
|
|
|
// Accept whole block when totally covered
|
|
if (a == 0xF && b == 0xF && c == 0xF && clipcount == 0)
|
|
{
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
if (!thread->skipped_by_thread(y + iy))
|
|
{
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
buffer[ix] = solidcolor;
|
|
}
|
|
}
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
for (int iy = 0; iy < q; iy++)
|
|
{
|
|
int CX1 = CY1;
|
|
int CX2 = CY2;
|
|
int CX3 = CY3;
|
|
|
|
if (!thread->skipped_by_thread(y + iy))
|
|
{
|
|
for (int ix = x; ix < x + q; ix++)
|
|
{
|
|
bool visible = ix >= clipleft && ix <= clipright && (cliptop[ix] <= y + iy) && (clipbottom[ix] > y + iy);
|
|
|
|
if (CX1 > 0 && CX2 > 0 && CX3 > 0 && visible)
|
|
{
|
|
buffer[ix] = solidcolor;
|
|
}
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
|
|
buffer += pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
dest += q * pitch;
|
|
}
|
|
}
|
|
|
|
float ScreenTriangleDrawer::gradx(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
|
{
|
|
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
|
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
|
return top / bottom;
|
|
}
|
|
|
|
float ScreenTriangleDrawer::grady(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 = -((x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2));
|
|
return top / bottom;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
TriMatrix TriMatrix::null()
|
|
{
|
|
TriMatrix m;
|
|
memset(m.matrix, 0, sizeof(m.matrix));
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::identity()
|
|
{
|
|
TriMatrix m = null();
|
|
m.matrix[0] = 1.0f;
|
|
m.matrix[5] = 1.0f;
|
|
m.matrix[10] = 1.0f;
|
|
m.matrix[15] = 1.0f;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::translate(float x, float y, float z)
|
|
{
|
|
TriMatrix m = identity();
|
|
m.matrix[0 + 3 * 4] = x;
|
|
m.matrix[1 + 3 * 4] = y;
|
|
m.matrix[2 + 3 * 4] = z;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::scale(float x, float y, float z)
|
|
{
|
|
TriMatrix m = null();
|
|
m.matrix[0 + 0 * 4] = x;
|
|
m.matrix[1 + 1 * 4] = y;
|
|
m.matrix[2 + 2 * 4] = z;
|
|
m.matrix[3 + 3 * 4] = 1;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::rotate(float angle, float x, float y, float z)
|
|
{
|
|
float c = cosf(angle);
|
|
float s = sinf(angle);
|
|
TriMatrix m = null();
|
|
m.matrix[0 + 0 * 4] = (x*x*(1.0f - c) + c);
|
|
m.matrix[0 + 1 * 4] = (x*y*(1.0f - c) - z*s);
|
|
m.matrix[0 + 2 * 4] = (x*z*(1.0f - c) + y*s);
|
|
m.matrix[1 + 0 * 4] = (y*x*(1.0f - c) + z*s);
|
|
m.matrix[1 + 1 * 4] = (y*y*(1.0f - c) + c);
|
|
m.matrix[1 + 2 * 4] = (y*z*(1.0f - c) - x*s);
|
|
m.matrix[2 + 0 * 4] = (x*z*(1.0f - c) - y*s);
|
|
m.matrix[2 + 1 * 4] = (y*z*(1.0f - c) + x*s);
|
|
m.matrix[2 + 2 * 4] = (z*z*(1.0f - c) + c);
|
|
m.matrix[3 + 3 * 4] = 1.0f;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::swapYZ()
|
|
{
|
|
TriMatrix m = null();
|
|
m.matrix[0 + 0 * 4] = 1.0f;
|
|
m.matrix[1 + 2 * 4] = 1.0f;
|
|
m.matrix[2 + 1 * 4] = -1.0f;
|
|
m.matrix[3 + 3 * 4] = 1.0f;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::perspective(float fovy, float aspect, float z_near, float z_far)
|
|
{
|
|
float f = (float)(1.0 / tan(fovy * M_PI / 360.0));
|
|
TriMatrix m = null();
|
|
m.matrix[0 + 0 * 4] = f / aspect;
|
|
m.matrix[1 + 1 * 4] = f;
|
|
m.matrix[2 + 2 * 4] = (z_far + z_near) / (z_near - z_far);
|
|
m.matrix[2 + 3 * 4] = (2.0f * z_far * z_near) / (z_near - z_far);
|
|
m.matrix[3 + 2 * 4] = -1.0f;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
|
|
{
|
|
float a = (right + left) / (right - left);
|
|
float b = (top + bottom) / (top - bottom);
|
|
float c = -(far + near) / (far - near);
|
|
float d = -(2.0f * far) / (far - near);
|
|
TriMatrix m = null();
|
|
m.matrix[0 + 0 * 4] = 2.0f * near / (right - left);
|
|
m.matrix[1 + 1 * 4] = 2.0f * near / (top - bottom);
|
|
m.matrix[0 + 2 * 4] = a;
|
|
m.matrix[1 + 2 * 4] = b;
|
|
m.matrix[2 + 2 * 4] = c;
|
|
m.matrix[2 + 3 * 4] = d;
|
|
m.matrix[3 + 2 * 4] = -1;
|
|
return m;
|
|
}
|
|
|
|
TriMatrix TriMatrix::worldToView()
|
|
{
|
|
TriMatrix m = null();
|
|
m.matrix[0 + 0 * 4] = (float)ViewSin;
|
|
m.matrix[0 + 1 * 4] = (float)-ViewCos;
|
|
m.matrix[1 + 2 * 4] = 1.0f;
|
|
m.matrix[2 + 0 * 4] = (float)-ViewCos;
|
|
m.matrix[2 + 1 * 4] = (float)-ViewSin;
|
|
m.matrix[3 + 3 * 4] = 1.0f;
|
|
return m * translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
|
|
}
|
|
|
|
TriMatrix TriMatrix::viewToClip()
|
|
{
|
|
float near = 5.0f;
|
|
float far = 65536.0f;
|
|
float width = (float)(FocalTangent * near);
|
|
float top = (float)(CenterY / InvZtoScale * near);
|
|
float bottom = (float)(top - viewheight / InvZtoScale * near);
|
|
return frustum(-width, width, bottom, top, near, far);
|
|
}
|
|
|
|
TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
|
|
{
|
|
TriMatrix result;
|
|
for (int x = 0; x < 4; x++)
|
|
{
|
|
for (int y = 0; y < 4; y++)
|
|
{
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|
result.matrix[x + y * 4] =
|
|
matrix[0 * 4 + x] * mult.matrix[y * 4 + 0] +
|
|
matrix[1 * 4 + x] * mult.matrix[y * 4 + 1] +
|
|
matrix[2 * 4 + x] * mult.matrix[y * 4 + 2] +
|
|
matrix[3 * 4 + x] * mult.matrix[y * 4 + 3];
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
TriVertex TriMatrix::operator*(TriVertex v) const
|
|
{
|
|
float vx = matrix[0 * 4 + 0] * v.x + matrix[1 * 4 + 0] * v.y + matrix[2 * 4 + 0] * v.z + matrix[3 * 4 + 0] * v.w;
|
|
float vy = matrix[0 * 4 + 1] * v.x + matrix[1 * 4 + 1] * v.y + matrix[2 * 4 + 1] * v.z + matrix[3 * 4 + 1] * v.w;
|
|
float vz = matrix[0 * 4 + 2] * v.x + matrix[1 * 4 + 2] * v.y + matrix[2 * 4 + 2] * v.z + matrix[3 * 4 + 2] * v.w;
|
|
float vw = matrix[0 * 4 + 3] * v.x + matrix[1 * 4 + 3] * v.y + matrix[2 * 4 + 3] * v.z + matrix[3 * 4 + 3] * v.w;
|
|
v.x = vx;
|
|
v.y = vy;
|
|
v.z = vz;
|
|
v.w = vw;
|
|
return v;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
DrawTrianglesCommand::DrawTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, const short *clipdata, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor)
|
|
: uniforms(uniforms), vinput(vinput), vcount(vcount), mode(mode), ccw(ccw), clipleft(clipleft), clipright(clipright), clipdata(clipdata), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight), solidcolor(solidcolor)
|
|
{
|
|
}
|
|
|
|
void DrawTrianglesCommand::Execute(DrawerThread *thread)
|
|
{
|
|
int cliplength = clipright - clipleft + 1;
|
|
for (int i = 0; i < cliplength; i++)
|
|
{
|
|
thread->triangle_clip_top[clipleft + i] = clipdata[i];
|
|
thread->triangle_clip_bottom[clipleft + i] = clipdata[cliplength + i];
|
|
}
|
|
|
|
TriangleDrawer::draw_arrays(
|
|
uniforms, vinput, vcount, mode, ccw,
|
|
clipleft, clipright, thread->triangle_clip_top, thread->triangle_clip_bottom,
|
|
texturePixels, textureWidth, textureHeight, solidcolor,
|
|
thread, texturePixels ? ScreenTriangleDrawer::draw32 : ScreenTriangleDrawer::fill32);
|
|
}
|
|
|
|
FString DrawTrianglesCommand::DebugInfo()
|
|
{
|
|
return "DrawTriangles";
|
|
}
|