/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Flat shader derived from texture mapper (a little slow) * */ #include "maths.h" #include "vecmat.h" #include "gr.h" #include "grdef.h" #include "texmap.h" #include "texmapl.h" #include "scanline.h" #include "compiler-range_for.h" #include "partial_range.h" //#include "tmapext.h" #ifndef OGL #include "3d.h" #include "dxxerror.h" #include "3d.h" #include "dxxerror.h" namespace dcx { static void gr_upoly_tmap_ylr(uint_fast32_t nverts, const int *vert, uint8_t color); // ------------------------------------------------------------------------------------- // Texture map current scanline. // Uses globals Du_dx and Dv_dx to incrementally compute u,v coordinates // ------------------------------------------------------------------------------------- static void tmap_scanline_flat(int y, fix xleft, fix xright) { if (xright < xleft) return; // setup to call assembler scanline renderer fx_y = y; fx_xleft = xleft/F1_0; // (xleft >> 16) != xleft/F1_0 for negative numbers, f2i caused random crashes fx_xright = xright/F1_0; if ( grd_curcanv->cv_fade_level >= GR_FADE_OFF ) cur_tmap_scanline_flat(); else { tmap_flat_shade_value = grd_curcanv->cv_fade_level; cur_tmap_scanline_shaded(); } } //--unused-- void tmap_scanline_shaded(int y, fix xleft, fix xright) //--unused-- { //--unused-- fix dx; //--unused-- //--unused-- dx = xright - xleft; //--unused-- //--unused-- // setup to call assembler scanline renderer //--unused-- //--unused-- fx_y = y << 16; //--unused-- fx_xleft = xleft; //--unused-- fx_xright = xright; //--unused-- //--unused-- asm_tmap_scanline_shaded(); //--unused-- } // ------------------------------------------------------------------------------------- // Render a texture map. // Linear in outer loop, linear in inner loop. // ------------------------------------------------------------------------------------- static void texture_map_flat(const g3ds_tmap &t, int color, void (*scanline_func)(int,fix,fix)) { int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom int topy,boty,dy; fix dx_dy_left,dx_dy_right; int max_y_vertex; fix xleft,xright; fix recip_dy; auto &v3d = t.verts; tmap_flat_color = color; // Determine top and bottom y coords. compute_y_bounds(t,vlt,vlb,vrt,vrb,max_y_vertex); // Set top and bottom (of entire texture map) y coordinates. topy = f2i(v3d[vlt].y2d); boty = f2i(v3d[max_y_vertex].y2d); // Set amount to change x coordinate for each advance to next scanline. dy = f2i(t.verts[vlb].y2d) - f2i(t.verts[vlt].y2d); recip_dy = fix_recip(dy); dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy); dy = f2i(t.verts[vrb].y2d) - f2i(t.verts[vrt].y2d); recip_dy = fix_recip(dy); dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy); // Set initial values for x, u, v xleft = v3d[vlt].x2d; xright = v3d[vrt].x2d; // scan all rows in texture map from top through first break. // @mk: Should we render the scanline for y==boty? This violates Matt's spec. for (int y = topy; y < boty; y++) { // See if we have reached the end of the current left edge, and if so, set // new values for dx_dy and x,u,v if (y == f2i(v3d[vlb].y2d)) { // Handle problem of double points. Search until y coord is different. Cannot get // hung in an infinite loop because we know there is a vertex with a lower y coordinate // because in the for loop, we don't scan all spanlines. while (y == f2i(v3d[vlb].y2d)) { vlt = vlb; vlb = prevmod(vlb,t.nv); } dy = f2i(t.verts[vlb].y2d) - f2i(t.verts[vlt].y2d); recip_dy = fix_recip(dy); dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy); xleft = v3d[vlt].x2d; } // See if we have reached the end of the current left edge, and if so, set // new values for dx_dy and x. Not necessary to set new values for u,v. if (y == f2i(v3d[vrb].y2d)) { while (y == f2i(v3d[vrb].y2d)) { vrt = vrb; vrb = succmod(vrb,t.nv); } dy = f2i(t.verts[vrb].y2d) - f2i(t.verts[vrt].y2d); recip_dy = fix_recip(dy); dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy); xright = v3d[vrt].x2d; } //tmap_scanline_flat(y, xleft, xright); (*scanline_func)(y, xleft, xright); xleft += dx_dy_left; xright += dx_dy_right; } //tmap_scanline_flat(y, xleft, xright); (*scanline_func)(boty, xleft, xright); } // ----------------------------------------------------------------------------------------- // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible // (ie, avoids cracking) edge/delta computation. void gr_upoly_tmap(uint_fast32_t nverts, const array &vert, const uint8_t color) { gr_upoly_tmap_ylr(nverts, vert.data(), color); } struct pnt2d { fix x,y; }; //this takes the same partms as draw_tmap, but draws a flat-shaded polygon void draw_tmap_flat(const grs_bitmap &bp,uint_fast32_t nverts,const g3s_point *const *vertbuf) { union { array points; array ipoints; }; static_assert(sizeof(points) == sizeof(ipoints), "array size mismatch"); fix average_light; Assert(nverts < MAX_TMAP_VERTS); average_light = vertbuf[0]->p3_l; for (int i=1; ip3_l; if (nverts == 4) average_light = f2i(average_light * NUM_LIGHTING_LEVELS/4); else average_light = f2i(average_light * NUM_LIGHTING_LEVELS/nverts); if (average_light < 0) average_light = 0; else if (average_light > NUM_LIGHTING_LEVELS-1) average_light = NUM_LIGHTING_LEVELS-1; color_t color = gr_fade_table[average_light][bp.avg_color]; for (int i=0;ip3_sx; points[i].y = vertbuf[i]->p3_sy; } gr_upoly_tmap_ylr(nverts, ipoints.data(), color); } // ----------------------------------------------------------------------------------------- //This is like gr_upoly_tmap() but instead of drawing, it calls the specified //function with ylr values static void gr_upoly_tmap_ylr(uint_fast32_t nverts, const int *vert, const uint8_t color) { auto &ylr_func = tmap_scanline_flat; g3ds_tmap my_tmap; my_tmap.nv = nverts; range_for (auto &i, partial_range(my_tmap.verts, nverts)) { i.x2d = *vert++; i.y2d = *vert++; } texture_map_flat(my_tmap, color, ylr_func); } } #endif //!OGL