dxx-rebirth/texmap/tmapflat.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

321 lines
8.7 KiB
C

/*
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.
*/
/*
* $Source: /cvs/cvsroot/d2x/texmap/tmapflat.c,v $
* $Revision: 1.1.1.1 $
* $Author: bradleyb $
* $Date: 2001-01-19 03:30:16 $
*
* Flat shader derived from texture mapper (a little slow)
*
* $Log: not supported by cvs2svn $
* Revision 1.2 1999/10/07 21:03:29 donut
* OGL rendering of cloaked stuff
*
* Revision 1.1.1.1 1999/06/14 22:14:10 donut
* Import of d1x 1.37 source.
*
* Revision 1.13 1995/02/20 18:23:24 john
* Added new module for C versions of inner loops.
*
* Revision 1.12 1995/02/20 17:09:17 john
* Added code so that you can build the tmapper with no assembly!
*
* Revision 1.11 1994/11/30 00:58:01 mike
* optimizations.
*
* Revision 1.10 1994/11/28 13:34:32 mike
* optimizations.
*
* Revision 1.9 1994/11/19 15:21:46 mike
* rip out unused code.
*
* Revision 1.8 1994/11/12 16:41:41 mike
* *** empty log message ***
*
* Revision 1.7 1994/11/09 23:05:12 mike
* do lighting on texture maps which get flat shaded instead.
*
* Revision 1.6 1994/10/06 19:53:07 matt
* Added function that takes same parms as draw_tmap(), but renders flat
*
* Revision 1.5 1994/10/06 18:38:12 john
* Added the ability to fade a scanline by calling gr_upoly_tmap
* with Gr_scanline_darkening_level with a value < MAX_FADE_LEVELS.
*
* Revision 1.4 1994/05/25 18:46:32 matt
* Added gr_upoly_tmap_ylr(), which generates ylr's for a polygon
*
* Revision 1.3 1994/04/08 16:25:58 mike
* Comment out some includes (of header files)
* call init_interface_vars_to_assembler.
*
* Revision 1.2 1994/03/31 08:33:44 mike
* Fixup flat shading version of texture mapper (get it?)
* (Or maybe not, I admit to not testing my code...hahahah!)
*
* Revision 1.1 1993/09/08 17:29:10 mike
* Initial revision
*
*
*/
#include <conf.h>
#include "fix.h"
#include "vecmat.h"
#include "gr.h"
#include "grdef.h"
#include "texmap.h"
#include "texmapl.h"
//#include "tmapext.h"
#ifndef OGL
void (*scanline_func)(int,fix,fix);
// -------------------------------------------------------------------------------------
// Texture map current scanline.
// Uses globals Du_dx and Dv_dx to incrementally compute u,v coordinates
// -------------------------------------------------------------------------------------
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 = f2i(xleft);
fx_xright = f2i(xright);
if ( Gr_scanline_darkening_level >= GR_FADE_LEVELS )
#ifdef NO_ASM
c_tmap_scanline_flat();
#else
asm_tmap_scanline_flat();
#endif
else {
tmap_flat_shade_value = Gr_scanline_darkening_level;
#ifdef NO_ASM
c_tmap_scanline_shaded();
#else
asm_tmap_scanline_shaded();
#endif
}
}
//--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.
// -------------------------------------------------------------------------------------
void texture_map_flat(g3ds_tmap *t, int color)
{
int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
int topy,boty,y, dy;
fix dx_dy_left,dx_dy_right;
int max_y_vertex;
fix xleft,xright;
fix recip_dy;
g3ds_vertex *v3d;
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);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/dy;
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/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 (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);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/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);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/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)(y, 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(int nverts, int *vert )
{
gr_upoly_tmap_ylr(nverts, vert, tmap_scanline_flat);
}
#include "3d.h"
#include "error.h"
typedef struct pnt2d {
fix x,y;
} pnt2d;
#ifdef __WATCOMC__
#pragma off (unreferenced) //bp not referenced
#endif
//this takes the same partms as draw_tmap, but draws a flat-shaded polygon
void draw_tmap_flat(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
{
pnt2d points[MAX_TMAP_VERTS];
int i;
fix average_light;
int color;
Assert(nverts < MAX_TMAP_VERTS);
average_light = vertbuf[0]->p3_l;
for (i=1; i<nverts; i++)
average_light += vertbuf[i]->p3_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 = gr_fade_table[average_light*256 + bp->avg_color];
gr_setcolor(color);
for (i=0;i<nverts;i++) {
points[i].x = vertbuf[i]->p3_sx;
points[i].y = vertbuf[i]->p3_sy;
}
gr_upoly_tmap(nverts,(int *) points);
}
#ifdef __WATCOMC__
#pragma on (unreferenced)
#endif
// -----------------------------------------------------------------------------------------
//This is like gr_upoly_tmap() but instead of drawing, it calls the specified
//function with ylr values
void gr_upoly_tmap_ylr(int nverts, int *vert, void (*ylr_func)(int,fix,fix) )
{
g3ds_tmap my_tmap;
int i;
//--now called from g3_start_frame-- init_interface_vars_to_assembler();
my_tmap.nv = nverts;
for (i=0; i<nverts; i++) {
my_tmap.verts[i].x2d = *vert++;
my_tmap.verts[i].y2d = *vert++;
}
scanline_func = ylr_func;
texture_map_flat(&my_tmap, COLOR);
}
#endif //!OGL