/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
If that doesn't help, contact Jonathan Clark at
golgotha_source@usa.net (Subject should have "GOLG" in it)
***********************************************************************/
#include "poly/poly.hh"
/*
Ussage notes :
g1_poly_draw is a template function for drawing a polygon. You pass in
a class which has the needed components not defined here depending on
how these components are defined you can get the different poly drawing
behavior. Here are a few :
solid color, gouraud shaded, colored shading, texture mapped, z buffering
g1_poly_draw assumes vertices are already clipped and projected
functions need int class_with_needed_functions (modified for asm)
*/
enum
{
I4_DO_W=1, // do you want w value for each pixel write? (1/z)
I4_DO_ST=2, // do you want texture coordinates?
I4_DO_WHITE_LIGHT=4,
I4_DO_COLOR_LIGHT=8,
I4_DO_PERSPECTIVE=16,
I4_FAVOR_LARGE_POLYS=32, // unroll loops
I4_DO_ALPHA=64
};
/*
a class_with_needed_functions should have a subclass called screen_pointer with the
following members
move_to(int x, int y);
+=
next_line()
write(int s, int t, int w, float r, float g, float b);
*/
//step modifiers are only needed for values interpolated
//over Z. Typically vertex light values and alpha are not.
template
class i4_poly_draw_gradient_class
{
w32 order[i4_polygon_class::V_BUF_SIZE];
sw32 top, bot, cw, ccw, y_count;
i4_float aOneOverZ[i4_polygon_class::V_BUF_SIZE],
aUOverZ[i4_polygon_class::V_BUF_SIZE],
aVOverZ[i4_polygon_class::V_BUF_SIZE];
typedef sw32 fixed28_4;
fixed28_4 fixedX[i4_polygon_class::V_BUF_SIZE];
fixed28_4 fixedY[i4_polygon_class::V_BUF_SIZE];
struct edge
{ //edge stepping info
sw32 X, XStep, Numerator, Denominator; //DDA info
sw32 ErrorTerm, Y, Height; //current y and vertical count
i4_float r,g,b,a, rs,bs,gs,as; //color and alpha
i4_float OneOverZ, OneOverZStep, OneOverZStepExtra; //edge 1/z
i4_float UOverZ, UOverZStep, UOverZStepExtra; //edge u/z
i4_float VOverZ, VOverZStep, VOverZStepExtra; //edge v/z
void step(class_with_needed_functions &c)
{
X+=XStep; Y++; Height--;
if(c.feature(I4_DO_ST))
{
UOverZ+=UOverZStep;
VOverZ+=VOverZStep;
}
OneOverZ += OneOverZStep;
if(c.feature(I4_DO_WHITE_LIGHT)) r+=rs;
else if(c.feature(I4_DO_COLOR_LIGHT))
{
r+=rs; g+=gs; b+=bs;
}
if(c.feature(I4_DO_ALPHA)) a+=as;
ErrorTerm+=Numerator;
if(ErrorTerm >= Denominator)
{
X++;
ErrorTerm-=Denominator;
OneOverZ+=OneOverZStepExtra;
if(c.feature(I4_DO_ST))
{
UOverZ+=UOverZStepExtra;
VOverZ+=VOverZStepExtra;
}
}
}
} left, right;
struct gradients
{ //polygon gradients
i4_float dOneOverZdX, dOneOverZdX8; //normal and scaled 1/z step in polygon x
i4_float dOneOverZdY; //1/z step in polygon y
i4_float dUOverZdX, dUOverZdX8, dUOverZdY; //normal and scaled u/z step
i4_float dVOverZdX, dVOverZdX8, dVOverZdY; //normal and scaled v/z step
sw32 dUdXModifier, dVdXModifier; //fixed 16.16 fixup
} grads;
//this stuff doesn't look too fast...
fixed28_4 FloatToFixed28_4(i4_float Value) { return i4_f_to_i(Value * 16.f); }
i4_float Fixed28_4ToFloat(fixed28_4 Value) { return Value / 16.0; }
fixed28_4 Fixed28_4Mul(fixed28_4 A, fixed28_4 B) { return (A * B) / 16; }
fixed28_4 Ceil28_4(fixed28_4 Value)
{
sw32 ReturnValue;
sw32 Numerator = Value - 1 + 16;
if(Numerator >= 0) ReturnValue = Numerator/16;
else
{ // deal with negative numerators correctly
ReturnValue = -((-Numerator)/16);
ReturnValue -= ((-Numerator) % 16) ? 1 : 0;
}
return ReturnValue;
}
void FloorDivMod(sw32 Numerator, sw32 Denominator, sw32 &Floor, sw32 &Mod)
{
I4_ASSERT(Denominator > 0, "FloorDivMod d<=0");
if(Numerator >= 0)
{ // positive case, C is okay
Floor = Numerator / Denominator;
Mod = Numerator % Denominator;
}
else
{ // Numerator is negative, do the right thing
Floor = -((-Numerator) / Denominator);
Mod = (-Numerator) % Denominator;
if(Mod)
{ // there is a remainder
Floor--;
Mod = Denominator - Mod;
}
}
}
void sort(i4_polygon_class &poly)
{
int i, swap, mod;
for (i=0 ; i poly.vert[order[i+1]].py)
{
swap = order[i];
order[i] = order[i+1];
order[i+1] = swap;
mod = 1;
}
}
}
}
sw32 FloatToFixed16_16(float Value) { return (sw32)(Value * 65536); }
int next_cw(int i, int t)
{
i--;
if (i<0)
return t-1;
else return i;
}
int next_ccw(int i, int t)
{
i++;
if (i==t)
return 0;
else return i;
}
void rasterize_parallelogram(i4_polygon_class &poly, class_with_needed_functions &c)
{
int p_starty = Ceil28_4(fixedY[top]);
int ycount = y_count;
enum { f_shift=16 };
typename class_with_needed_functions::screen_pointer line_on, pixel_on;
line_on.move_to(0, p_starty, c);
while (ycount--)
{
pixel_on=line_on;
pixel_on.add(left.X, c);
if(right.X-left.X>0)
draw_scanline_default(c, &pixel_on);
left.step(c);
right.step(c);
line_on.next_line(c);
}
}
void setup_edge(i4_polygon_class &poly, struct edge &edge, int end, class_with_needed_functions &c)
{
i4_vertex_class *top_v=poly.vert+top;
i4_vertex_class *end_v=poly.vert+end;
edge.Y=Ceil28_4(fixedY[top]);
sw32 YEnd=Ceil28_4(fixedY[end]);
edge.Height=YEnd - edge.Y;
// i4_float yd=(edge.Height>0)? 1.0/(i4_float)edge.Height : 1.0;
if(edge.Height > 0)
{
i4_float yd=1.0/(i4_float)edge.Height;
sw32 dN=fixedY[end] - fixedY[top];
sw32 dM=fixedX[end] - fixedX[top];
sw32 InitialNumerator = dM*16*edge.Y - dM*fixedY[top] +
dN*fixedX[top] - 1 + dN*16;
FloorDivMod(InitialNumerator,dN*16,edge.X,edge.ErrorTerm);
FloorDivMod(dM*16,dN*16,edge.XStep,edge.Numerator);
edge.Denominator = dN*16;
i4_float YPrestep=Fixed28_4ToFloat(edge.Y*16 - fixedY[top]);
i4_float XPrestep=Fixed28_4ToFloat(edge.X*16 - fixedX[top]);
edge.OneOverZ=aOneOverZ[top] + YPrestep * grads.dOneOverZdY
+ XPrestep * grads.dOneOverZdX;
edge.OneOverZStep=edge.XStep * grads.dOneOverZdX + grads.dOneOverZdY;
edge.OneOverZStepExtra=grads.dOneOverZdX;
if(c.feature(I4_DO_ST))
{
edge.UOverZ=aUOverZ[top] + YPrestep * grads.dUOverZdY
+ XPrestep * grads.dUOverZdX;
edge.UOverZStep=edge.XStep * grads.dUOverZdX + grads.dUOverZdY;
edge.UOverZStepExtra=grads.dUOverZdX;
edge.VOverZ = aVOverZ[top] + YPrestep * grads.dVOverZdY
+ XPrestep * grads.dVOverZdX;
edge.VOverZStep=edge.XStep * grads.dVOverZdX + grads.dVOverZdY;
edge.VOverZStepExtra=grads.dVOverZdX;
}
if(c.feature(I4_DO_WHITE_LIGHT))
{
edge.r=top_v->r;
edge.rs=(end_v->r - top_v->r) * yd;
}
else if (c.feature(I4_DO_COLOR_LIGHT))
{
edge.r=top_v->r;
edge.rs=(end_v->r - top_v->r) * yd;
edge.g=top_v->g;
edge.gs=(end_v->g - top_v->g) * yd;
edge.b=top_v->b;
edge.bs=(end_v->b - top_v->b) * yd;
}
if (c.feature(I4_DO_ALPHA))
{
edge.a=top_v->a;
edge.as=(end_v->a - top_v->a) * yd;
}
}
}
public:
i4_poly_draw_gradient_class(class_with_needed_functions &c,
i4_polygon_class &poly)
{
i4_float X1Y0=(poly.vert[1].px - poly.vert[2].px)*(poly.vert[0].py - poly.vert[2].py);
i4_float X0Y1=(poly.vert[0].px - poly.vert[2].px)*(poly.vert[1].py - poly.vert[2].py);
i4_float OneOverdX=1.0/(X1Y0 - X0Y1);
i4_float OneOverdY=-OneOverdX;
int i;
for(i=0;i 0)
grads.dUdXModifier = PosModifier;
else if(dUdXIndicator < 0)
grads.dUdXModifier = NegModifier;
else
{
// dUdX == 0
i4_float dUdYIndicator=grads.dUOverZdY*aOneOverZ[0]-aUOverZ[0]*grads.dOneOverZdY;
if(dUdYIndicator >= 0)
grads.dUdXModifier = PosModifier;
else
grads.dUdXModifier = NegModifier;
}
i4_float dVdXIndicator=grads.dVOverZdX*aOneOverZ[0]-aVOverZ[0]*grads.dOneOverZdX;
if(dVdXIndicator > 0)
grads.dVdXModifier = PosModifier;
else if(dVdXIndicator < 0)
grads.dVdXModifier = NegModifier;
else
{
// dVdX == 0
float dVdYIndicator=grads.dVOverZdY*aOneOverZ[0]-aVOverZ[0]*grads.dOneOverZdY;
if(dVdYIndicator >= 0)
grads.dVdXModifier = PosModifier;
else
grads.dVdXModifier = NegModifier;
}
// sort the vertices by y
sort(poly);
top=order[0];
bot=order[1];
cw = next_cw(top, poly.t_verts);
ccw = next_ccw(top, poly.t_verts);
setup_edge(poly, left, ccw, c);
setup_edge(poly, right, cw, c);
y_count =Ceil28_4(fixedY[bot]) - Ceil28_4(fixedY[top]);
rasterize_parallelogram(poly, c);
for (i=1; i 0)
{
int Subdivisions = Width>>3;
int WidthModLength = Width % 8;
if(!WidthModLength)
{
Subdivisions--;
WidthModLength = 8;
}
while(Subdivisions-- > 0)
{
ZRight = 1/OneOverZRight;
if(c.feature(I4_DO_ST))
{
URight = ZRight * UOverZRight;
VRight = ZRight * VOverZRight;
U = FloatToFixed16_16(ULeft) + grads.dUdXModifier;
V = FloatToFixed16_16(VLeft) + grads.dVdXModifier;
DeltaU = FloatToFixed16_16(URight - ULeft) / 8;
DeltaV = FloatToFixed16_16(VRight - VLeft) / 8;
}
for(int Counter = 0;Counter < 8;Counter++)
{
sw32 UInt, VInt;
if(c.feature(I4_DO_ST))
{
UInt = U>>16;
VInt = V>>16;
}
pon->write(UInt, VInt, w, r, g, b, a, c);
pon->add(1,c);
if(c.feature(I4_DO_ST))
{
U += DeltaU;
V += DeltaV;
}
if(c.feature(I4_DO_WHITE_LIGHT)) r += rstep;
else if(c.feature(I4_DO_COLOR_LIGHT))
{
r+=rstep; g+=gstep; b+=bstep;
}
if(c.feature(I4_DO_ALPHA)) a+=astep;
}
ZLeft = ZRight;
ULeft = URight;
VLeft = VRight;
OneOverZRight += dOneOverZdXAff;
if(c.feature(I4_DO_ST))
{
UOverZRight += dUOverZdXAff;
VOverZRight += dVOverZdXAff;
}
}
if(WidthModLength)
{
ZRight = 1.0/(right.OneOverZ - grads.dOneOverZdX);
if(c.feature(I4_DO_ST))
{
URight = ZRight * (right.UOverZ - grads.dUOverZdX);
VRight = ZRight * (right.VOverZ - grads.dVOverZdX);
U = FloatToFixed16_16(ULeft) + grads.dUdXModifier;
V = FloatToFixed16_16(VLeft) + grads.dVdXModifier;
}
if(--WidthModLength)
{
// guard against div-by-0 for 1 pixel lines
if(c.feature(I4_DO_ST))
{
DeltaU = FloatToFixed16_16(URight - ULeft) / WidthModLength;
DeltaV = FloatToFixed16_16(VRight - VLeft) / WidthModLength;
}
}
for(int Counter = 0;Counter <= WidthModLength;Counter++)
{
sw32 UInt, VInt;
if(c.feature(I4_DO_ST))
{
UInt = U>>16;
VInt = V>>16;
}
pon->write(UInt, VInt, w, r, g, b, a, c);
pon->add(1,c);
if(c.feature(I4_DO_ST))
{
U += DeltaU;
V += DeltaV;
}
if(c.feature(I4_DO_WHITE_LIGHT)) r += rstep;
else if(c.feature(I4_DO_COLOR_LIGHT))
{
r+=rstep; g+=gstep; b+=bstep;
}
if(c.feature(I4_DO_ALPHA)) a+=astep;
}
}
}
}
};
//for polygons that need no gradient calculated
template
class i4_poly_draw_class
{
w32 order[i4_polygon_class::V_BUF_SIZE];
sw32 top, bot, cw, ccw, y_count;
i4_float aOneOverZ[i4_polygon_class::V_BUF_SIZE];
typedef sw32 fixed28_4;
fixed28_4 fixedX[i4_polygon_class::V_BUF_SIZE];
fixed28_4 fixedY[i4_polygon_class::V_BUF_SIZE];
struct edge
{ //edge stepping info
sw32 X, XStep, Numerator, Denominator; //DDA info
sw32 ErrorTerm, Y, Height; //current y and vertical count
i4_float r,g,b,a, rs,bs,gs,as; //color and alpha
i4_float w,s,t, ws,ss,ts; //texture and w
void step(class_with_needed_functions &c)
{
X+=XStep; Y++; Height--;
if(c.feature(I4_DO_ST))
{
s+=ss; t+=ts;
}
if(c.feature(I4_DO_W)) w+=ws;
if(c.feature(I4_DO_WHITE_LIGHT)) r+=rs;
else if(c.feature(I4_DO_COLOR_LIGHT))
{
r+=rs; g+=gs; b+=bs;
}
if(c.feature(I4_DO_ALPHA)) a += as;
ErrorTerm+=Numerator;
if(ErrorTerm >= Denominator)
{
X++;
ErrorTerm-=Denominator;
}
}
} left, right;
//this stuff doesn't look too fast...
fixed28_4 FloatToFixed28_4(i4_float Value) { return (fixed28_4)(Value * 16); }
i4_float Fixed28_4ToFloat(fixed28_4 Value) { return Value / 16.0; }
fixed28_4 Fixed28_4Mul(fixed28_4 A, fixed28_4 B) { return (A * B) / 16; }
fixed28_4 Ceil28_4(fixed28_4 Value)
{
sw32 ReturnValue;
sw32 Numerator = Value - 1 + 16;
if(Numerator >= 0) ReturnValue = Numerator/16;
else
{ // deal with negative numerators correctly
ReturnValue = -((-Numerator)/16);
ReturnValue -= ((-Numerator) % 16) ? 1 : 0;
}
return ReturnValue;
}
void FloorDivMod(sw32 Numerator, sw32 Denominator, sw32 &Floor, sw32 &Mod)
{
I4_ASSERT(Denominator > 0, "FloorDivMod d<=0");
if(Numerator >= 0)
{ // positive case, C is okay
Floor = Numerator / Denominator;
Mod = Numerator % Denominator;
}
else
{ // Numerator is negative, do the right thing
Floor = -((-Numerator) / Denominator);
Mod = (-Numerator) % Denominator;
if(Mod)
{ // there is a remainder
Floor--;
Mod = Denominator - Mod;
}
}
}
void sort(i4_polygon_class &poly)
{
int i, swap, mod;
for (i=0 ; i poly.vert[order[i+1]].py)
{
swap = order[i];
order[i] = order[i+1];
order[i+1] = swap;
mod = 1;
}
}
}
}
int next_cw(int i, int t)
{
i--;
if (i<0)
return t-1;
else return i;
}
int next_ccw(int i, int t)
{
i++;
if (i==t)
return 0;
else return i;
}
void rasterize_parallelogram(i4_polygon_class &poly, class_with_needed_functions &c)
{
// int p_starty = (int)poly.vert[top].py;
int p_starty = left.Y;
int ycount = y_count;
enum { f_shift=16 };
typename class_with_needed_functions::screen_pointer line_on, pixel_on;
line_on.move_to(0, p_starty, c);
while (ycount--)
{
pixel_on=line_on;
pixel_on.add(left.X, c);
if(right.X-left.X>0)
draw_scanline_default(c, &pixel_on);
left.step(c);
right.step(c);
line_on.next_line(c);
}
}
void setup_edge(i4_polygon_class &poly, struct edge &edge, int end, class_with_needed_functions &c)
{
i4_vertex_class *top_v=poly.vert+top;
i4_vertex_class *end_v=poly.vert+end;
edge.Y=Ceil28_4(fixedY[top]);
sw32 YEnd=Ceil28_4(fixedY[end]);
edge.Height=YEnd - edge.Y;
if(edge.Height > 0)
{
i4_float yd=1.0/(i4_float)edge.Height;
sw32 dN=fixedY[end] - fixedY[top];
sw32 dM=fixedX[end] - fixedX[top];
sw32 InitialNumerator = dM*16*edge.Y - dM*fixedY[top] +
dN*fixedX[top] - 1 + dN*16;
FloorDivMod(InitialNumerator,dN*16,edge.X,edge.ErrorTerm);
FloorDivMod(dM*16,dN*16,edge.XStep,edge.Numerator);
edge.Denominator = dN*16;
i4_float YPrestep=Fixed28_4ToFloat(edge.Y*16 - fixedY[top]);
i4_float XPrestep=Fixed28_4ToFloat(edge.X*16 - fixedX[top]);
if(c.feature(I4_DO_W))
{
edge.w=aOneOverZ[top];
edge.ws=(aOneOverZ[end]-edge.w)*yd;
}
if(c.feature(I4_DO_ST))
{
edge.s=top_v->s;
edge.ss=(end_v->s - top_v->s)*yd;
edge.t=top_v->t;
edge.ts=(end_v->t - top_v->t)*yd;
}
if(c.feature(I4_DO_WHITE_LIGHT))
{
edge.r=top_v->r;
edge.rs=(end_v->r - top_v->r) * yd;
}
else if (c.feature(I4_DO_COLOR_LIGHT))
{
edge.r=top_v->r;
edge.rs=(end_v->r - top_v->r) * yd;
edge.g=top_v->g;
edge.gs=(end_v->g - top_v->g) * yd;
edge.b=top_v->b;
edge.bs=(end_v->b - top_v->b) * yd;
}
if (c.feature(I4_DO_ALPHA))
{
edge.a=top_v->a;
edge.as=(end_v->a - top_v->a) * yd;
}
}
}
public:
i4_poly_draw_class(class_with_needed_functions &c,
i4_polygon_class &poly)
{
int i;
for(i=0;i 0)
{
while(Width--)
{
pon->write((int)s, (int)t, w, r, g, b, a, c);
pon->add(1,c);
if(c.feature(I4_DO_ST))
{
s+=sstep;
t+=tstep;
}
if(c.feature(I4_DO_W)) w+=wstep;
if(c.feature(I4_DO_WHITE_LIGHT)) r+=rstep;
else if(c.feature(I4_DO_COLOR_LIGHT))
{
r+=rstep; g+=gstep; b+=bstep;
}
if(c.feature(I4_DO_ALPHA)) a+=astep;
}
}
}
};