/**********************************************************************
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 "software/r1_software.hh"
#include "software/r1_software_globals.hh"
#include "software/mappers.hh"
#include "device/processor.hh"
//global instance of the various function tables
texture_scanline_func_ptr texture_scanline_functions[SPAN_TRI_LAST];
poly_setup_func_ptr poly_setup_functions[SPAN_TRI_LAST];
tri_draw_func_ptr tri_draw_functions[SPAN_TRI_LAST];
span_draw_func_ptr span_draw_functions[SPAN_TRI_LAST];
//this is super important. this points to the current scanline texturemapping function
//and is used by all of the rasterizers / span drawers (so before you call the rasterizer /
//setup function, make sure you set this pointer correctly)
texture_scanline_func_ptr cur_scanline_texture_func = 0;
//the current span list builder (either the one optimized for intel or amd3d)
build_triangle_span_lists_func_ptr cur_build_span_lists_function = 0;
void r1_software_class::initialize_function_pointers(i4_bool amd3d)
{
//zero them out to start with
memset(texture_scanline_functions, 0, sizeof(texture_scanline_func_ptr) * SPAN_TRI_LAST);
memset(poly_setup_functions, 0, sizeof(poly_setup_func_ptr) * SPAN_TRI_LAST);
memset(tri_draw_functions, 0, sizeof(tri_draw_func_ptr) * SPAN_TRI_LAST);
memset(span_draw_functions, 0, sizeof(span_draw_func_ptr) * SPAN_TRI_LAST);
cur_build_span_lists_function = intel_build_triangle_span_lists;
//scanline texturing / drawing functions
texture_scanline_functions[SPAN_TRI_AFFINE_UNLIT] = texture_scanline_affine_unlit;
texture_scanline_functions[SPAN_TRI_AFFINE_UNLIT_HOLY] = texture_scanline_affine_unlit_holy;
texture_scanline_functions[SPAN_TRI_AFFINE_UNLIT_HOLY_BLEND] = texture_scanline_affine_unlit_holy_blend;
texture_scanline_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA] = texture_scanline_affine_unlit_alpha;
#ifdef USE_ASM
//this is a special case mapper optimized in asm only
//(ignores the t gradient, basically, since sprites have no delta t per screen x)
texture_scanline_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA_SPRITE] = texture_scanline_affine_unlit_alpha_sprite;
#else
texture_scanline_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA_SPRITE] = texture_scanline_affine_unlit_alpha;
#endif
texture_scanline_functions[SPAN_TRI_AFFINE_LIT] = texture_scanline_affine_lit;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_LIT] = texture_scanline_perspective_lit;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_UNLIT_ALPHA] = texture_scanline_perspective_unlit_alpha;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_UNLIT] = texture_scanline_perspective_unlit;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_UNLIT_HOLY] = texture_scanline_perspective_unlit_holy;
texture_scanline_functions[SPAN_TRI_SOLID_FILL] = texture_scanline_solid_fill;
texture_scanline_functions[SPAN_TRI_SOLID_BLEND] = texture_scanline_solid_blend_half;
//poly setup functions (calculates deltas, gradients, etc)
poly_setup_functions[SPAN_TRI_AFFINE_UNLIT] = poly_setup_affine_lit;
poly_setup_functions[SPAN_TRI_AFFINE_UNLIT_HOLY] = poly_setup_affine_lit;
poly_setup_functions[SPAN_TRI_AFFINE_UNLIT_HOLY_BLEND] = poly_setup_affine_lit;
poly_setup_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA] = poly_setup_affine_lit;
poly_setup_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA_SPRITE] = poly_setup_affine_lit;
poly_setup_functions[SPAN_TRI_AFFINE_LIT] = poly_setup_affine_lit;
poly_setup_functions[SPAN_TRI_PERSPECTIVE_UNLIT] = poly_setup_perspective_lit;
poly_setup_functions[SPAN_TRI_PERSPECTIVE_UNLIT_HOLY] = poly_setup_perspective_lit;
poly_setup_functions[SPAN_TRI_PERSPECTIVE_UNLIT_ALPHA] = poly_setup_perspective_lit;
poly_setup_functions[SPAN_TRI_PERSPECTIVE_LIT] = poly_setup_perspective_lit;
poly_setup_functions[SPAN_TRI_SOLID_FILL] = poly_setup_solid_color;
poly_setup_functions[SPAN_TRI_SOLID_BLEND] = poly_setup_solid_color;
//span drawing functions (sets up some variables, steps through spans, calculates starting s,t,etc, for each span)
span_draw_functions[SPAN_TRI_AFFINE_UNLIT] = span_draw_affine_unlit;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_HOLY] = span_draw_affine_unlit;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_HOLY_BLEND] = span_draw_affine_unlit;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA] = span_draw_affine_unlit;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA_SPRITE] = span_draw_affine_unlit;
span_draw_functions[SPAN_TRI_AFFINE_LIT] = span_draw_affine_lit;
span_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT] = span_draw_perspective_unlit;
span_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT_HOLY] = span_draw_perspective_unlit;
span_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT_ALPHA] = span_draw_perspective_unlit;
span_draw_functions[SPAN_TRI_PERSPECTIVE_LIT] = span_draw_perspective_lit;
span_draw_functions[SPAN_TRI_SOLID_FILL] = span_draw_solid_color;
span_draw_functions[SPAN_TRI_SOLID_BLEND] = span_draw_solid_color;
//triangle drawing functions (rasterizes triangles, steps the necessary values (s,t,l,etc) )
tri_draw_functions[SPAN_TRI_AFFINE_UNLIT] = tri_draw_affine_unlit;
tri_draw_functions[SPAN_TRI_AFFINE_UNLIT_HOLY] = tri_draw_affine_unlit;
tri_draw_functions[SPAN_TRI_AFFINE_UNLIT_HOLY_BLEND] = tri_draw_affine_unlit;
tri_draw_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA] = tri_draw_affine_unlit;
tri_draw_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA_SPRITE] = tri_draw_affine_unlit;
tri_draw_functions[SPAN_TRI_AFFINE_LIT] = tri_draw_affine_lit;
tri_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT] = tri_draw_perspective_unlit;
tri_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT_HOLY] = tri_draw_perspective_unlit;
tri_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT_ALPHA] = tri_draw_perspective_unlit;
tri_draw_functions[SPAN_TRI_PERSPECTIVE_LIT] = tri_draw_perspective_lit;
tri_draw_functions[SPAN_TRI_SOLID_FILL] = 0;//tri_draw_solid_color;
tri_draw_functions[SPAN_TRI_SOLID_BLEND] = 0;//tri_draw_solid_color;
do_amd3d = i4_F;
#ifdef USE_AMD3D
if (amd3d)
{
i4_cpu_info_struct s;
i4_get_cpu_info(&s);
if (s.cpu_flags & i4_cpu_info_struct::AMD3D)
{
do_amd3d = i4_T;
//we're compiling amd3d stuff, its requesting the amd3d functions,
//the processor supports them, do it
cur_build_span_lists_function = amd3d_build_triangle_span_lists;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT] = span_draw_affine_unlit_amd3d;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_HOLY] = span_draw_affine_unlit_amd3d;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_HOLY_BLEND] = span_draw_affine_unlit_amd3d;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA] = span_draw_affine_unlit_amd3d;
span_draw_functions[SPAN_TRI_AFFINE_UNLIT_ALPHA_SPRITE] = span_draw_affine_unlit_amd3d;
span_draw_functions[SPAN_TRI_AFFINE_LIT] = span_draw_affine_lit_amd3d;
span_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT] = span_draw_perspective_unlit_amd3d;
span_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT_HOLY] = span_draw_perspective_unlit_amd3d;
span_draw_functions[SPAN_TRI_PERSPECTIVE_UNLIT_ALPHA] = span_draw_perspective_unlit_amd3d;
span_draw_functions[SPAN_TRI_PERSPECTIVE_LIT] = span_draw_perspective_lit_amd3d;
texture_scanline_functions[SPAN_TRI_AFFINE_LIT] = texture_scanline_affine_lit_amd3d;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_LIT] = texture_scanline_perspective_lit_amd3d;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_UNLIT_ALPHA] = texture_scanline_perspective_unlit_alpha_amd3d;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_UNLIT] = texture_scanline_perspective_unlit_amd3d;
texture_scanline_functions[SPAN_TRI_PERSPECTIVE_UNLIT_HOLY] = texture_scanline_perspective_unlit_holy_amd3d;
}
}
#endif
}
#ifdef USE_ASM
//laziness. include all the scanline texturemappers / fillers
#include "software/affine_map_lit_asm.cc"
#include "software/affine_map_unlit_asm.cc"
#include "software/affine_map_unlit_holy_asm.cc"
#include "software/affine_map_unlit_holy_blend_asm.cc"
#include "software/affine_map_unlit_alpha_asm.cc"
#include "software/affine_map_unlit_alpha_sprite_asm.cc"
#include "software/affine_map_unlit_true_alpha_c.cc"
#include "software/perspective_map_lit_asm.cc"
#include "software/perspective_map_unlit_asm.cc"
#include "software/perspective_map_unlit_holy_asm.cc"
#include "software/perspective_map_unlit_alpha_asm.cc"
#include "software/perspective_map_unlit_true_alpha_c.cc"
#include "software/solid_blend_half_asm.cc"
#include "software/solid_fill_asm.cc"
#ifdef USE_AMD3D
//include all the amd3d texturemappers too
#include "software/amd3d/affine_map_lit_asm_amd3d.cc"
#include "software/amd3d/perspective_map_lit_asm_amd3d.cc"
#include "software/amd3d/perspective_map_unlit_alpha_asm_amd3d.cc"
#include "software/amd3d/perspective_map_unlit_asm_amd3d.cc"
#include "software/amd3d/perspective_map_unlit_holy_asm_amd3d.cc"
#endif
#else
#include "software/affine_map_lit_c.cc"
#include "software/affine_map_unlit_c.cc"
#include "software/affine_map_unlit_holy_c.cc"
#include "software/affine_map_unlit_holy_blend_c.cc"
#include "software/affine_map_unlit_alpha_c.cc"
#include "software/affine_map_unlit_true_alpha_c.cc"
#include "software/perspective_map_lit_c.cc"
#include "software/perspective_map_unlit_c.cc"
#include "software/perspective_map_unlit_holy_c.cc"
#include "software/perspective_map_unlit_alpha_c.cc"
#include "software/perspective_map_unlit_true_alpha_c.cc"
#include "software/solid_blend_half_c.cc"
#include "software/solid_fill_c.cc"
#endif