/* SCOTTISH_TEXTURES.C Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc. and the "Aleph One" developers. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This license is contained in the file "COPYING", which is included with this source code; it is available online at http://www.gnu.org/licenses/gpl.html Wednesday, April 20, 1994 9:35:36 AM this is not your fatherÕs texture mapping library. (in fact it isnÕt yours either, dillweed) Wednesday, April 20, 1994 3:39:21 PM vertical repeats would be difficult because it would require testing repeats in the innermost loop of the pixel mapper (a compare and branch we can do without). Saturday, April 23, 1994 10:42:41 AM (on the plane to santa clara) finished the slower version of the trapezoid mapper (we need to handle stretching with a degenerate switch statement like marathon used to) but the whole sampling process is now mathematically correct except for the squared function we use to calculate the x texture position and the shading table (but this is accurate to within 1/64k and doesn't accumulate error so who cares). Sunday, April 24, 1994 10:12:47 AM (waiting for the CGDC to start at 9:00 PST) added all polygon stuff. it struck me this morning that clipping against the view cone must be deterministic (that is, line segments of polygons and line segments of walls must be clipped in the same manner) or our edges won't meet up. ordered dither darkening will look really cool but will be slow in c. Sunday, April 24, 1994 11:21:47 PM still need transparent trapezoids, dither darkening, faster DDA for trapezoid mapping. Wednesday, April 27, 1994 9:49:55 AM i'm just looking for one divine hammer (to bang it all day). solid polygons are currently unaffected by darkening. i'm not entirely certain we'll even use them. Sunday, May 8, 1994 8:32:11 AM LISPÕs lexical contours kick C firmly and painfully in the ass. everything is fast now except the landscape mapper which has just been routed and is in full retreat. Friday, May 13, 1994 10:05:08 AM low-level unification of trapezoids and rectangles, transparent runs in shapes are run-length encoded now. maintaining run tables was slower than generating d, delta_d and delta_d_prime and using them on the fly. Wednesday, May 18, 1994 2:16:26 PM scope matters (at WWDC). Sunday, May 22, 1994 12:32:02 PM drawing things in column order to cached (i.e., non-screen) memory is like crapping in the data cache, right? maybe drawing rectangles in column-order wasn't such a great idea after all. it also occurs to me that i know nothing about how to order instructions for the Õ040 pipelines. Thursday, June 16, 1994 9:56:14 PM modified _render_textured_polygon_line to handle elevation. Thursday, July 7, 1994 1:23:09 PM changed MAXIMUM_SCRATCH_TABLE_ENTRIES from 4k to 1200. Modified render code to work as well, now the problem is floor/ceiling matching with trapezoids, which should fall out with the rewrite... Tuesday, July 26, 1994 3:42:16 PM OBSOLETEÕed nearly the entire file (fixed_pixels are no more). rewriting texture_rectangle. will do 16bit mapping, soon. a while ago i rewrote everything in 68k. Friday, September 16, 1994 6:03:11 PM (Jason') texture_rectangle() now respects top and bottom clips Tuesday, September 20, 1994 9:58:30 PM (Jason') if weÕre so close to a rectangle that n>LARGEST_N then we donÕt draw anything Wednesday, October 26, 1994 3:18:59 PM (Jason) for non-convex or otherwise weird lines (dx<=0, dy<=0) we donÕt draw anything (somebodyÕll notice that for sure). Friday, November 4, 1994 7:35:48 PM (Jason') pretexture_horizontal_polygon_lines() now respects the (x,y) polygon origin and uses z as height. Jan 30, 2000 (Loren Petrich): Added some typecasts Feb. 4, 2000 (Loren Petrich): Changed halt() to assert(false) for better debugging Mar 24, 2000 (Loren Petrich): Using a special "landscape yaw" for the landscape texturing, so that the landscape center will stay put. May 23, 2000 (Loren Petrich): Adding support for different size scales for landscapes Jul 6, 2000 (Loren Petrich): Added some slop to MAXIMUM_SCRATCH_TABLE_ENTRIES, because displays are now bigger; its size got upped by 2 Aug 9, 2000 (Loren Petrich): Rasterizer_SW object introduced (software subclass of rasterizer object) May 16, 2002 (Woody Zenfell): MSVC doesn't like "void f(); void g() { return f(); }"... fixed. */ /* rectangle shrinking has vertical error and appears to randomly shear the bitmap pretexture_horizontal_polygon_lines() has integer error in large height cases _static_transfer doesnÕt work for ceilings and floors (because they call the wall mapper) build_y_table and build_x_table could both be sped up in nearly-horizontal and nearly-vertical cases (respectively) _pretexture_vertical_polygon_lines() takes up to half the time _texture_vertical_polygon_lines() does not only that, but texture_horizontal_polygon() is actually faster than texture_vertical_polygon() //calculate_shading_table() needs to be inlined in a macro */ #include "cseries.h" #if defined(__GNUC__) #ifndef DEBUG_FAST_CODE #undef DEBUG #undef assert #define assert(x) #undef vassert #define vassert(x...) #undef csprintf #define csprintf(x...) #undef vhalt #define vhalt(x...) #endif #endif #include "render.h" #include "Rasterizer_SW.h" #include #include #include "preferences.h" #include "SW_Texture_Extras.h" #ifdef env68k #pragma segment texture #endif #ifdef env68k #define EXTERNAL #endif /* ---------- constants */ // LP change: boosted to cope with big displays #define MAXIMUM_SCRATCH_TABLE_ENTRIES 2048 #define MAXIMUM_PRECALCULATION_TABLE_ENTRY_SIZE (MAX(sizeof(_vertical_polygon_data), sizeof(_horizontal_polygon_line_data))) #define SHADE_TO_SHADING_TABLE_INDEX(shade) ((shade)>>(FIXED_FRACTIONAL_BITS-shading_table_fractional_bits)) #define DEPTH_TO_SHADE(d) (((_fixed)(d))<<(FIXED_FRACTIONAL_BITS-WORLD_FRACTIONAL_BITS-3)) #define LARGEST_N 24 /* ---------- texture horizontal polygon */ #define HORIZONTAL_WIDTH_SHIFT 7 /* 128 (8 for 256) */ #define HORIZONTAL_HEIGHT_SHIFT 7 /* 128 */ #define HORIZONTAL_FREE_BITS (32-TRIG_SHIFT-WORLD_FRACTIONAL_BITS) #define HORIZONTAL_WIDTH_DOWNSHIFT (32-HORIZONTAL_WIDTH_SHIFT) #define HORIZONTAL_HEIGHT_DOWNSHIFT (32-HORIZONTAL_HEIGHT_SHIFT) struct _horizontal_polygon_line_header { int32 y_downshift; }; struct _horizontal_polygon_line_data { uint32 source_x, source_y; uint32 source_dx, source_dy; void *shading_table; }; /* ---------- texture vertical polygon */ #define VERTICAL_TEXTURE_WIDTH 128 #define VERTICAL_TEXTURE_WIDTH_BITS 7 #define VERTICAL_TEXTURE_WIDTH_FRACTIONAL_BITS (FIXED_FRACTIONAL_BITS-VERTICAL_TEXTURE_WIDTH_BITS) #define VERTICAL_TEXTURE_ONE (1<maximum_depth_intensity - DEPTH_TO_SHADE(depth); shade= PIN(shade, 0, FIXED_ONE); table_index= SHADE_TO_SHADING_TABLE_INDEX((ambient_shade>shade) ? (ambient_shade + (shade>>1)) : (shade + (ambient_shade>>1))); } switch (bit_depth) { case 8: result= ((byte*)(shading_tables)) + MAXIMUM_SHADING_TABLE_INDEXES*sizeof(pixel8)* CEILING(table_index, number_of_shading_tables-1); break; case 16: result= ((byte*)(shading_tables)) + MAXIMUM_SHADING_TABLE_INDEXES*sizeof(pixel16)* CEILING(table_index, number_of_shading_tables-1); break; case 32: result= ((byte*)(shading_tables)) + MAXIMUM_SHADING_TABLE_INDEXES*sizeof(pixel32)* CEILING(table_index, number_of_shading_tables-1); break; } } /* ---------- globals */ /* these tables are used by the polygon rasterizer (to store the x-coordinates of the left and right lines of the current polygon), the trapezoid rasterizer (to store the y-coordinates of the top and bottom of the current trapezoid) and the rectangle mapper (for itÕs vertical and if necessary horizontal distortion tables). these are not necessary as globals, just as global storage. */ static short *scratch_table0 = NULL, *scratch_table1 = NULL; static void *precalculation_table = NULL; static uint16 texture_random_seed= 6906; /* ---------- private prototypes */ static void _pretexture_horizontal_polygon_lines(struct polygon_definition *polygon, struct bitmap_definition *screen, struct view_data *view, struct _horizontal_polygon_line_data *data, short y0, short *x0_table, short *x1_table, short line_count); static void _pretexture_vertical_polygon_lines(struct polygon_definition *polygon, struct bitmap_definition *screen, struct view_data *view, struct _vertical_polygon_data *data, short x0, short *y0_table, short *y1_table, short line_count); static short *build_x_table(short *table, short x0, short y0, short x1, short y1); static short *build_y_table(short *table, short x0, short y0, short x1, short y1); static void _prelandscape_horizontal_polygon_lines(struct polygon_definition *polygon, struct bitmap_definition *screen, struct view_data *view, struct _horizontal_polygon_line_data *data, short y0, short *x0_table, short *x1_table, short line_count); /* ---------- code */ // LP addition: // Find the next lower power of 2, and return the exponent //AS: p isn't needed inline int NextLowerExponent(int n) { int xp = 0; while(n > 1) {n >>= 1; xp++;} return xp; } #include "low_level_textures.h" /* set aside memory at launch for two line tables (remember, we precalculate all the y-values for trapezoids and two lines worth of x-values for polygons before mapping them) */ void allocate_texture_tables( void) { scratch_table0= new short[MAXIMUM_SCRATCH_TABLE_ENTRIES]; scratch_table1= new short[MAXIMUM_SCRATCH_TABLE_ENTRIES]; precalculation_table= (void*)new char[MAXIMUM_PRECALCULATION_TABLE_ENTRY_SIZE*MAXIMUM_SCRATCH_TABLE_ENTRIES]; assert(scratch_table0&&scratch_table1&&precalculation_table); } void Rasterizer_SW_Class::texture_horizontal_polygon(polygon_definition& textured_polygon) { polygon_definition *polygon = &textured_polygon; // Reference to pointer short vertex, highest_vertex, lowest_vertex; point2d *vertices= polygon->vertices; assert(polygon->vertex_count>=MINIMUM_VERTICES_PER_SCREEN_POLYGON&&polygon->vertex_counttransfer_mode == _static_transfer) { texture_vertical_polygon(textured_polygon); return; } /* locate the vertically highest (closest to zero) and lowest (farthest from zero) vertices */ highest_vertex= lowest_vertex= 0; for (vertex= 0; vertexvertex_count; ++vertex) { if (!(vertices[vertex].x>=0&&vertices[vertex].x<=screen->width&&vertices[vertex].y>=0&&vertices[vertex].y<=screen->height)) { // dprintf("vertex #%d/#%d out of bounds:;dm %x %x;g;", vertex, polygon->vertex_count, polygon->vertices, polygon->vertex_count*sizeof(point2d)); return; } if (vertices[vertex].yvertices[lowest_vertex].y) lowest_vertex= vertex; } /* if this polygon is not a horizontal line, draw it */ if (highest_vertex!=lowest_vertex) { short left_line_count, right_line_count, total_line_count; short aggregate_left_line_count, aggregate_right_line_count, aggregate_total_line_count; short left_vertex, right_vertex; short *left_table= scratch_table0, *right_table= scratch_table1; left_line_count= right_line_count= 0; /* zero counts so the left and right lines get initialized */ aggregate_left_line_count= aggregate_right_line_count= 0; /* weÕve precalculated nothing initially */ left_vertex= right_vertex= highest_vertex; /* both sides start at the highest vertex */ total_line_count= vertices[lowest_vertex].y-vertices[highest_vertex].y; /* calculate vertical line count */ assert(total_line_count0) { /* if weÕre out of scan lines on the left side, get a new vertex and build a table of x-coordinates so we can walk toward the new vertex */ if (left_line_count<=0) { do /* counter-clockwise vertex search */ { vertex= left_vertex ? (left_vertex-1) : (polygon->vertex_count-1); left_line_count= vertices[vertex].y-vertices[left_vertex].y; if (!build_x_table(left_table+aggregate_left_line_count, vertices[left_vertex].x, vertices[left_vertex].y, vertices[vertex].x, vertices[vertex].y)) return; aggregate_left_line_count+= left_line_count; left_vertex= vertex; // dprintf("add %d left", left_line_count); } while (!left_line_count); } /* if weÕre out of scan lines on the right side, get a new vertex and build a table of x-coordinates so we can walk toward the new vertex */ if (right_line_count<=0) { do /* clockwise vertex search */ { vertex= (right_vertex==polygon->vertex_count-1) ? 0 : (right_vertex+1); right_line_count= vertices[vertex].y-vertices[right_vertex].y; if (!build_x_table(right_table+aggregate_right_line_count, vertices[right_vertex].x, vertices[right_vertex].y, vertices[vertex].x, vertices[vertex].y)) return; aggregate_right_line_count+= right_line_count; right_vertex= vertex; // dprintf("add %d right", right_line_count); } while (!right_line_count); } //AS: moving delta declaration up to where it's needed. Isn't C++ wonderful? /* advance by the minimum of left_line_count and right_line_count */ short delta= MIN(left_line_count, right_line_count); assert(delta); // dprintf("tc=%d lc=%d rc=%d delta=%d", total_line_count, left_line_count, right_line_count, delta); total_line_count-= delta; left_line_count-= delta; right_line_count-= delta; assert(delta||!total_line_count); /* if our delta is zero, weÕd better be out of lines */ } /* make sure every coordinate is accounted for in our tables */ assert(aggregate_right_line_count==aggregate_total_line_count); assert(aggregate_left_line_count==aggregate_total_line_count); /* precalculate mode-specific data */ switch (polygon->transfer_mode) { case _textured_transfer: _pretexture_horizontal_polygon_lines(polygon, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); break; case _big_landscaped_transfer: _prelandscape_horizontal_polygon_lines(polygon, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); break; default: vhalt(csprintf(temporary, "horizontal_polygons dont support mode #%d", polygon->transfer_mode)); } /* render all lines */ switch (bit_depth) { case 8: switch (polygon->transfer_mode) { case _textured_transfer: texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); break; case _big_landscaped_transfer: landscape_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); break; default: assert(false); break; } break; case 16: switch (polygon->transfer_mode) { case _textured_transfer: { SW_Texture *sw_texture = 0; if (graphics_preferences->software_alpha_blending) { sw_texture = SW_Texture_Extras::instance()->GetTexture(polygon->ShapeDesc); } if (sw_texture && !polygon->VoidPresent && sw_texture->opac_type()) { if (graphics_preferences->software_alpha_blending == _sw_alpha_fast) { texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); } else if (graphics_preferences->software_alpha_blending == _sw_alpha_nice) { texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *) precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count, sw_texture->opac_table()); } } else { texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); } } break; case _big_landscaped_transfer: landscape_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); break; default: assert(false); break; } break; case 32: switch (polygon->transfer_mode) { case _textured_transfer: { SW_Texture *sw_texture = 0; if (graphics_preferences->software_alpha_blending) { sw_texture = SW_Texture_Extras::instance()->GetTexture(polygon->ShapeDesc); } if (sw_texture && sw_texture->opac_type() && !polygon->VoidPresent) { if (graphics_preferences->software_alpha_blending == _sw_alpha_fast) { texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); } else if (graphics_preferences->software_alpha_blending = _sw_alpha_nice) { texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *) precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count, sw_texture->opac_table()); } } else { texture_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); } } break; case _big_landscaped_transfer: landscape_horizontal_polygon_lines(polygon->texture, screen, view, (struct _horizontal_polygon_line_data *)precalculation_table, vertices[highest_vertex].y, left_table, right_table, aggregate_total_line_count); break; default: assert(false); break; } break; default: assert(false); break; } } } void Rasterizer_SW_Class::texture_vertical_polygon(polygon_definition& textured_polygon) { polygon_definition *polygon = &textured_polygon; // Reference to pointer short vertex, highest_vertex, lowest_vertex; point2d *vertices= polygon->vertices; assert(polygon->vertex_count>=MINIMUM_VERTICES_PER_SCREEN_POLYGON&&polygon->vertex_counttransfer_mode == _big_landscaped_transfer) { texture_horizontal_polygon(textured_polygon); return; } /* locate the horizontally highest (closest to zero) and lowest (farthest from zero) vertices */ highest_vertex= lowest_vertex= 0; for (vertex=1;vertexvertex_count;++vertex) { if (vertices[vertex].xvertices[lowest_vertex].x) lowest_vertex= vertex; } for (vertex=0;vertexvertex_count;++vertex) { if (!(vertices[vertex].x>=0&&vertices[vertex].x<=screen->width&&vertices[vertex].y>=0&&vertices[vertex].y<=screen->height)) { // dprintf("vertex #%d/#%d out of bounds:;dm %x %x;g;", vertex, polygon->vertex_count, polygon->vertices, polygon->vertex_count*sizeof(point2d)); return; } } /* if this polygon is not a vertical line, draw it */ if (highest_vertex!=lowest_vertex) { short left_line_count, right_line_count, total_line_count; short aggregate_left_line_count, aggregate_right_line_count, aggregate_total_line_count; short left_vertex, right_vertex; short *left_table= scratch_table0, *right_table= scratch_table1; left_line_count= right_line_count= 0; /* zero counts so the left and right lines get initialized */ aggregate_left_line_count= aggregate_right_line_count= 0; /* weÕve precalculated nothing initially */ left_vertex= right_vertex= highest_vertex; /* both sides start at the highest vertex */ total_line_count= vertices[lowest_vertex].x-vertices[highest_vertex].x; /* calculate vertical line count */ assert(total_line_count0) { /* if weÕre out of scan lines on the left side, get a new vertex and build a table of y-coordinates so we can walk toward the new vertex */ if (left_line_count<=0) { do /* clockwise vertex search */ { vertex= (left_vertex==polygon->vertex_count-1) ? 0 : (left_vertex+1); left_line_count= vertices[vertex].x-vertices[left_vertex].x; // dprintf("left line (%d,%d) to (%d,%d) for %d points", vertices[left_vertex].x, vertices[left_vertex].y, vertices[vertex].x, vertices[vertex].y, left_line_count); if (!build_y_table(left_table+aggregate_left_line_count, vertices[left_vertex].x, vertices[left_vertex].y, vertices[vertex].x, vertices[vertex].y)) return; aggregate_left_line_count+= left_line_count; left_vertex= vertex; } while (!left_line_count); } /* if weÕre out of scan lines on the right side, get a new vertex and build a table of y-coordinates so we can walk toward the new vertex */ if (right_line_count<=0) { do /* counter-clockwise vertex search */ { vertex= right_vertex ? (right_vertex-1) : (polygon->vertex_count-1); right_line_count= vertices[vertex].x-vertices[right_vertex].x; // dprintf("right line (%d,%d) to (%d,%d) for %d points", vertices[right_vertex].x, vertices[right_vertex].y, vertices[vertex].x, vertices[vertex].y, right_line_count); if (!build_y_table(right_table+aggregate_right_line_count, vertices[right_vertex].x, vertices[right_vertex].y, vertices[vertex].x, vertices[vertex].y)) return; aggregate_right_line_count+= right_line_count; right_vertex= vertex; } while (!right_line_count); } /* advance by the minimum of left_line_count and right_line_count */ short delta= MIN(left_line_count, right_line_count); assert(delta); total_line_count-= delta; left_line_count-= delta; right_line_count-= delta; assert(delta||!total_line_count); /* if our delta is zero, weÕd better be out of lines */ } /* make sure every coordinate is accounted for in our tables */ assert(aggregate_right_line_count==aggregate_total_line_count); assert(aggregate_left_line_count==aggregate_total_line_count); /* precalculate mode-specific data */ if ((polygon->transfer_mode == _textured_transfer) || (polygon->transfer_mode == _static_transfer)) { _pretexture_vertical_polygon_lines(polygon, screen, view, (struct _vertical_polygon_data *)precalculation_table, vertices[highest_vertex].x, left_table, right_table, aggregate_total_line_count); } else vhalt(csprintf(temporary, "vertical_polygons dont support mode #%d", polygon->transfer_mode)); /* render all lines */ switch (bit_depth) { case 8: switch (polygon->transfer_mode) { case _textured_transfer: if (polygon->texture->flags&_TRANSPARENT_BIT) texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); else texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); break; default: assert(false); break; } break; case 16: switch (polygon->transfer_mode) { case _textured_transfer: { SW_Texture *sw_texture =0 ; if (graphics_preferences->software_alpha_blending) { sw_texture = SW_Texture_Extras::instance()->GetTexture(polygon->ShapeDesc); } if (sw_texture && !polygon->VoidPresent && sw_texture->opac_type()) { if (graphics_preferences->software_alpha_blending == _sw_alpha_fast) { if (polygon->texture->flags & _TRANSPARENT_BIT) { texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); } else { texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); } } else if (graphics_preferences->software_alpha_blending == _sw_alpha_nice) { if (polygon->texture->flags & _TRANSPARENT_BIT) { texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *) precalculation_table, left_table, right_table, sw_texture->opac_table()); } else { texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *) precalculation_table, left_table, right_table, sw_texture->opac_table()); } } } else { if (polygon->texture->flags & _TRANSPARENT_BIT) { texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); } else { texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); } } } break; default: assert(false); break; } break; case 32: switch (polygon->transfer_mode) { case _textured_transfer: { SW_Texture *sw_texture = 0; if (graphics_preferences->software_alpha_blending) { sw_texture = SW_Texture_Extras::instance()->GetTexture(polygon->ShapeDesc); } if (sw_texture && !polygon->VoidPresent && sw_texture->opac_type()) { if (graphics_preferences->software_alpha_blending == _sw_alpha_fast) { if (polygon->texture->flags&_TRANSPARENT_BIT) texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); else texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); } else if (graphics_preferences->software_alpha_blending == _sw_alpha_nice) { if (polygon->texture->flags & _TRANSPARENT_BIT) texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *) precalculation_table, left_table, right_table, sw_texture->opac_table()); else texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *) precalculation_table, left_table, right_table, sw_texture->opac_table()); } } else { if (polygon->texture->flags & _TRANSPARENT_BIT) texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); else texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, left_table, right_table); } break; } default: assert(false); break; } break; default: assert(false); break; } } } void Rasterizer_SW_Class::texture_rectangle(rectangle_definition& textured_rectangle) { rectangle_definition *rectangle = &textured_rectangle; // Reference to pointer if (rectangle->x0x1 && rectangle->y0y1) { /* subsume screen boundaries into clipping parameters */ if (rectangle->clip_left<0) rectangle->clip_left= 0; if (rectangle->clip_right>screen->width) rectangle->clip_right= screen->width; if (rectangle->clip_top<0) rectangle->clip_top= 0; if (rectangle->clip_bottom>screen->height) rectangle->clip_bottom= screen->height; /* subsume left and right sides of the rectangle into clipping parameters */ if (rectangle->clip_leftx0) rectangle->clip_left= rectangle->x0; if (rectangle->clip_right>rectangle->x1) rectangle->clip_right= rectangle->x1; if (rectangle->clip_topy0) rectangle->clip_top= rectangle->y0; if (rectangle->clip_bottom>rectangle->y1) rectangle->clip_bottom= rectangle->y1; /* only continue if we have a non-empty rectangle, at least some of which is on the screen */ if (rectangle->clip_leftclip_right && rectangle->clip_topclip_bottom && rectangle->clip_right>0 && rectangle->clip_leftwidth && rectangle->clip_bottom>0 && rectangle->clip_topheight) { short delta; /* scratch */ short screen_width= rectangle->x1-rectangle->x0; short screen_height= rectangle->y1-rectangle->y0; short screen_x= rectangle->x0; struct bitmap_definition *texture= rectangle->texture; short *y0_table= scratch_table0, *y1_table= scratch_table1; struct _vertical_polygon_data *header= (struct _vertical_polygon_data *)precalculation_table; struct _vertical_polygon_line_data *data= (struct _vertical_polygon_line_data *) (header+1); _fixed texture_dx= INTEGER_TO_FIXED(texture->width)/screen_width; _fixed texture_x= texture_dx>>1; _fixed texture_dy= INTEGER_TO_FIXED(texture->height)/screen_height; _fixed texture_y0= 0; _fixed texture_y1; if (texture_dx&&texture_dy) { /* handle horizontal mirroring */ if (rectangle->flip_horizontal) { texture_dx= -texture_dx; texture_x= INTEGER_TO_FIXED(texture->width)+(texture_dx>>1); } /* left clipping */ if ((delta= rectangle->clip_left-rectangle->x0)>0) { texture_x+= delta*texture_dx; screen_width-= delta; screen_x= rectangle->clip_left; } /* right clipping */ if ((delta= rectangle->x1-rectangle->clip_right)>0) { screen_width-= delta; } /* top clipping */ if ((delta= rectangle->clip_top-rectangle->y0)>0) { texture_y0+= delta*texture_dy; screen_height-= delta; } /* bottom clipping */ if ((delta= rectangle->y1-rectangle->clip_bottom)>0) { screen_height-= delta; } texture_y1= texture_y0 + screen_height*texture_dy; header->downshift= FIXED_FRACTIONAL_BITS; header->width= screen_width; header->x0= screen_x; /* calculate shading table, once */ void *shading_table = NULL; switch (rectangle->transfer_mode) { case _textured_transfer: if (!(rectangle->flags&_SHADELESS_BIT)) { // LP change: // Made this more long-distance friendly calculate_shading_table(shading_table, view, rectangle->shading_tables, (short)MIN(rectangle->depth, SHRT_MAX), rectangle->ambient_shade); break; } /* if shadeless, fall through to a single shading table, ignoring depth */ case _tinted_transfer: case _static_transfer: shading_table= rectangle->shading_tables; break; default: vhalt(csprintf(temporary, "rectangles dont support mode #%d", rectangle->transfer_mode)); } for (; screen_width; --screen_width) { byte *read= texture->row_addresses[FIXED_INTEGERAL_PART(texture_x)]; // CB: first/last are stored in big-endian order uint16 first = *read++ << 8; first |= *read++; uint16 last = *read++ << 8; last |= *read++; _fixed texture_y= texture_y0; short y0= rectangle->clip_top, y1= rectangle->clip_bottom; if (FIXED_INTEGERAL_PART(texture_y0)=0, csprintf(temporary, "[%x,%x] ¶=%x (#%d,#%d)", texture_y0, texture_y1, texture_dy, first, last)); y0= MIN(y1, y0+delta); texture_y+= delta*texture_dy; } if (FIXED_INTEGERAL_PART(texture_y1)>last) { delta= (texture_y1 - INTEGER_TO_FIXED(last))/texture_dy + 1; vassert(delta>=0, csprintf(temporary, "[%x,%x] ¶=%x (#%d,#%d)", texture_y0, texture_y1, texture_dy, first, last)); y1= MAX(y0, y1-delta); } data->texture_y= texture_y - INTEGER_TO_FIXED(first); data->texture_dy= texture_dy; data->shading_table= shading_table; data->texture= (unsigned char *)read; texture_x+= texture_dx; data+= 1; *y0_table++= y0; *y1_table++= y1; assert(y0<=y1); assert(y0>=0 && y1>=0); assert(y0<=screen->height); assert(y1<=screen->height); } switch (bit_depth) { case 8: switch (rectangle->transfer_mode) { case _textured_transfer: texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1); break; case _static_transfer: randomize_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1, rectangle->transfer_data); break; case _tinted_transfer: tint_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1, rectangle->transfer_data); break; default: assert(false); break; } break; case 16: switch (rectangle->transfer_mode) { case _textured_transfer: texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1); break; case _static_transfer: randomize_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1, rectangle->transfer_data); break; case _tinted_transfer: tint_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1, rectangle->transfer_data); break; default: assert(false); break; } break; case 32: switch (rectangle->transfer_mode) { case _textured_transfer: texture_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1); break; case _static_transfer: randomize_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1, rectangle->transfer_data); break; case _tinted_transfer: tint_vertical_polygon_lines(screen, view, (struct _vertical_polygon_data *)precalculation_table, scratch_table0, scratch_table1, rectangle->transfer_data); break; default: assert(false); break; } break; default: assert(false); break; } } } } } /* ---------- private code */ #if 0 #define LANDSCAPE_REPEATS 12 static void preprocess_landscaped_polygon( struct polygon_definition *polygon, struct view_data *view) { polygon->origin.x= (world_distance) ((10000*LANDSCAPE_REPEATS*WORLD_ONE)/(2*31415)); polygon->origin.y= -(((LANDSCAPE_REPEATS*WORLD_ONE*view->yaw)>>ANGULAR_BITS)&(WORLD_ONE-1)); polygon->origin.z= 0; polygon->vector.i= 0; polygon->vector.j= WORLD_ONE; polygon->vector.k= -WORLD_ONE; polygon->ambient_shade= FIXED_ONE; } #endif /* starting at x0 and for line_count vertical lines between *y0 and *y1, precalculate all the information _texture_vertical_polygon_lines will need to work */ static void _pretexture_vertical_polygon_lines( struct polygon_definition *polygon, struct bitmap_definition *screen, struct view_data *view, struct _vertical_polygon_data *data, short x0, short *y0_table, short *y1_table, short line_count) { short screen_x= x0-view->half_screen_width; int32 dz0= view->world_to_screen_y*polygon->origin.z; int32 unadjusted_ty_denominator= view->world_to_screen_y*polygon->vector.k; int32 tx_numerator, tx_denominator, tx_numerator_delta, tx_denominator_delta; struct _vertical_polygon_line_data *line= (struct _vertical_polygon_line_data *) (data+1); (void) (screen); assert(sizeof(struct _vertical_polygon_line_data)<=MAXIMUM_PRECALCULATION_TABLE_ENTRY_SIZE); data->downshift= VERTICAL_TEXTURE_DOWNSHIFT; data->x0= x0; data->width= line_count; /* calculate and rescale tx_numerator, tx_denominator, etc. */ tx_numerator= view->world_to_screen_x*polygon->origin.y - screen_x*polygon->origin.x; tx_denominator= screen_x*polygon->vector.i - view->world_to_screen_x*polygon->vector.j; tx_numerator_delta= -polygon->origin.x; tx_denominator_delta= polygon->vector.i; while (--line_count>=0) { _fixed tx; // LP change: made this quantity more long-distance friendly; // have to avoid doing INTEGER_TO_FIXED on this one, however int32 world_x; short x0, y0= *y0_table++; short screen_y0= view->half_screen_height-y0+view->dtanpitch; int32 ty_numerator, ty_denominator; _fixed ty, ty_delta; /* would our precision be greater here if we shifted the numerator up to $7FFFFFFF and then downshifted only the numerator? too bad we canÕt use BFFFO in 68k */ { int32 adjusted_tx_denominator= tx_denominator; int32 adjusted_tx_numerator= tx_numerator; while (adjusted_tx_numerator>((1<<(31-VERTICAL_TEXTURE_WIDTH_BITS))-1) || adjusted_tx_numerator<((-1)<<(31-VERTICAL_TEXTURE_WIDTH_BITS))) { adjusted_tx_numerator>>= 1, adjusted_tx_denominator>>= 1; } if (!adjusted_tx_denominator) adjusted_tx_denominator= 1; /* -1 will still be -1 */ x0= ((adjusted_tx_numerator<INT16_MAX||adjusted_tx_numerator>= 1, adjusted_tx_denominator>>= 1; } if (!adjusted_tx_denominator) adjusted_tx_denominator= 1; /* -1 will still be -1 */ tx= INTEGER_TO_FIXED(adjusted_tx_numerator)/adjusted_tx_denominator; } world_x= polygon->origin.x + ((tx*polygon->vector.i)>>FIXED_FRACTIONAL_BITS); if (world_x<0) world_x= -world_x; /* it is mostly unclear what weÕre supposed to do with negative x values */ /* calculate and rescale ty_numerator, ty_denominator and calculate ty */ ty_numerator= world_x*screen_y0 - dz0; ty_denominator= unadjusted_ty_denominator; while (ty_numerator>INT16_MAX||ty_numerator>= 1, ty_denominator>>= 1; } if (!ty_denominator) ty_denominator= 1; /* -1 will still be -1 */ ty= INTEGER_TO_FIXED(ty_numerator)/ty_denominator; // LP change: // Use the same reduction hack used earlier, // because otherwise, INTEGER_TO_FIXED would cause world_x to wrap around. int32 adjusted_world_x = world_x; int32 adjusted_ty_denominator = unadjusted_ty_denominator>>8; // LP: remember that world_x is always >= 0 while(adjusted_world_x > INT16_MAX) { adjusted_world_x >>= 1; adjusted_ty_denominator >>= 1; } ty_delta= - INTEGER_TO_FIXED(adjusted_world_x)/adjusted_ty_denominator; vassert(ty_delta>=0, csprintf(temporary, "ty_delta=W2F(%d)/%d=%d", world_x, unadjusted_ty_denominator, ty_delta)); /* calculate the shading table for this column */ if (polygon->flags&_SHADELESS_BIT) { line->shading_table= polygon->shading_tables; } else { // LP change: made this more long-distance friendly calculate_shading_table(line->shading_table, view, polygon->shading_tables, (short)MIN(world_x, SHRT_MAX), polygon->ambient_shade); // calculate_shading_table(line->shading_table, view, polygon->shading_tables, world_x, polygon->ambient_shade); } // if (ty_delta) { /* calculate texture_y and texture_dy (floor-mapper style) */ // data->n= VERTICAL_TEXTURE_DOWNSHIFT; line->texture_y= ty<texture_dy= ty_delta<<(VERTICAL_TEXTURE_FREE_BITS-8); line->texture= polygon->texture->row_addresses[x0]; line+= 1; } tx_numerator+= tx_numerator_delta; tx_denominator+= tx_denominator_delta; screen_x+= 1; } } static void _pretexture_horizontal_polygon_lines( struct polygon_definition *polygon, struct bitmap_definition *screen, struct view_data *view, struct _horizontal_polygon_line_data *data, short y0, short *x0_table, short *x1_table, short line_count) { int32 hcosine, dhcosine; int32 hsine, dhsine; int32 hworld_to_screen; bool higher_precision= polygon->origin.z>-WORLD_ONE && polygon->origin.zyaw]; hsine= sine_table[view->yaw]; if (higher_precision) { hcosine*= polygon->origin.z; hsine*= polygon->origin.z; } hworld_to_screen= polygon->origin.z*view->world_to_screen_y; dhcosine= view->world_to_screen_y*hcosine; dhsine= view->world_to_screen_y*hsine; while ((line_count-=1)>=0) { // LP change: made this more long-distance-friendly int32 depth; // world_distance depth; short screen_x, screen_y; short x0= *x0_table++; /* calculate screen_x,screen_y */ screen_x= x0-view->half_screen_width; screen_y= view->half_screen_height-y0+view->dtanpitch; if (!screen_y) screen_y= 1; /* this will avoid division by zero and won't change rendering */ /* calculate source_x, source_y, source_dx, source_dy */ int32 source_x, source_y, source_dx, source_dy; /* calculate texture origins and deltas (source_x,source_dx,source_y,source_dy) */ if (higher_precision) { source_x= (dhcosine - screen_x*hsine)/screen_y + (polygon->origin.x<origin.y<origin.z + (polygon->origin.x<origin.z)/screen_y; source_y= ((screen_x*hcosine + dhsine)/screen_y)*polygon->origin.z + (polygon->origin.y<origin.z)/screen_y; } /* voodoo so x,y texture wrapping is handled automatically by downshifting (subtract one from HORIZONTAL_FREE_BITS to double scale) */ data->source_x= source_x<source_dx= source_dx<source_y= source_y<source_dy= source_dy<flags&_SHADELESS_BIT) { data->shading_table= polygon->shading_tables; } else { calculate_shading_table(data->shading_table, view, polygon->shading_tables, (short)MIN(depth, SHRT_MAX), polygon->ambient_shade); } data++; y0++; } } // height must be determined emperically (texture is vertically centered at 0¡) // #define LANDSCAPE_REPEAT_BITS 1 static void _prelandscape_horizontal_polygon_lines( struct polygon_definition *polygon, struct bitmap_definition *screen, struct view_data *view, struct _horizontal_polygon_line_data *data, short y0, short *x0_table, short *x1_table, short line_count) { // LP change: made this more general: short landscape_width_bits= NextLowerExponent(polygon->texture->height); short texture_height= polygon->texture->width; _fixed ambient_shade= FIXED_ONE; // MPW C died if we passed the constant directly to the macro // Get the landscape-texturing options LandscapeOptions *LandOpts = View_GetLandscapeOptions(polygon->ShapeDesc); // LP change: separate horizontal and vertical pixel deltas: // LP change: using a "landscape yaw" that's at the left edge of the screen. _fixed first_horizontal_pixel= (view->landscape_yaw + LandOpts->Azimuth)<<(landscape_width_bits+(LandOpts->HorizExp)+FIXED_FRACTIONAL_BITS-ANGULAR_BITS); _fixed horizontal_pixel_delta= (view->half_cone<<(1+landscape_width_bits+(LandOpts->HorizExp)+FIXED_FRACTIONAL_BITS-ANGULAR_BITS))/view->standard_screen_width; _fixed vertical_pixel_delta= (view->half_cone<<(1+landscape_width_bits+(LandOpts->VertExp)+FIXED_FRACTIONAL_BITS-ANGULAR_BITS))/view->standard_screen_width; short landscape_free_bits= 32-FIXED_FRACTIONAL_BITS-landscape_width_bits; (void) (screen); /* calculate the shading table */ void *shading_table = NULL; if (polygon->flags&_SHADELESS_BIT) { shading_table= polygon->shading_tables; } else { calculate_shading_table(shading_table, view, polygon->shading_tables, 0, ambient_shade); } // Find the height to repeat over; use value used for OpenGL texture setup short texture_width= polygon->texture->height; short repeat_texture_height = texture_width >> LandOpts->OGL_AspRatExp; short height_reduced = texture_height - 1; short height_shift = texture_height >> 1; short height_repeat_mask = repeat_texture_height - 1; short height_repeat_shift = repeat_texture_height >> 1; y0-= view->half_screen_height + view->dtanpitch; /* back to virtual screen coordinates */ while ((line_count-= 1)>=0) { short x0= *x0_table++; data->shading_table= shading_table; // LP change: using vertical pixel delta // Also using vertical repeat if selected; // fold the height into the range (-repeat_height/2, repeat_height) short y_txtr_offset= FIXED_INTEGERAL_PART(y0*vertical_pixel_delta); if (LandOpts->VertRepeat) y_txtr_offset = ((y_txtr_offset + height_repeat_shift) & height_repeat_mask) - height_repeat_shift; data->source_y= texture_height - PIN(y_txtr_offset + height_shift, 0, height_reduced) - 1; // LP change: using horizontal pixel delta data->source_x= (first_horizontal_pixel + x0*horizontal_pixel_delta)<source_dx= horizontal_pixel_delta<0) { /* setup initial (x,y) location and initialize a pointer to our table */ x= x0, y= y0; record= table; if (adx>=ady) { /* x-dominant line (we need to record x every time y changes) */ d= adx-ady, delta_d= - 2*ady, d_max= 2*adx; while ((adx-=1)>=0) { if (d<0) y+= 1, d+= d_max, *record++= x, ady-= 1; x+= dx, d+= delta_d; } if (ady==1) *record++= x; else assert(!ady); } else { /* y-dominant line (we need to record x every iteration) */ d= ady-adx, delta_d= - 2*adx, d_max= 2*ady; while ((ady-=1)>=0) { if (d<0) x+= dx, d+= d_max; *record++= x; y+= 1, d+= delta_d; } } } else { /* canÕt build a table for negative dy */ if (dy<0) return NULL; } return table; } /* x0=0) /* vertical lines allowed */ { /* setup initial (x,y) location and initialize a pointer to our table */ if (dy>=0) { x= x0, y= y0; record= table; } else { x= x1, y= y1; record= table+adx; } if (adx>=ady) { /* x-dominant line (we need to record y every iteration) */ d= adx-ady, delta_d= - 2*ady, d_max= 2*adx; while ((adx-=1)>=0) { if (d<0) y+= 1, d+= d_max; if (dy>=0) *record++= y; else *--record= y; x+= dx, d+= delta_d; } } else { /* y-dominant line (we need to record y every time x changes) */ d= ady-adx, delta_d= - 2*adx, d_max= 2*ady; while ((ady-=1)>=0) { if (d<0) { x+= dx, d+= d_max, adx-= 1; if (dy>=0) *record++= y; else *--record= y; } y+= 1, d+= delta_d; } if (adx==1) if (dy>=0) *record++= y; else *--record= y; else assert(!adx); } } else { /* canÕt build a table for a negative dx */ return NULL; } return table; }