irrlicht/source/Irrlicht/CTRTextureWire2.cpp

346 lines
6.8 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#include "IBurningShader.h"
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
// compile flag for this file
#undef USE_ZBUFFER
#undef IPOL_Z
#undef CMP_Z
#undef WRITE_Z
#undef IPOL_W
#undef CMP_W
#undef WRITE_W
#undef SUBTEXEL
#undef INVERSE_W
#undef IPOL_C0
#undef IPOL_T0
#undef IPOL_T1
// define render case
#define SUBTEXEL
#define INVERSE_W
#define USE_ZBUFFER
#define IPOL_W
#define CMP_W
#define WRITE_W
#define IPOL_C0
//#define IPOL_T0
//#define IPOL_T1
// apply global override
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef INVERSE_W
#endif
#ifndef SOFTWARE_DRIVER_2_SUBTEXEL
#undef SUBTEXEL
#endif
#if BURNING_MATERIAL_MAX_COLORS < 1
#undef IPOL_C0
#endif
#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef IPOL_W
#endif
#define IPOL_Z
#ifdef CMP_W
#undef CMP_W
#define CMP_Z
#endif
#ifdef WRITE_W
#undef WRITE_W
#define WRITE_Z
#endif
#endif
burning_namespace_start
class CTRTextureWire2 : public IBurningShader
{
public:
//! constructor
CTRTextureWire2(CBurningVideoDriver* driver);
virtual void OnSetMaterialBurning(const SBurningShaderMaterial& material) IRR_OVERRIDE;
//! draws an indexed triangle list
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) IRR_OVERRIDE;
virtual void drawLine(const s4DVertex* a, const s4DVertex* b) IRR_OVERRIDE;
virtual void drawPoint(const s4DVertex* a) IRR_OVERRIDE;
virtual bool canWireFrame() IRR_OVERRIDE { return true; }
virtual bool canPointCloud() IRR_OVERRIDE { return true; }
protected:
void renderLine(const s4DVertex* a, const s4DVertex* b) const;
int renderZero;
int depth_pass;
int depth_write;
};
//! constructor
CTRTextureWire2::CTRTextureWire2(CBurningVideoDriver* driver)
: IBurningShader(driver, EMT_SOLID)
{
#ifdef _DEBUG
setDebugName("CTRTextureWire2");
#endif
renderZero = 0;
depth_pass = 1;
depth_write = 0;
}
void CTRTextureWire2::OnSetMaterialBurning(const SBurningShaderMaterial& material)
{
depth_pass = material.depth_test == 0;
depth_write = material.depth_write;
}
/*!
2d line
*/
void CTRTextureWire2::renderLine(const s4DVertex* a, const s4DVertex* b) const
{
const int pitch0 = RenderTarget->getDimension().Width << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY;
#ifdef USE_ZBUFFER
const int pitch1 = RenderTarget->getDimension().Width * sizeof(fp24);
#endif
//todo: fill_convention_none!
int aposx = fill_convention_none(a->Pos.x);
int aposy = fill_convention_none(a->Pos.y);
int bposx = fill_convention_none(b->Pos.x);
int bposy = fill_convention_none(b->Pos.y);
int dx = bposx - aposx;
int dy = bposy - aposy;
int c;
int m;
int d = 0;
int run;
tVideoSample* dst;
#ifdef USE_ZBUFFER
fp24* z;
#endif
int xInc0 = 1 << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY;
int yInc0 = pitch0;
#ifdef USE_ZBUFFER
int xInc1 = sizeof(fp24);
int yInc1 = pitch1;
#endif
if (dx < 0)
{
xInc0 = -xInc0;
#ifdef USE_ZBUFFER
xInc1 = -4;
#endif
dx = -dx;
}
if (dy > dx)
{
//swap
s32 t;
t = dx; dx = dy; dy = t;
t = xInc0; xInc0 = yInc0; yInc0 = t;
#ifdef USE_ZBUFFER
t = xInc1; xInc1 = yInc1; yInc1 = t;
#endif
}
if (0 == dx)
{
if (!renderZero) return;
dx = 1;
}
SOFTWARE_DRIVER_2_CLIPCHECK_WIRE;
dst = (tVideoSample*)((u8*)RenderTarget->getData() + (aposy * pitch0) + (aposx << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY));
#ifdef USE_ZBUFFER
z = (fp24*)((u8*)DepthBuffer->lock() + (aposy * pitch1) + (aposx << 2));
#endif
c = dx << 1;
m = dy << 1;
// slopes
const f32 invDeltaX = fill_step_x((f32)dx);
#ifdef IPOL_Z
f32 slopeZ = (b->Pos.z - a->Pos.z) * invDeltaX;
f32 dataZ = a->Pos.z;
#endif
#ifdef IPOL_W
fp24 slopeW = (b->Pos.w - a->Pos.w) * invDeltaX;
fp24 dataW = a->Pos.w;
#endif
f32 inversew = FIX_POINT_F32_MUL;
tVideoSample color;
#if BURNING_MATERIAL_MAX_COLORS > 0
tFixPoint r0, g0, b0;
#ifdef IPOL_C0
sVec4 slopeC;
sVec4 C;
slopeC = (b->Color[0] - a->Color[0]) * invDeltaX;
C = a->Color[0];
#endif
#ifdef INVERSE_W
inversew = fix_inverse32_color(dataW);
#endif
vec4_to_fix(r0, g0, b0, a->Color[0], inversew);
color = fix_to_sample(r0, g0, b0);
#else
color = (tVideoSample)0xFFFFFFFF;
#endif
run = dx;
while (run)
{
#ifdef CMP_Z
if (*z >= dataZ)
#endif
#ifdef CMP_W
if (depth_pass || dataW >= *z)
#endif
{
#ifdef WRITE_Z
*z = dataZ;
#endif
#ifdef WRITE_W
if (depth_write) *z = dataW;
#endif
#ifdef IPOL_C0
#ifdef INVERSE_W
inversew = fix_inverse32_color(dataW);
#endif
vec4_to_fix(r0, g0, b0, C, inversew);
color = fix_to_sample(r0, g0, b0);
#endif
* dst = color;
}
dst = (tVideoSample*)((u8*)dst + xInc0); // x += xInc
#ifdef CMP_Z
z = (fp24*)((u8*)z + xInc1);
#endif
#ifdef CMP_W
z = (fp24*)((u8*)z + xInc1);
#endif
d += m;
if (d > dx)
{
dst = (tVideoSample*)((u8*)dst + yInc0); // y += yInc
#ifdef CMP_Z
z = (fp24*)((u8*)z + yInc1);
#endif
#ifdef CMP_W
z = (fp24*)((u8*)z + yInc1);
#endif
d -= c;
}
run -= 1;
#ifdef IPOL_Z
dataZ += slopeZ;
#endif
#ifdef IPOL_W
dataW += slopeW;
#endif
#ifdef IPOL_C0
C += slopeC;
#endif
}
}
void CTRTextureWire2::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
{
// sort on height, y
if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);
if (F32_A_GREATER_B(b->Pos.y, c->Pos.y)) swapVertexPointer(&b, &c);
if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);
renderLine(a, b);
renderLine(b, c);
renderLine(a, c);
}
void CTRTextureWire2::drawLine(const s4DVertex* a, const s4DVertex* b)
{
// query access to TexMaps
// sort on height, y
if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);
renderLine(a, b);
}
void CTRTextureWire2::drawPoint(const s4DVertex* a)
{
if ((a->flag & VERTEX4D_CLIPMASK) == VERTEX4D_INSIDE)
{
renderZero = 1;
renderLine(a, a);
renderZero = 0;
}
}
burning_namespace_end
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
burning_namespace_start
//! creates a flat triangle renderer
IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver)
{
//ETR_TEXTURE_GOURAUD_WIRE
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
return new CTRTextureWire2(driver);
#else
return 0;
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
}
burning_namespace_end