// Copyright (C) 2002-2009 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 #ifndef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR #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 namespace irr { namespace video { class CTRTextureLightMap2_M1 : public IBurningShader { public: //! constructor CTRTextureLightMap2_M1(IDepthBuffer* zbuffer); //! draws an indexed triangle list virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ); private: void scanline_bilinear2 (); sScanLineData line; }; //! constructor CTRTextureLightMap2_M1::CTRTextureLightMap2_M1(IDepthBuffer* zbuffer) : IBurningShader(zbuffer) { #ifdef _DEBUG setDebugName("CTRTextureLightMap2_M1"); #endif } /*! */ REALINLINE void CTRTextureLightMap2_M1::scanline_bilinear2 () { tVideoSample *dst; fp24 *z; s32 xStart; s32 xEnd; s32 dx; s32 i; // apply top-left fill-convention, left xStart = core::ceil32( line.x[0] ); xEnd = core::ceil32( line.x[1] ) - 1; dx = xEnd - xStart; if ( dx < 0 ) return; // slopes const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] ); // search z-buffer for first not occulled pixel z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart; // subTexel const f32 subPixel = ( (f32) xStart ) - line.x[0]; #ifdef IPOL_W const f32 b = (line.w[1] - line.w[0]) * invDeltaX; f32 a = line.w[0] + ( b * subPixel ); i = 0; while ( a <= z[i] ) { a += b; i += 1; if ( i > dx ) return; } // lazy setup rest of scanline line.w[0] = a; line.w[1] = b; #else const f32 b = (line.z[1] - line.z[0]) * invDeltaX; f32 a = line.z[0] + ( b * subPixel ); i = 0; while ( a > z[i] ) { a += b; i += 1; if ( i > dx ) return; } // lazy setup rest of scanline line.z[0] = a; line.z[1] = b; #endif dst = (tVideoSample*)RenderTarget->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart; a = (f32) i + subPixel; line.t[0][1] = (line.t[0][1] - line.t[0][0]) * invDeltaX; line.t[1][1] = (line.t[1][1] - line.t[1][0]) * invDeltaX; line.t[0][0] += line.t[0][1] * a; line.t[1][0] += line.t[1][1] * a; #ifdef BURNINGVIDEO_RENDERER_FAST u32 dIndex = ( line.y & 3 ) << 2; tFixPoint r0, g0, b0; tFixPoint r1, g1, b1; #else // tFixPoint r0, g0, b0; tFixPoint r1, g1, b1; #endif for ( ;i <= dx; i++ ) { #ifdef IPOL_W if ( line.w[0] >= z[i] ) { z[i] = line.w[0]; #else if ( line.z[0] < z[i] ) { z[i] = line.z[0]; #endif #ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT f32 inversew = fix_inverse32 ( line.w[0] ); #else f32 inversew = FIX_POINT_F32_MUL; #endif #ifdef BURNINGVIDEO_RENDERER_FAST const tFixPointu d = dithermask [ dIndex | ( i ) & 3 ]; getSample_texture ( r0, g0, b0, &IT[0], d + tofix ( line.t[0][0].x,inversew), d + tofix ( line.t[0][0].y,inversew) ); getSample_texture ( r1, g1, b1, &IT[1], d + tofix ( line.t[1][0].x,inversew), d + tofix ( line.t[1][0].y,inversew) ); #else getSample_texture ( r0, g0, b0, &IT[0], tofix ( line.t[0][0].x,inversew), tofix ( line.t[0][0].y,inversew) ); getSample_texture ( r1, g1, b1, &IT[1], tofix ( line.t[1][0].x,inversew), tofix ( line.t[1][0].y,inversew) ); #endif dst[i] = fix_to_color ( imulFix_tex1 ( r0, r1 ), imulFix_tex1 ( g0, g1 ), imulFix_tex1 ( b0, b1 ) ); } #ifdef IPOL_W line.w[0] += line.w[1]; #else line.z[0] += line.z[1]; #endif line.t[0][0] += line.t[0][1]; line.t[1][0] += line.t[1][1]; } } void CTRTextureLightMap2_M1::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) { sScanConvertData scan; // 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); // calculate delta y of the edges scan.invDeltaY[0] = core::reciprocal ( c->Pos.y - a->Pos.y ); scan.invDeltaY[1] = core::reciprocal ( b->Pos.y - a->Pos.y ); scan.invDeltaY[2] = core::reciprocal ( c->Pos.y - b->Pos.y ); if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) ) return; // find if the major edge is left or right aligned f32 temp[4]; temp[0] = a->Pos.x - c->Pos.x; temp[1] = a->Pos.y - c->Pos.y; temp[2] = b->Pos.x - a->Pos.x; temp[3] = b->Pos.y - a->Pos.y; scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > (f32) 0.0 ? 0 : 1; scan.right = 1 - scan.left; // calculate slopes for the major edge scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0]; scan.x[0] = a->Pos.x; #ifdef IPOL_Z scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0]; scan.z[0] = a->Pos.z; #endif #ifdef IPOL_W scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0]; scan.w[0] = a->Pos.w; #endif #ifdef IPOL_C0 scan.slopeC[0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0]; scan.c[0] = a->Color[0]; #endif #ifdef IPOL_T0 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; scan.t[0][0] = a->Tex[0]; #endif #ifdef IPOL_T1 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; scan.t[1][0] = a->Tex[1]; #endif // top left fill convention y run s32 yStart; s32 yEnd; #ifdef SUBTEXEL f32 subPixel; #endif // query access to TexMaps #ifdef IPOL_T0 IT[0].data = (tVideoSample*)IT[0].Texture->lock(); #endif #ifdef IPOL_T1 IT[1].data = (tVideoSample*)IT[1].Texture->lock(); #endif // rasterize upper sub-triangle if ( F32_GREATER_0 ( scan.invDeltaY[1] ) ) { // calculate slopes for top edge scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1]; scan.x[1] = a->Pos.x; #ifdef IPOL_Z scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1]; scan.z[1] = a->Pos.z; #endif #ifdef IPOL_W scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1]; scan.w[1] = a->Pos.w; #endif #ifdef IPOL_C0 scan.slopeC[1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1]; scan.c[1] = a->Color[0]; #endif #ifdef IPOL_T0 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; scan.t[0][1] = a->Tex[0]; #endif #ifdef IPOL_T1 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; scan.t[1][1] = a->Tex[1]; #endif // apply top-left fill convention, top part yStart = core::ceil32( a->Pos.y ); yEnd = core::ceil32( b->Pos.y ) - 1; #ifdef SUBTEXEL subPixel = ( (f32) yStart ) - a->Pos.y; // correct to pixel center scan.x[0] += scan.slopeX[0] * subPixel; scan.x[1] += scan.slopeX[1] * subPixel; #ifdef IPOL_Z scan.z[0] += scan.slopeZ[0] * subPixel; scan.z[1] += scan.slopeZ[1] * subPixel; #endif #ifdef IPOL_W scan.w[0] += scan.slopeW[0] * subPixel; scan.w[1] += scan.slopeW[1] * subPixel; #endif #ifdef IPOL_C0 scan.c[0] += scan.slopeC[0] * subPixel; scan.c[1] += scan.slopeC[1] * subPixel; #endif #ifdef IPOL_T0 scan.t[0][0] += scan.slopeT[0][0] * subPixel; scan.t[0][1] += scan.slopeT[0][1] * subPixel; #endif #ifdef IPOL_T1 scan.t[1][0] += scan.slopeT[1][0] * subPixel; scan.t[1][1] += scan.slopeT[1][1] * subPixel; #endif #endif // rasterize the edge scanlines for( line.y = yStart; line.y <= yEnd; ++line.y) { line.x[scan.left] = scan.x[0]; line.x[scan.right] = scan.x[1]; #ifdef IPOL_Z line.z[scan.left] = scan.z[0]; line.z[scan.right] = scan.z[1]; #endif #ifdef IPOL_W line.w[scan.left] = scan.w[0]; line.w[scan.right] = scan.w[1]; #endif #ifdef IPOL_C0 line.c[scan.left] = scan.c[0]; line.c[scan.right] = scan.c[1]; #endif #ifdef IPOL_T0 line.t[0][scan.left] = scan.t[0][0]; line.t[0][scan.right] = scan.t[0][1]; #endif #ifdef IPOL_T1 line.t[1][scan.left] = scan.t[1][0]; line.t[1][scan.right] = scan.t[1][1]; #endif // render a scanline scanline_bilinear2 (); scan.x[0] += scan.slopeX[0]; scan.x[1] += scan.slopeX[1]; #ifdef IPOL_Z scan.z[0] += scan.slopeZ[0]; scan.z[1] += scan.slopeZ[1]; #endif #ifdef IPOL_W scan.w[0] += scan.slopeW[0]; scan.w[1] += scan.slopeW[1]; #endif #ifdef IPOL_C0 scan.c[0] += scan.slopeC[0]; scan.c[1] += scan.slopeC[1]; #endif #ifdef IPOL_T0 scan.t[0][0] += scan.slopeT[0][0]; scan.t[0][1] += scan.slopeT[0][1]; #endif #ifdef IPOL_T1 scan.t[1][0] += scan.slopeT[1][0]; scan.t[1][1] += scan.slopeT[1][1]; #endif } } // rasterize lower sub-triangle //if ( (f32) 0.0 != scan.invDeltaY[2] ) if ( F32_GREATER_0 ( scan.invDeltaY[2] ) ) { // advance to middle point if ( F32_GREATER_0 ( scan.invDeltaY[1] ) ) { temp[0] = b->Pos.y - a->Pos.y; // dy scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0]; #ifdef IPOL_Z scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0]; #endif #ifdef IPOL_W scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0]; #endif #ifdef IPOL_C0 scan.c[0] = a->Color[0] + scan.slopeC[0] * temp[0]; #endif #ifdef IPOL_T0 scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0]; #endif #ifdef IPOL_T1 scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0]; #endif } // calculate slopes for bottom edge scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2]; scan.x[1] = b->Pos.x; #ifdef IPOL_Z scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2]; scan.z[1] = b->Pos.z; #endif #ifdef IPOL_W scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2]; scan.w[1] = b->Pos.w; #endif #ifdef IPOL_C0 scan.slopeC[1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2]; scan.c[1] = b->Color[0]; #endif #ifdef IPOL_T0 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; scan.t[0][1] = b->Tex[0]; #endif #ifdef IPOL_T1 scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2]; scan.t[1][1] = b->Tex[1]; #endif // apply top-left fill convention, top part yStart = core::ceil32( b->Pos.y ); yEnd = core::ceil32( c->Pos.y ) - 1; #ifdef SUBTEXEL subPixel = ( (f32) yStart ) - b->Pos.y; // correct to pixel center scan.x[0] += scan.slopeX[0] * subPixel; scan.x[1] += scan.slopeX[1] * subPixel; #ifdef IPOL_Z scan.z[0] += scan.slopeZ[0] * subPixel; scan.z[1] += scan.slopeZ[1] * subPixel; #endif #ifdef IPOL_W scan.w[0] += scan.slopeW[0] * subPixel; scan.w[1] += scan.slopeW[1] * subPixel; #endif #ifdef IPOL_C0 scan.c[0] += scan.slopeC[0] * subPixel; scan.c[1] += scan.slopeC[1] * subPixel; #endif #ifdef IPOL_T0 scan.t[0][0] += scan.slopeT[0][0] * subPixel; scan.t[0][1] += scan.slopeT[0][1] * subPixel; #endif #ifdef IPOL_T1 scan.t[1][0] += scan.slopeT[1][0] * subPixel; scan.t[1][1] += scan.slopeT[1][1] * subPixel; #endif #endif // rasterize the edge scanlines for( line.y = yStart; line.y <= yEnd; ++line.y) { line.x[scan.left] = scan.x[0]; line.x[scan.right] = scan.x[1]; #ifdef IPOL_Z line.z[scan.left] = scan.z[0]; line.z[scan.right] = scan.z[1]; #endif #ifdef IPOL_W line.w[scan.left] = scan.w[0]; line.w[scan.right] = scan.w[1]; #endif #ifdef IPOL_C0 line.c[scan.left] = scan.c[0]; line.c[scan.right] = scan.c[1]; #endif #ifdef IPOL_T0 line.t[0][scan.left] = scan.t[0][0]; line.t[0][scan.right] = scan.t[0][1]; #endif #ifdef IPOL_T1 line.t[1][scan.left] = scan.t[1][0]; line.t[1][scan.right] = scan.t[1][1]; #endif // render a scanline scanline_bilinear2 (); scan.x[0] += scan.slopeX[0]; scan.x[1] += scan.slopeX[1]; #ifdef IPOL_Z scan.z[0] += scan.slopeZ[0]; scan.z[1] += scan.slopeZ[1]; #endif #ifdef IPOL_W scan.w[0] += scan.slopeW[0]; scan.w[1] += scan.slopeW[1]; #endif #ifdef IPOL_C0 scan.c[0] += scan.slopeC[0]; scan.c[1] += scan.slopeC[1]; #endif #ifdef IPOL_T0 scan.t[0][0] += scan.slopeT[0][0]; scan.t[0][1] += scan.slopeT[0][1]; #endif #ifdef IPOL_T1 scan.t[1][0] += scan.slopeT[1][0]; scan.t[1][1] += scan.slopeT[1][1]; #endif } } RenderTarget->unlock(); #ifdef USE_ZBUFFER DepthBuffer->unlock(); #endif #ifdef IPOL_T0 IT[0].Texture->unlock(); #endif #ifdef IPOL_T1 IT[1].Texture->unlock(); #endif } } // end namespace video } // end namespace irr #endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_ namespace irr { namespace video { //! creates a flat triangle renderer IBurningShader* createTriangleRendererTextureLightMap2_M1(IDepthBuffer* zbuffer) { #ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_ return new CTRTextureLightMap2_M1(zbuffer); #else return 0; #endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_ } } // end namespace video } // end namespace irr