1 // Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4
5 #include "IrrCompileConfig.h"
6 #include "IBurningShader.h"
7
8 #ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
9
10 // compile flag for this file
11 #undef USE_ZBUFFER
12 #undef IPOL_Z
13 #undef CMP_Z
14 #undef WRITE_Z
15
16 #undef IPOL_W
17 #undef CMP_W
18 #undef WRITE_W
19
20 #undef SUBTEXEL
21 #undef INVERSE_W
22
23 #undef IPOL_C0
24 #undef IPOL_T0
25 #undef IPOL_T1
26
27 // define render case
28 #define SUBTEXEL
29 #define INVERSE_W
30
31 #define USE_ZBUFFER
32 #define IPOL_W
33 #define CMP_W
34 //#define WRITE_W
35
36 //#define IPOL_C0
37 #define IPOL_T0
38 //#define IPOL_T1
39
40 // apply global override
41 #ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
42 #undef INVERSE_W
43 #ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
44 #undef IPOL_W
45 #endif
46 #endif
47
48 #ifndef SOFTWARE_DRIVER_2_SUBTEXEL
49 #undef SUBTEXEL
50 #endif
51
52 #ifndef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
53 #undef IPOL_C0
54 #endif
55
56 #if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
57 #define IPOL_Z
58
59 #ifdef CMP_W
60 #undef CMP_W
61 #define CMP_Z
62 #endif
63
64 #ifdef WRITE_W
65 #undef WRITE_W
66 #define WRITE_Z
67 #endif
68
69 #endif
70
71
72 namespace irr
73 {
74
75 namespace video
76 {
77
78 class CTRTextureGouraudAddNoZ2 : public IBurningShader
79 {
80 public:
81
82 //! constructor
83 CTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver);
84
85 //! draws an indexed triangle list
86 virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c );
87
88
89 private:
90 void scanline_bilinear ();
91 sScanConvertData scan;
92 sScanLineData line;
93
94 };
95
96 //! constructor
CTRTextureGouraudAddNoZ2(CBurningVideoDriver * driver)97 CTRTextureGouraudAddNoZ2::CTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver)
98 : IBurningShader(driver)
99 {
100 #ifdef _DEBUG
101 setDebugName("CTRTextureGouraudAddNoZ2");
102 #endif
103 }
104
105
106
107 /*!
108 */
scanline_bilinear()109 void CTRTextureGouraudAddNoZ2::scanline_bilinear ()
110 {
111 tVideoSample *dst;
112
113 #ifdef USE_ZBUFFER
114 fp24 *z;
115 #endif
116
117 s32 xStart;
118 s32 xEnd;
119 s32 dx;
120
121
122 #ifdef SUBTEXEL
123 f32 subPixel;
124 #endif
125
126 #ifdef IPOL_Z
127 f32 slopeZ;
128 #endif
129 #ifdef IPOL_W
130 fp24 slopeW;
131 #endif
132 #ifdef IPOL_C0
133 sVec4 slopeC;
134 #endif
135 #ifdef IPOL_T0
136 sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
137 #endif
138
139 // apply top-left fill-convention, left
140 xStart = core::ceil32( line.x[0] );
141 xEnd = core::ceil32( line.x[1] ) - 1;
142
143 dx = xEnd - xStart;
144
145 if ( dx < 0 )
146 return;
147
148 // slopes
149 const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] );
150
151 #ifdef IPOL_Z
152 slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
153 #endif
154 #ifdef IPOL_W
155 slopeW = (line.w[1] - line.w[0]) * invDeltaX;
156 #endif
157 #ifdef IPOL_C0
158 slopeC = (line.c[1] - line.c[0]) * invDeltaX;
159 #endif
160 #ifdef IPOL_T0
161 slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
162 #endif
163 #ifdef IPOL_T1
164 slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
165 #endif
166
167 #ifdef SUBTEXEL
168 subPixel = ( (f32) xStart ) - line.x[0];
169 #ifdef IPOL_Z
170 line.z[0] += slopeZ * subPixel;
171 #endif
172 #ifdef IPOL_W
173 line.w[0] += slopeW * subPixel;
174 #endif
175 #ifdef IPOL_C0
176 line.c[0] += slopeC * subPixel;
177 #endif
178 #ifdef IPOL_T0
179 line.t[0][0] += slopeT[0] * subPixel;
180 #endif
181 #ifdef IPOL_T1
182 line.t[1][0] += slopeT[1] * subPixel;
183 #endif
184 #endif
185
186 dst = (tVideoSample*)RenderTarget->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
187
188 #ifdef USE_ZBUFFER
189 z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
190 #endif
191
192
193 #ifdef IPOL_W
194 f32 inversew;
195 #endif
196
197 tFixPoint tx0;
198 tFixPoint ty0;
199
200 tFixPoint r0, g0, b0;
201 tFixPoint r1, g1, b1;
202
203 for ( s32 i = 0; i <= dx; ++i )
204 {
205 #ifdef CMP_Z
206 if ( line.z[0] < z[i] )
207 #endif
208 #ifdef CMP_W
209 if ( line.w[0] >= z[i] )
210 #endif
211 {
212 #ifdef IPOL_W
213 inversew = fix_inverse32 ( line.w[0] );
214
215 tx0 = tofix ( line.t[0][0].x,inversew);
216 ty0 = tofix ( line.t[0][0].y,inversew);
217 #else
218 tx0 = tofix ( line.t[0][0].x );
219 ty0 = tofix ( line.t[0][0].y );
220 #endif
221
222 getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 );
223
224 color_to_fix ( r1, g1, b1, dst[i] );
225
226 dst[i] = fix_to_color ( clampfix_maxcolor ( r1 + (r0 >> 1 ) ),
227 clampfix_maxcolor ( g1 + (g0 >> 1 ) ),
228 clampfix_maxcolor ( b1 + (b0 >> 1) )
229 );
230
231 #ifdef WRITE_Z
232 z[i] = line.z[0];
233 #endif
234 #ifdef WRITE_W
235 z[i] = line.w[0];
236 #endif
237 }
238
239 #ifdef IPOL_Z
240 line.z[0] += slopeZ;
241 #endif
242 #ifdef IPOL_W
243 line.w[0] += slopeW;
244 #endif
245 #ifdef IPOL_C0
246 line.c[0] += slopeC;
247 #endif
248 #ifdef IPOL_T0
249 line.t[0][0] += slopeT[0];
250 #endif
251 #ifdef IPOL_T1
252 line.t[1][0] += slopeT[1];
253 #endif
254 }
255
256 }
257
drawTriangle(const s4DVertex * a,const s4DVertex * b,const s4DVertex * c)258 void CTRTextureGouraudAddNoZ2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
259 {
260 // sort on height, y
261 if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
262 if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);
263 if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
264
265 const f32 ca = c->Pos.y - a->Pos.y;
266 const f32 ba = b->Pos.y - a->Pos.y;
267 const f32 cb = c->Pos.y - b->Pos.y;
268 // calculate delta y of the edges
269 scan.invDeltaY[0] = core::reciprocal( ca );
270 scan.invDeltaY[1] = core::reciprocal( ba );
271 scan.invDeltaY[2] = core::reciprocal( cb );
272
273 if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
274 return;
275
276 // find if the major edge is left or right aligned
277 f32 temp[4];
278
279 temp[0] = a->Pos.x - c->Pos.x;
280 temp[1] = -ca;
281 temp[2] = b->Pos.x - a->Pos.x;
282 temp[3] = ba;
283
284 scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > 0.f ? 0 : 1;
285 scan.right = 1 - scan.left;
286
287 // calculate slopes for the major edge
288 scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
289 scan.x[0] = a->Pos.x;
290
291 #ifdef IPOL_Z
292 scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
293 scan.z[0] = a->Pos.z;
294 #endif
295
296 #ifdef IPOL_W
297 scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
298 scan.w[0] = a->Pos.w;
299 #endif
300
301 #ifdef IPOL_C0
302 scan.slopeC[0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
303 scan.c[0] = a->Color[0];
304 #endif
305
306 #ifdef IPOL_T0
307 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
308 scan.t[0][0] = a->Tex[0];
309 #endif
310
311 #ifdef IPOL_T1
312 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
313 scan.t[1][0] = a->Tex[1];
314 #endif
315
316 // top left fill convention y run
317 s32 yStart;
318 s32 yEnd;
319
320 #ifdef SUBTEXEL
321 f32 subPixel;
322 #endif
323
324 // rasterize upper sub-triangle
325 if ( (f32) 0.0 != scan.invDeltaY[1] )
326 {
327 // calculate slopes for top edge
328 scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
329 scan.x[1] = a->Pos.x;
330
331 #ifdef IPOL_Z
332 scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
333 scan.z[1] = a->Pos.z;
334 #endif
335
336 #ifdef IPOL_W
337 scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
338 scan.w[1] = a->Pos.w;
339 #endif
340
341 #ifdef IPOL_C0
342 scan.slopeC[1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
343 scan.c[1] = a->Color[0];
344 #endif
345
346 #ifdef IPOL_T0
347 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
348 scan.t[0][1] = a->Tex[0];
349 #endif
350
351 #ifdef IPOL_T1
352 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
353 scan.t[1][1] = a->Tex[1];
354 #endif
355
356 // apply top-left fill convention, top part
357 yStart = core::ceil32( a->Pos.y );
358 yEnd = core::ceil32( b->Pos.y ) - 1;
359
360 #ifdef SUBTEXEL
361 subPixel = ( (f32) yStart ) - a->Pos.y;
362
363 // correct to pixel center
364 scan.x[0] += scan.slopeX[0] * subPixel;
365 scan.x[1] += scan.slopeX[1] * subPixel;
366
367 #ifdef IPOL_Z
368 scan.z[0] += scan.slopeZ[0] * subPixel;
369 scan.z[1] += scan.slopeZ[1] * subPixel;
370 #endif
371
372 #ifdef IPOL_W
373 scan.w[0] += scan.slopeW[0] * subPixel;
374 scan.w[1] += scan.slopeW[1] * subPixel;
375 #endif
376
377 #ifdef IPOL_C0
378 scan.c[0] += scan.slopeC[0] * subPixel;
379 scan.c[1] += scan.slopeC[1] * subPixel;
380 #endif
381
382 #ifdef IPOL_T0
383 scan.t[0][0] += scan.slopeT[0][0] * subPixel;
384 scan.t[0][1] += scan.slopeT[0][1] * subPixel;
385 #endif
386
387 #ifdef IPOL_T1
388 scan.t[1][0] += scan.slopeT[1][0] * subPixel;
389 scan.t[1][1] += scan.slopeT[1][1] * subPixel;
390 #endif
391
392 #endif
393
394 // rasterize the edge scanlines
395 for( line.y = yStart; line.y <= yEnd; ++line.y)
396 {
397 line.x[scan.left] = scan.x[0];
398 line.x[scan.right] = scan.x[1];
399
400 #ifdef IPOL_Z
401 line.z[scan.left] = scan.z[0];
402 line.z[scan.right] = scan.z[1];
403 #endif
404
405 #ifdef IPOL_W
406 line.w[scan.left] = scan.w[0];
407 line.w[scan.right] = scan.w[1];
408 #endif
409
410 #ifdef IPOL_C0
411 line.c[scan.left] = scan.c[0];
412 line.c[scan.right] = scan.c[1];
413 #endif
414
415 #ifdef IPOL_T0
416 line.t[0][scan.left] = scan.t[0][0];
417 line.t[0][scan.right] = scan.t[0][1];
418 #endif
419
420 #ifdef IPOL_T1
421 line.t[1][scan.left] = scan.t[1][0];
422 line.t[1][scan.right] = scan.t[1][1];
423 #endif
424
425 // render a scanline
426 scanline_bilinear ();
427
428 scan.x[0] += scan.slopeX[0];
429 scan.x[1] += scan.slopeX[1];
430
431 #ifdef IPOL_Z
432 scan.z[0] += scan.slopeZ[0];
433 scan.z[1] += scan.slopeZ[1];
434 #endif
435
436 #ifdef IPOL_W
437 scan.w[0] += scan.slopeW[0];
438 scan.w[1] += scan.slopeW[1];
439 #endif
440
441 #ifdef IPOL_C0
442 scan.c[0] += scan.slopeC[0];
443 scan.c[1] += scan.slopeC[1];
444 #endif
445
446 #ifdef IPOL_T0
447 scan.t[0][0] += scan.slopeT[0][0];
448 scan.t[0][1] += scan.slopeT[0][1];
449 #endif
450
451 #ifdef IPOL_T1
452 scan.t[1][0] += scan.slopeT[1][0];
453 scan.t[1][1] += scan.slopeT[1][1];
454 #endif
455
456 }
457 }
458
459 // rasterize lower sub-triangle
460 if ( (f32) 0.0 != scan.invDeltaY[2] )
461 {
462 // advance to middle point
463 if( (f32) 0.0 != scan.invDeltaY[1] )
464 {
465 temp[0] = b->Pos.y - a->Pos.y; // dy
466
467 scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
468 #ifdef IPOL_Z
469 scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
470 #endif
471 #ifdef IPOL_W
472 scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
473 #endif
474 #ifdef IPOL_C0
475 scan.c[0] = a->Color[0] + scan.slopeC[0] * temp[0];
476 #endif
477 #ifdef IPOL_T0
478 scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
479 #endif
480 #ifdef IPOL_T1
481 scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
482 #endif
483
484 }
485
486 // calculate slopes for bottom edge
487 scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
488 scan.x[1] = b->Pos.x;
489
490 #ifdef IPOL_Z
491 scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
492 scan.z[1] = b->Pos.z;
493 #endif
494
495 #ifdef IPOL_W
496 scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
497 scan.w[1] = b->Pos.w;
498 #endif
499
500 #ifdef IPOL_C0
501 scan.slopeC[1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
502 scan.c[1] = b->Color[0];
503 #endif
504
505 #ifdef IPOL_T0
506 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
507 scan.t[0][1] = b->Tex[0];
508 #endif
509
510 #ifdef IPOL_T1
511 scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
512 scan.t[1][1] = b->Tex[1];
513 #endif
514
515 // apply top-left fill convention, top part
516 yStart = core::ceil32( b->Pos.y );
517 yEnd = core::ceil32( c->Pos.y ) - 1;
518
519 #ifdef SUBTEXEL
520
521 subPixel = ( (f32) yStart ) - b->Pos.y;
522
523 // correct to pixel center
524 scan.x[0] += scan.slopeX[0] * subPixel;
525 scan.x[1] += scan.slopeX[1] * subPixel;
526
527 #ifdef IPOL_Z
528 scan.z[0] += scan.slopeZ[0] * subPixel;
529 scan.z[1] += scan.slopeZ[1] * subPixel;
530 #endif
531
532 #ifdef IPOL_W
533 scan.w[0] += scan.slopeW[0] * subPixel;
534 scan.w[1] += scan.slopeW[1] * subPixel;
535 #endif
536
537 #ifdef IPOL_C0
538 scan.c[0] += scan.slopeC[0] * subPixel;
539 scan.c[1] += scan.slopeC[1] * subPixel;
540 #endif
541
542 #ifdef IPOL_T0
543 scan.t[0][0] += scan.slopeT[0][0] * subPixel;
544 scan.t[0][1] += scan.slopeT[0][1] * subPixel;
545 #endif
546
547 #ifdef IPOL_T1
548 scan.t[1][0] += scan.slopeT[1][0] * subPixel;
549 scan.t[1][1] += scan.slopeT[1][1] * subPixel;
550 #endif
551
552 #endif
553
554 // rasterize the edge scanlines
555 for( line.y = yStart; line.y <= yEnd; ++line.y)
556 {
557 line.x[scan.left] = scan.x[0];
558 line.x[scan.right] = scan.x[1];
559
560 #ifdef IPOL_Z
561 line.z[scan.left] = scan.z[0];
562 line.z[scan.right] = scan.z[1];
563 #endif
564
565 #ifdef IPOL_W
566 line.w[scan.left] = scan.w[0];
567 line.w[scan.right] = scan.w[1];
568 #endif
569
570 #ifdef IPOL_C0
571 line.c[scan.left] = scan.c[0];
572 line.c[scan.right] = scan.c[1];
573 #endif
574
575 #ifdef IPOL_T0
576 line.t[0][scan.left] = scan.t[0][0];
577 line.t[0][scan.right] = scan.t[0][1];
578 #endif
579
580 #ifdef IPOL_T1
581 line.t[1][scan.left] = scan.t[1][0];
582 line.t[1][scan.right] = scan.t[1][1];
583 #endif
584
585 // render a scanline
586 scanline_bilinear ( );
587
588 scan.x[0] += scan.slopeX[0];
589 scan.x[1] += scan.slopeX[1];
590
591 #ifdef IPOL_Z
592 scan.z[0] += scan.slopeZ[0];
593 scan.z[1] += scan.slopeZ[1];
594 #endif
595
596 #ifdef IPOL_W
597 scan.w[0] += scan.slopeW[0];
598 scan.w[1] += scan.slopeW[1];
599 #endif
600
601 #ifdef IPOL_C0
602 scan.c[0] += scan.slopeC[0];
603 scan.c[1] += scan.slopeC[1];
604 #endif
605
606 #ifdef IPOL_T0
607 scan.t[0][0] += scan.slopeT[0][0];
608 scan.t[0][1] += scan.slopeT[0][1];
609 #endif
610
611 #ifdef IPOL_T1
612 scan.t[1][0] += scan.slopeT[1][0];
613 scan.t[1][1] += scan.slopeT[1][1];
614 #endif
615
616 }
617 }
618
619 }
620
621 } // end namespace video
622 } // end namespace irr
623
624 #endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
625
626 namespace irr
627 {
628 namespace video
629 {
630
631 //! creates a flat triangle renderer
createTRTextureGouraudAddNoZ2(CBurningVideoDriver * driver)632 IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver)
633 {
634 #ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
635 return new CTRTextureGouraudAddNoZ2(driver);
636 #else
637 return 0;
638 #endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
639 }
640
641
642 } // end namespace video
643 } // end namespace irr
644
645
646