ref: 412c8e8c65808f2f924eeebc084dabbf0f824006
dir: /src/ztriangle.c/
#include "../include/zbuffer.h" #include "msghandling.h" #include <stdlib.h> //#include <stdio.h> //#warning STDIO INCLUDE!!! #if TGL_FEATURE_RENDER_BITS == 32 #elif TGL_FEATURE_RENDER_BITS == 16 #else #error "WRONG MODE!!!" #endif #if TGL_FEATURE_POLYGON_STIPPLE == 1 #define TGL_STIPPLEVARS GLubyte* zbstipplepattern = zb->stipplepattern; GLubyte zbdostipple = zb->dostipple; #define THE_X (((GLushort)(pp - pp1))) #define XSTIP(_a) ((THE_X + _a) & TGL_POLYGON_STIPPLE_MASK_X) #define YSTIP (the_y & TGL_POLYGON_STIPPLE_MASK_Y) // NOTES Divide by 8 to get the byte Get the actual bit #define STIPBIT(_a) (zbstipplepattern[(XSTIP(_a) | (YSTIP << TGL_POLYGON_STIPPLE_POW2_WIDTH)) >> 3] & (1 << (XSTIP(_a) & 7))) #define STIPTEST(_a) && (!(zbdostipple && !STIPBIT(_a))) #else #define TGL_STIPPLEVARS /* a comment */ #define STIPTEST(_a) /* a comment*/ #endif #if TGL_FEATURE_NO_DRAW_COLOR == 1 #define NODRAWTEST(c) && ((c & TGL_COLOR_MASK) != TGL_NO_DRAW_COLOR) #else #define NODRAWTEST(c) /* a comment */ #endif #define ZCMP(z, zpix, _a, c) ( ((!zbdt) || (z >= zpix)) STIPTEST(_a) NODRAWTEST(c)) #define ZCMPSIMP(z, zpix, _a, crabapple) ( ((!zbdt) || (z >= zpix)) STIPTEST(_a) ) void ZB_fillTriangleFlat(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { GLubyte zbdt = zb->depth_test;GLubyte zbdw = zb->depth_write; GLuint color; TGL_BLEND_VARS TGL_STIPPLEVARS #undef INTERP_Z #undef INTERP_RGB #undef INTERP_ST #undef INTERP_STZ #define INTERP_Z //#define INTERP_RGB #define DRAW_INIT() {color=RGB_TO_PIXEL(p2->r, p2->g, p2->b);} #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, color)) { \ TGL_BLEND_FUNC(color, (pp[_a])) /*pp[_a] = color;*/ \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ } #include "ztriangle.h" } void ZB_fillTriangleFlatNOBLEND(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { PIXEL color = RGB_TO_PIXEL(p2->r, p2->g, p2->b); GLubyte zbdw = zb->depth_write; GLubyte zbdt = zb->depth_test; TGL_STIPPLEVARS #undef INTERP_Z #undef INTERP_RGB #undef INTERP_ST #undef INTERP_STZ #define INTERP_Z //#define INTERP_RGB #define DRAW_INIT() { } #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ pp[_a] = color; \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ } #include "ztriangle.h" } /* * Smooth filled triangle. * The code below is very tricky :) */ void ZB_fillTriangleSmooth(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { #if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; #endif GLubyte zbdw = zb->depth_write; GLubyte zbdt = zb->depth_test; TGL_BLEND_VARS TGL_STIPPLEVARS // GLuint color; #define INTERP_Z #define INTERP_RGB #define SAR_RND_TO_ZERO(v, n) (v / (1 << n)) #if TGL_FEATURE_RENDER_BITS == 32 #define DRAW_INIT() \ {} #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ /*pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);*/ \ TGL_BLEND_FUNC_RGB(or1, og1, ob1, (pp[_a])); \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #else #define PUT_PIXEL(_a) \ { { \ register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ /*c = RGB_TO_PIXEL(or1, og1, ob1);*/ \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ /*pp[_a] = c;*/ \ TGL_BLEND_FUNC_RGB(or1, og1, ob1, (pp[_a])); \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #endif // END OF 32 bit mode #elif TGL_FEATURE_RENDER_BITS == 16 #define DRAW_INIT() \ {} #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ /*pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);*/ \ TGL_BLEND_FUNC_RGB(or1, og1, ob1, (pp[_a])); \ \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #else #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ /*c = RGB_TO_PIXEL(or1, og1, ob1);*/ \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ /*pp[_a] = c;*/ \ TGL_BLEND_FUNC_RGB(or1, og1, ob1, (pp[_a])); \ if(zbdw) pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #endif #endif //^ End of 16 bit mode stuff #include "ztriangle.h" } // EOF smooth fill triangle void ZB_fillTriangleSmoothNOBLEND(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { #if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; #endif GLubyte zbdw = zb->depth_write; GLubyte zbdt = zb->depth_test; TGL_STIPPLEVARS // GLuint color; #define INTERP_Z #define INTERP_RGB #define SAR_RND_TO_ZERO(v, n) (v / (1 << n)) #if TGL_FEATURE_RENDER_BITS == 32 #define DRAW_INIT() \ {} #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1); \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #else #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ /*c = RGB_TO_PIXEL(or1, og1, ob1);*/ \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ pp[_a] = RGB_TO_PIXEL(or1,og1,ob1); \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #endif // END OF 32 bit mode #elif TGL_FEATURE_RENDER_BITS == 16 #define DRAW_INIT() \ {} #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1); \ \ if(zbdw)pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #else #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ /*c = RGB_TO_PIXEL(or1, og1, ob1);*/ \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ /*pp[_a] = c;*/ \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1); \ if(zbdw) pz[_a] = zz; \ }} \ z += dzdx; \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; \ } #endif #endif //^ End of 16 bit mode stuff #include "ztriangle.h" } // EOF smooth fill triangle // // // TEXTURE MAPPED TRIANGLES // Section_Header // // // // void ZB_setTexture(ZBuffer* zb, PIXEL* texture) { zb->current_texture = texture; } // Ignore this it is never used /* void ZB_fillTriangleMapping(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { PIXEL* texture; //#if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; //#endif //#define INTERP_Z //#define INTERP_ST //#define INTERP_RGB //#define DRAW_INIT() \ { texture = zb->current_texture; } //#if TGL_FEATURE_NO_DRAW_COLOR != 1 //#define PUT_PIXEL(_a) \ { \ register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz, pz[_a], _a, 0)) { \ pp[_a] = texture[((t & 0x3FC00000) | s) >> 14]; \ pz[_a] = zz; \ } \ z += dzdx; \ s += dsdx; \ t += dtdx; \ } //#else //#define PUT_PIXEL(_a) \ { \ register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ c = texture[((t & 0x3FC00000) | s) >> 14]; \ if (ZCMP(zz, pz[_a], _a, c)) { \ pp[_a] = c; \ pz[_a] = zz; \ } \ z += dzdx; \ s += dsdx; \ t += dtdx; \ } //#endif //#include "ztriangle.h" } */ /* * Texture mapping with perspective correction. * We use the gradient method to make less divisions. * TODO: pipeline the division */ #if 1 // IF 1 #define DRAW_LINE_TRI_TEXTURED() \ { \ register GLushort* pz; \ register PIXEL* pp; \ register GLuint s, t, z; \ register GLint n; \ OR1OG1OB1DECL \ GLfloat sz, tz, fz, zinv; \ n = (x2 >> 16) - x1; \ fz = (GLfloat)z1; \ zinv = 1.0 / fz; \ pp = (PIXEL*)((GLbyte*)pp1 + x1 * PSZB); \ pz = pz1 + x1; \ z = z1; \ sz = sz1; \ tz = tz1; \ while (n >= (NB_INTERP - 1)) { \ register GLint dsdx, dtdx; \ { \ GLfloat ss, tt; \ ss = (sz * zinv); \ tt = (tz * zinv); \ s = (GLint)ss; \ t = (GLint)tt; \ dsdx = (GLint)((dszdx - ss * fdzdx) * zinv); \ dtdx = (GLint)((dtzdx - tt * fdzdx) * zinv); \ } \ fz += fndzdx; \ zinv = 1.0 / fz; \ PUT_PIXEL(0); /*the_x++;*/ \ PUT_PIXEL(1); /*the_x++;*/ \ PUT_PIXEL(2); /*the_x++;*/ \ PUT_PIXEL(3); /*the_x++;*/ \ PUT_PIXEL(4); /*the_x++;*/ \ PUT_PIXEL(5); /*the_x++;*/ \ PUT_PIXEL(6); /*the_x++;*/ \ PUT_PIXEL(7); /*the_x-=7;*/ \ pz += NB_INTERP; \ pp += NB_INTERP; /*the_x+=NB_INTERP * PSZB;*/ \ n -= NB_INTERP; \ sz += ndszdx; \ tz += ndtzdx; \ } \ { register GLint dsdx, dtdx; \ { \ GLfloat ss, tt; \ ss = (sz * zinv); \ tt = (tz * zinv); \ s = (GLint)ss; \ t = (GLint)tt; \ dsdx = (GLint)((dszdx - ss * fdzdx) * zinv); \ dtdx = (GLint)((dtzdx - tt * fdzdx) * zinv); \ } \ while (n >= 0) { \ PUT_PIXEL(0); \ pz += 1; \ /*pp = (PIXEL*)((GLbyte*)pp + PSZB);*/ \ pp ++; \ n -= 1; \ } \ } \ } //EOF draw line void ZB_fillTriangleMappingPerspective(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { PIXEL* texture; GLfloat fdzdx, fndzdx, ndszdx, ndtzdx; GLubyte zbdw = zb->depth_write; GLubyte zbdt = zb->depth_test; TGL_BLEND_VARS TGL_STIPPLEVARS #if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; #endif #define INTERP_Z #define INTERP_STZ #define INTERP_RGB //NB_INTERP refers to some sort of texture mapping speedup enhancement. #define NB_INTERP 8 #define DRAW_INIT() \ { \ texture = zb->current_texture; \ fdzdx = (GLfloat)dzdx; \ fndzdx = NB_INTERP * fdzdx; \ ndszdx = NB_INTERP * dszdx; \ ndtzdx = NB_INTERP * dtzdx; \ } #if TGL_FEATURE_LIT_TEXTURES == 1 #define OR1OG1OB1DECL \ register GLint or1, og1, ob1; \ or1 = r1; \ og1 = g1; \ ob1 = b1; #define OR1G1B1INCR \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; #else #define OR1OG1OB1DECL /*A comment*/ #define OR1G1B1INCR /*Another comment*/ #define or1 COLOR_MULT_MASK #define og1 COLOR_MULT_MASK #define ob1 COLOR_MULT_MASK #endif #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ /*pp[_a] = RGB_MIX_FUNC(or1, og1, ob1, TEXTURE_SAMPLE(texture, s, t));*/ \ TGL_BLEND_FUNC(RGB_MIX_FUNC(or1, og1, ob1, (TEXTURE_SAMPLE(texture, s, t))), (pp[_a]) ); \ if(zbdw) pz[_a] = zz; \ }} \ z += dzdx; \ s += dsdx; \ t += dtdx; \ OR1G1B1INCR \ } /* #define PUT_PIXEL(_a) \ { \ register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ TGL_BLEND_FUNC(RGB_MIX_FUNC(or1, og1, ob1, TEXTURE_SAMPLE(texture, s, t)), pp[_a]); \ if(zbdw) pz[_a] = zz; \ } \ z += dzdx; \ s += dsdx; \ t += dtdx; \ OR1G1B1INCR \ } */ #else #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ c = TEXTURE_SAMPLE(texture, s, t); \ if (ZCMP(zz, pz[_a], _a, c)) { \ TGL_BLEND_FUNC(RGB_MIX_FUNC(or1, og1, ob1, c), (pp[_a])); \ if(zbdw) pz[_a] = zz; \ }} \ z += dzdx; \ s += dsdx; \ t += dtdx; \ OR1G1B1INCR \ } #endif #define DRAW_LINE() {DRAW_LINE_TRI_TEXTURED()} #include "ztriangle.h" } void ZB_fillTriangleMappingPerspectiveNOBLEND(ZBuffer* zb, ZBufferPoint* p0, ZBufferPoint* p1, ZBufferPoint* p2) { PIXEL* texture; GLfloat fdzdx, fndzdx, ndszdx, ndtzdx; GLubyte zbdw = zb->depth_write; GLubyte zbdt = zb->depth_test; TGL_STIPPLEVARS #if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; #endif #define INTERP_Z #define INTERP_STZ #define INTERP_RGB #define NB_INTERP 8 #define DRAW_INIT() \ { \ texture = zb->current_texture; \ fdzdx = (GLfloat)dzdx; \ fndzdx = NB_INTERP * fdzdx; \ ndszdx = NB_INTERP * dszdx; \ ndtzdx = NB_INTERP * dtzdx; \ } #if TGL_FEATURE_LIT_TEXTURES == 1 #define OR1OG1OB1DECL \ register GLint or1, og1, ob1; \ or1 = r1; \ og1 = g1; \ ob1 = b1; #define OR1G1B1INCR \ og1 += dgdx; \ or1 += drdx; \ ob1 += dbdx; #else #define OR1OG1OB1DECL /*A comment*/ #define OR1G1B1INCR /*Another comment*/ #define or1 COLOR_MULT_MASK #define og1 COLOR_MULT_MASK #define ob1 COLOR_MULT_MASK #endif #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMPSIMP(zz, pz[_a], _a, 0)) { \ pp[_a] = RGB_MIX_FUNC(or1, og1, ob1, TEXTURE_SAMPLE(texture, s, t)); \ if(zbdw) pz[_a] = zz; \ }} \ z += dzdx; \ s += dsdx; \ t += dtdx; \ OR1G1B1INCR \ } #else #define PUT_PIXEL(_a) \ { \ {register GLuint zz =z >> ZB_POINT_Z_FRAC_BITS; \ c = TEXTURE_SAMPLE(texture, s, t); \ if (ZCMP(zz, pz[_a], _a, c)) { \ pp[_a] = RGB_MIX_FUNC(or1, og1, ob1, c); \ /*TGL_BLEND_FUNC(RGB_MIX_FUNC(or1, og1, ob1, c), (pp[_a]));*/ \ if(zbdw) pz[_a] = zz; \ }} \ z += dzdx; \ s += dsdx; \ t += dtdx; \ OR1G1B1INCR \ } #endif #define DRAW_LINE() {DRAW_LINE_TRI_TEXTURED()} #include "ztriangle.h" } #endif // if 1