Files
fs2open.github.com/code/graphics/tmapper.cpp
T
2002-06-03 04:10:40 +00:00

896 lines
23 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Graphics/Tmapper.cpp $
* $Revision: 2.0 $
* $Date: 2002-06-03 04:02:23 $
* $Author: penguin $
*
* Routines to draw a texture map.
*
* $Log: not supported by cvs2svn $
* Revision 1.2 2002/05/08 02:36:01 mharris
* porting
*
* Revision 1.1 2002/05/02 18:03:07 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 12/06/98 3:08p Dave
* Fixed grx_tmapper to handle pixel fog flag. First run fog support for
* D3D.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 78 5/13/98 2:53p John
* Made subspace effect work under software. Had to add new inner loop to
* tmapper. Added glows to end of subspace effect. Made subspace effect
* levels use gamepalette-subspace palette.
*
* 77 4/10/98 5:20p John
* Changed RGB in lighting structure to be ubytes. Removed old
* not-necessary 24 bpp software stuff.
*
* 76 4/09/98 7:58p John
* Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
* Took out XPARENT flag settings in all the alpha-blended texture stuff.
*
* 75 4/09/98 7:16p John
* Fixed bug causing software to not render
*
* 74 3/27/98 8:34p Mike
* Minor optimization.
*
* 73 3/25/98 8:08p John
* Restructured software rendering into two modules; One for windowed
* debug mode and one for DirectX fullscreen.
*
* 72 3/23/98 5:00p John
* Improved missile trails. Made smooth alpha under hardware. Made end
* taper. Made trail touch weapon.
*
* 71 3/22/98 2:33p John
* Took out fx_v/v_right. Made fx_u etc get calculated in tmapper.
*
* 70 3/10/98 4:19p John
* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
* & Glide have popups and print screen. Took out all >8bpp software
* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
* support Fred. Made zbuffering key off of functions rather than one
* global variable.
*
* 69 2/10/98 5:34p John
*
* 68 2/05/98 9:21p John
* Some new Direct3D code. Added code to monitor a ton of stuff in the
* game.
*
* 67 1/29/98 8:18a John
* Put in some commented out hooks for RGB lighting
*
* 66 1/28/98 1:27p John
* Really fixed bug with exception on mov al, [esi]
*
* 65 1/28/98 1:22p John
* Fixed bug with unitialized dwdx_wide.
*
* 64 1/27/98 5:13p John
* Moved all float to int conversions out of inner loops and into outer.
* Made outer loop use FISTP instead of ftol, saved about 10%.
*
* 63 1/23/98 5:08p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 62 1/19/98 6:15p John
* Fixed all my Optimized Build compiler warnings
*
* 61 12/15/97 11:32a John
* New Laser Code
*
* 60 12/02/97 4:00p John
* Added first rev of thruster glow, along with variable levels of
* translucency, which retquired some restructing of palman.
*
* 59 11/30/97 4:40p John
* made 32-bpp tiled tmapper call scanline
*
* 58 11/30/97 3:57p John
* Made fixed 32-bpp translucency. Made BmpMan always map translucent
* color into 255 even if you aren't supposed to remap and make it's
* palette black.
*
* 57 11/30/97 12:18p John
* added more 24 & 32-bpp primitives
*
* 56 11/29/97 2:06p John
* added mode 16-bpp support
*
* 55 11/21/97 11:32a John
* Added nebulas. Fixed some warpout bugs.
*
* 54 11/14/97 12:30p John
* Fixed some DirectX bugs. Moved the 8-16 xlat tables into Graphics
* libs. Made 16-bpp DirectX modes know what bitmap format they're in.
*
* 53 11/06/97 11:18a John
* added 16-bpp gouraud flat shader
*
* 52 10/19/97 12:55p John
* new code to lock / unlock surfaces for smooth directx integration.
*
* 51 10/16/97 10:55a John
* added tmapper to draw a monochrome alpha blended bitmap.
*
* 50 10/14/97 8:08a John
* added a bunch more 16 bit support
*
* 49 10/09/97 5:23p John
* Added support for more 16-bpp functions
*
* 48 9/30/97 2:30p John
* test code for texture fading
*
* 47 9/24/97 10:37a John
* made tmapper not trash uv values anymore.
*
* 46 9/09/97 11:01a Sandeep
* fixed warning level 4 bugs
*
* 45 7/11/97 11:54a John
* added rotated 3d bitmaps.
*
* 44 6/18/97 5:02p John
* fixed bug with 32x32 and 16x16 tmapper
*
* 43 6/12/97 5:04p John
* Initial rev of Glide support
*
* 42 6/12/97 2:50a Lawrance
* bm_unlock() now passed bitmap number, not pointer
*
* 41 6/02/97 11:45a John
* fixed bugs with 64x64 and 128x128 tmappers.
*
* 40 6/01/97 3:41p John
* made non-tilable textures on tilable models bash uvs to 0-1.
*
* 39 5/12/97 12:27p John
* Restructured Graphics Library to add support for multiple renderers.
*
* 38 5/07/97 4:14p John
* Reenabled calls to gr_start/end_frame.
*
* 37 4/21/97 10:06a John
* Got capital ships working again.
*
* 36 4/17/97 6:06p John
* New code/data for v19 of BSPGEN with smoothing and zbuffer
* optimizations.
*
* 35 4/08/97 5:18p John
* First rev of decent (dynamic, correct) lighting in FreeSpace.
*
* 34 3/18/97 9:42a John
*
* 33 3/15/97 2:44p John
* got scanline sorting method working. Bummer it is slower than zbuffer!
*
* 32 3/14/97 3:55p John
* Made tiled tmapper not always be zbuffered.
*
* 31 3/13/97 10:32a John
* Added code for tiled 256x256 textures in certain models.
*
* 30 3/12/97 2:51p John
* Added some test code for tmapper.
*
* 29 3/12/97 9:25a John
* fixed a bug with zbuffering. Reenabled it by default.
*
* 28 3/11/97 4:36p John
* added zbuffering to textest. Made zbuffered tmapper a bit faster by
* rearranging some instructions.
*
* 27 3/10/97 5:20p John
* Differentiated between Gouraud and Flat shading. Since we only do flat
* shading as of now, we don't need to interpolate L in the outer loop.
* This should save a few percent.
*
* 26 3/10/97 2:24p John
* added some commets about precompiled inner loop
*
* 25 3/05/97 7:15p John
* took out the old z stop tmapper used for briefing.
*
* 24 1/20/97 4:17p John
*
* 23 1/06/97 2:44p John
* Added in slow (but correct) zbuffering
*
* 22 12/30/96 3:46p John
*
* 21 12/23/96 10:56a John
* Totally restructured the POF stuff to support multiple
* detail levels in one POF file.
*
*
* 20 12/10/96 10:37a John
* Restructured texture mapper to remove some overhead from each scanline
* setup. This gave about a 30% improvement drawing trans01.pof, which is
* a really complex model. In the process, I cleaned up the scanline
* functions and separated them into different modules for each pixel
* depth.
*
* 19 11/26/96 6:50p John
* Added some more hicolor primitives. Made windowed mode run as current
* bpp, if bpp is 8,16,or 32.
*
* 18 11/07/96 6:19p John
* Added a bunch of 16bpp primitives so the game sort of runs in 16bpp
* mode.
*
* 17 11/07/96 3:08p John
* Inlined more Tmapper functions in preparation for cleaning up the Tmap1
* interface to the assembly.
*
* 16 11/07/96 2:17p John
* Took out the OldTmapper stuff.
*
* 15 11/07/96 12:04p John
* Sped up outer loop by 35% by inlining the incrementing of the variables
* for each scanline step and inlined the calculation for deltas at the
* start of each scanline.
*
* 14 11/06/96 2:33p John
* Added more asserts for checking that non-tiled UV's are between 0 and
* 1.0. Put code in the model_init code that checks for polys that have
* a vertex duplicated and throws them out.
*
* 13 11/05/96 4:05p John
* Added roller. Added code to draw a distant planet. Made bm_load
* return -1 if invalid bitmap.
*
* 12 10/31/96 7:20p John
* Added per,tiled tmapper. Made models tile if they use 64x64 textures.
*
* 11 10/26/96 1:40p John
* Added some now primitives to the 2d library and
* cleaned up some old ones.
*
* $NoKeywords: $
*/
#include <math.h>
#include <limits.h>
#include <stdio.h>
#include <conio.h>
#include <stdlib.h>
#include "2d.h"
#include "grinternal.h"
#include "3d.h"
#include "tmapper.h"
#include "bmpman.h"
#include "tmapscanline.h"
#include "key.h"
#include "floating.h"
#include "palman.h"
typedef void (* pscanline)();
pscanline tmap_scanline;
int Tmap_screen_flags = -1;
int Tmap_npolys=0;
int Tmap_nverts=0;
int Tmap_nscanlines=0;
int Tmap_npixels=0;
tmapper_data Tmap;
int Tmap_show_layers=0;
typedef struct tmap_scan_desc {
uint flags;
pscanline scan_func;
} tmap_scan_desc;
// Convert from a 0-255 byte to a 0-1.0 float.
float Light_table[256];
//====================== 8-BPP SCANLINES ========================
tmap_scan_desc tmap_scanlines8[] = {
{ 0, tmapscan_flat8 },
{ TMAP_FLAG_TEXTURED, tmapscan_lnn8 },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, tmapscan_lnt8 },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_RAMP, tmapscan_lln8 },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_RAMP|TMAP_FLAG_CORRECT, tmapscan_pln8 },
{ TMAP_FLAG_RAMP|TMAP_FLAG_GOURAUD, tmapscan_flat_gouraud },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_RAMP|TMAP_FLAG_GOURAUD, tmapscan_lln8 },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_RAMP|TMAP_FLAG_GOURAUD|TMAP_FLAG_CORRECT, tmapscan_pln8 },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_RAMP|TMAP_FLAG_CORRECT|TMAP_FLAG_TILED, tmapscan_pln8_tiled },
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_RAMP|TMAP_FLAG_CORRECT|TMAP_FLAG_GOURAUD|TMAP_FLAG_TILED, tmapscan_pln8_tiled },
{ TMAP_FLAG_RAMP|TMAP_FLAG_GOURAUD|TMAP_FLAG_NEBULA, tmapscan_nebula8 },
// { TMAP_FLAG_TEXTURED|TMAP_FLAG_TILED, tmapscan_lnn8_tiled_256x256 },
// Totally non-general specific inner loop for subspace effect
{ TMAP_FLAG_TEXTURED|TMAP_FLAG_CORRECT|TMAP_FLAG_TILED, tmapscan_pnn8_tiled_256x256_subspace },
{ 0, NULL }, // Dummy element to mark the end of fast scanlines.
};
pscanline tmap_scanline_table[TMAP_MAX_SCANLINES];
// -------------------------------------------------------------------------------------
// This sets up the tmapper at the start of a given frame, so everything
// can can be pre-calculated should be calculated in here.
// This just fills in the tmap_scanline_table for the
// appropriate scan lines.
void tmapper_setup()
{
int i;
tmap_scan_desc * func_table = NULL;
Tmap_screen_flags = gr_screen.mode;
// Some constants for the inner loop
Tmap.FixedScale = 65536.0f;
Tmap.FixedScale8 = 2048.0f; //8192.0f; // 2^16 / 8
Tmap.One = 1.0f;
// Set tmap_scanline to not call a function
for (i=0; i<TMAP_MAX_SCANLINES; i++ ) {
tmap_scanline_table[i] = NULL;
}
func_table = tmap_scanlines8;
while(func_table->scan_func != NULL) {
tmap_scanline_table[func_table->flags] = func_table->scan_func;
func_table++;
}
for (i=0; i<256; i++ ) {
Light_table[i] = i2fl(i)/255.0f;
}
}
// Sets up flat-shaded lighting
void tmapper_set_light(vertex *v, uint flags)
{
if ( flags & TMAP_FLAG_GOURAUD ) return;
if ( (flags & (TMAP_FLAG_RAMP|TMAP_FLAG_RGB))==(TMAP_FLAG_RAMP|TMAP_FLAG_RGB)) {
Int3(); // You're doing RGB and RAMP lighting!!!
}
if ( flags & TMAP_FLAG_RAMP ) {
Tmap.l.b = Tmap.r.b = i2fl(v->b)/255.0f;
Tmap.deltas.b = 0.0f;
}
}
void tmapper_show_layers()
{
int i;
ubyte * ptr = (ubyte *)Tmap.dest_row_data;
for (i=0; i<Tmap.loop_count; i++, ptr++ ) {
*ptr = (unsigned char)(*ptr + 1);
}
}
/*
void tmap_scan_generic()
{
int ui,vi,i;
ubyte * dptr,c;
float l, dl;
float u, v, w, du, dv, dw;
dptr = (ubyte *)Tmap.dest_row_data;
Tmap.fx_w = fl2i(Tmap.l.sw * GR_Z_RANGE)+gr_zoffset;
Tmap.fx_dwdx = fl2i(Tmap.deltas.sw * GR_Z_RANGE);
l = Tmap.l.b;
dl = Tmap.deltas.b;
u = Tmap.l.u;
v = Tmap.l.v;
w = Tmap.l.sw;
du = Tmap.deltas.u;
dv = Tmap.deltas.v;
dw = Tmap.deltas.sw;
for (i=0; i<Tmap.loop_count; i++ ) {
int tmp = (uint)dptr-Tmap.pScreenBits;
if ( Tmap.fx_w > (int)gr_zbuffer[tmp] ) {
gr_zbuffer[tmp] = Tmap.fx_w;
ui = fl2i( u / w ) % Tmap.bp->w;
vi = fl2i( v / w ) % Tmap.bp->h;
c = Tmap.pixptr[vi*Tmap.bp->w+ui];
*dptr = gr_fade_table[fl2i(l*31)*256+c];
}
Tmap.fx_w += Tmap.fx_dwdx;
l+=dl;
u+=du;
v+=dv;
w+=dw;
dptr++;
}
}
*/
// Same as ftol except that it might round up or down,
// unlike C's ftol, which must always round down.
// But, in the tmapper, we don't care, since this is
// just for Z and L.
static inline int tmap_ftol(float f)
{
int x;
#if defined(WIN32) && defined(MSVC)
_asm fld f
_asm fistp x
#elif defined(__GNUC__) && defined(__i386__)
asm ( "fistl %0" : "=m" (x) : "t" (f) );
#else
#error unknown processor/compiler
#endif
return x;
}
/*
#define tmap_ftol(f) ((int)(f))
__ftol:
004569c0 push ebp
004569c1 mov ebp,esp
004569c3 add esp,fffffff4
004569c6 wait
004569c7 fnstcw [ebp-02]
004569ca wait
004569cb mov ax,word ptr [ebp-02]
004569cf or ah,0c
004569d2 mov word ptr [ebp-04],ax
004569d6 fldcw [ebp-04]
004569d9 fistp qword ptr [ebp-0c]
004569dc fldcw [ebp-02]
004569df mov eax,dword ptr [ebp-0c]
004569e2 mov edx,dword ptr [ebp-08]
004569e5 leave
004569e6 ret
*/
#ifdef RGB_LIGHTING
extern ubyte gr_palette[768];
uint last_code = 0xf;
void change_fade_table(uint code)
{
int i,l;
if ( last_code == code ) return;
last_code = code;
int r1=0, g1=0, b1=0;
for (i=0; i<256; i++ ) {
int r, g, b;
int ur, ug, ub;
r = gr_palette[i*3+0];
g = gr_palette[i*3+1];
b = gr_palette[i*3+2];
if ( (r == 255) && (g == 255) && (b == 255) ) {
// Make pure white not fade
for (l=0; l<32; l++ ) {
gr_fade_table[((l+1)*256)+i] = (unsigned char)i;
}
} else {
for (l=24; l<32; l++ ) {
int x,y;
int gi, gr, gg, gb;
gi = (r+g+b)/3;
//gr = r*2;
//gg = g*2;
//gb = b*2;
if ( code & 4 ) gr = gi*2; else gr = r;
if ( code & 2 ) gg = gi*2; else gg = g;
if ( code & 1 ) gb = gi*2; else gb = b;
// gr = r1;
// gg = g1;
// gb = b1; //gi*2;
x = l-24; // x goes from 0 to 7
y = 31-l; // y goes from 7 to 0
ur = ((gr*x)+(r*y))/7; if ( ur > 255 ) ur = 255;
ug = ((gg*x)+(g*y))/7; if ( ug > 255 ) ug = 255;
ub = ((gb*x)+(b*y))/7; if ( ub > 255 ) ub = 255;
gr_fade_table[((l+1)*256)+i] = (unsigned char)palette_find( ur, ug, ub );
}
}
gr_fade_table[ (0*256)+i ] = gr_fade_table[ (1*256)+i ];
gr_fade_table[ (33*256)+i ] = gr_fade_table[ (32*256)+i ];
}
// Mirror the fade table
for (i=0; i<34; i++ ) {
for ( l = 0; l < 256; l++ ) {
gr_fade_table[ ((67-i)*256)+l ] = gr_fade_table[ (i*256)+l ];
}
}
}
#endif
void grx_tmapper( int nverts, vertex **verts, uint flags )
{
int i, y, li, ri, ly, ry, top, rem;
float ymin;
int next_break;
float ulist[TMAP_MAX_VERTS], vlist[TMAP_MAX_VERTS], llist[TMAP_MAX_VERTS];
flags &= (~TMAP_FLAG_ALPHA);
flags &= (~TMAP_FLAG_NONDARKENING);
flags &= (~TMAP_FLAG_PIXEL_FOG);
// Check for invalid flags
#ifndef NDEBUG
if ( (flags & (TMAP_FLAG_RAMP|TMAP_FLAG_RGB))==(TMAP_FLAG_RAMP|TMAP_FLAG_RGB)) {
Int3(); // You're doing RGB and RAMP lighting!!!
}
if ( flags & TMAP_FLAG_RGB ) {
Int3(); // RGB not supported!
}
if ( (flags & TMAP_FLAG_GOURAUD) && (!(flags & TMAP_FLAG_RAMP)) ) {
Int3(); // Ramp mode required for gouraud!
}
if ( gr_screen.bits_per_pixel != 8 ) {
Int3(); // Only 8-bpp tmapper supported
}
Tmap_npolys++;
Tmap_nverts += nverts;
Assert(nverts <= TMAP_MAX_VERTS );
#endif
if ( flags & (TMAP_FLAG_RAMP|TMAP_FLAG_GOURAUD) ) {
for (i=0; i<nverts; i++ ) {
llist[i] = Light_table[verts[i]->b];
}
}
if ( Tmap_screen_flags != gr_screen.mode ) {
tmapper_setup();
}
tmap_scanline = tmap_scanline_table[flags];
// tmap_scanline = tmap_scan_generic;
#ifndef NDEBUG
Assert( tmap_scanline != NULL );
if (Tmap_show_layers)
tmap_scanline = tmapper_show_layers;
#endif
if ( tmap_scanline == NULL ) return;
Tmap.FadeLookup = (uint)palette_get_fade_table();
Tmap.BlendLookup = (uint)palette_get_blend_table(gr_screen.current_alpha);
if ( flags & TMAP_FLAG_TEXTURED ) {
Tmap.bp = bm_lock( gr_screen.current_bitmap, 8, 0 );
int was_tiled = 0, can_tile = 0;
if ( flags & TMAP_FLAG_TILED ) {
if ( (Tmap.bp->w==16) && (Tmap.bp->h==16) ) can_tile = 1;
if ( (Tmap.bp->w==32) && (Tmap.bp->h==32) ) can_tile = 1;
if ( (Tmap.bp->w==64) && (Tmap.bp->h==64) ) can_tile = 1;
if ( (Tmap.bp->w==128) && (Tmap.bp->h==128) ) can_tile = 1;
if ( (Tmap.bp->w==256) && (Tmap.bp->h==256) ) can_tile = 1;
if ( !can_tile ) {
was_tiled = 1;
flags &= (~TMAP_FLAG_TILED);
}
}
float max_u = i2fl(Tmap.bp->w) - 0.5f;
float max_v = i2fl(Tmap.bp->h) - 0.5f;
for (i=0; i<nverts; i++ ) {
ulist[i] = verts[i]->u * Tmap.bp->w;
vlist[i] = verts[i]->v * Tmap.bp->h;
if ( !(flags & TMAP_FLAG_TILED) ) {
if ( ulist[i] < 1.0f ) ulist[i] = 1.0f;
if ( vlist[i] < 1.0f ) vlist[i] = 1.0f;
if ( ulist[i] > max_u ) ulist[i] = max_u;
if ( vlist[i] > max_v ) vlist[i] = max_v;
}
// Multiply all u,v's by sw for perspective correction
if ( flags & TMAP_FLAG_CORRECT ) {
ulist[i] *= verts[i]->sw;
vlist[i] *= verts[i]->sw;
}
}
Tmap.pixptr = (unsigned char *)Tmap.bp->data;
Tmap.src_offset = Tmap.bp->rowsize;
}
// Find the topmost vertex
//top = -1; // Initialize to dummy value to avoid compiler warning
//ymin = 0.0f; // Initialize to dummy value to avoid compiler warning
// Instead of initializing to avoid compiler warnings, set to first value outside loop and remove (i==0)
// comparison, which otherwise happens nverts times. MK, 3/20/98 (was tracing code figuring out my shield effect bug...)
ymin = verts[0]->sy;
top = 0;
for (i=1; i<nverts; i++ ) {
if (verts[i]->sy < ymin) {
ymin = verts[i]->sy;
top = i;
}
}
li = ri = top;
rem = nverts;
y = fl_round_2048(ymin); //(int)floor(ymin + 0.5);
ly = ry = y - 1;
gr_lock();
Tmap.pScreenBits = (uint)gr_screen.offscreen_buffer_base;
while( rem > 0 ) {
while ( ly<=y && rem>0 ) { // Advance left edge?
float dy, frac, recip;
rem--;
i = li-1;
if ( i<0 ) i = nverts-1;
ly = fl_round_2048(verts[i]->sy); //(int)floor(verts[i]->sy+0.5);
dy = verts[i]->sy - verts[li]->sy;
if ( dy == 0.0f ) dy = 1.0f;
frac = y + 0.5f - verts[li]->sy;
recip = 1.0f / dy;
Tmap.dl.sx = (verts[i]->sx - verts[li]->sx)*recip;
Tmap.l.sx = verts[li]->sx + Tmap.dl.sx*frac;
if ( flags & TMAP_FLAG_TEXTURED ) {
Tmap.dl.u = (ulist[i] - ulist[li])*recip;
Tmap.l.u = ulist[li] + Tmap.dl.u*frac;
Tmap.dl.v = (vlist[i] - vlist[li])*recip;
Tmap.l.v = vlist[li] + Tmap.dl.v*frac;
}
if ( (flags & TMAP_FLAG_CORRECT) || gr_zbuffering ) {
Tmap.dl.sw = (verts[i]->sw - verts[li]->sw)*recip;
Tmap.l.sw = verts[li]->sw + Tmap.dl.sw*frac;
}
if ( flags & TMAP_FLAG_GOURAUD ) {
if ( flags & TMAP_FLAG_RAMP ) {
Tmap.dl.b = (llist[i] - llist[li])*recip;
Tmap.l.b = llist[li] + Tmap.dl.b*frac;
}
}
li = i;
}
while ( ry<=y && rem>0 ) { // Advance right edge?
float dy, frac, recip;
rem--;
i = ri+1;
if ( i>=nverts ) i = 0;
ry = fl_round_2048(verts[i]->sy); //(int)floor(verts[i]->sy+0.5);
dy = verts[i]->sy - verts[ri]->sy;
if ( dy == 0.0f ) dy = 1.0f;
frac = y + 0.5f - verts[ri]->sy;
recip = 1.0f / dy;
Tmap.dr.sx = (verts[i]->sx - verts[ri]->sx)*recip;
Tmap.r.sx = verts[ri]->sx + Tmap.dr.sx*frac;
if ( flags & TMAP_FLAG_TEXTURED ) {
Tmap.dr.u = (ulist[i] - ulist[ri])*recip;
Tmap.r.u = ulist[ri] + Tmap.dr.u*frac;
Tmap.dr.v = (vlist[i] - vlist[ri])*recip;
Tmap.r.v = vlist[ri] + Tmap.dr.v*frac;
}
if ( (flags & TMAP_FLAG_CORRECT) || gr_zbuffering ) {
Tmap.dr.sw = (verts[i]->sw - verts[ri]->sw)*recip;
Tmap.r.sw = verts[ri]->sw + Tmap.dr.sw*frac;
}
if ( flags & TMAP_FLAG_GOURAUD ) {
if ( flags & TMAP_FLAG_RAMP ) {
Tmap.dr.b = (llist[i] - llist[ri])*recip;
Tmap.r.b = llist[ri] + Tmap.dr.b*frac;
}
}
ri = i;
}
if ( ly < ry )
next_break = ly;
else
next_break = ry;
for ( ; y<next_break; y++ ) {
if ( (y >= gr_screen.clip_top) && ( y<=gr_screen.clip_bottom) ) {
int lx, rx;
lx = fl_round_2048(Tmap.l.sx);
if ( lx < gr_screen.clip_left ) {
Tmap.clipped_left = i2fl(gr_screen.clip_left) - Tmap.l.sx;
lx = gr_screen.clip_left;
} else {
Tmap.clipped_left = 0.0f;
}
rx = fl_round_2048(Tmap.r.sx-1.0f);
if ( rx > gr_screen.clip_right ) rx = gr_screen.clip_right;
if ( lx <= rx ) {
float dx, recip; //frac;
dx = Tmap.r.sx - Tmap.l.sx;
if ( dx == 0.0f ) dx = 1.0f;
//frac = lx + 0.5f - Tmap.l.sx;
recip = 1.0f / dx;
Tmap.y = y;
Tmap.rx = rx;
Tmap.lx = lx;
Tmap.loop_count = rx - lx + 1;
#ifndef NDEBUG
Tmap_npixels += Tmap.loop_count;
Tmap_nscanlines++;
#endif
if ( (flags & TMAP_FLAG_CORRECT) || gr_zbuffering ) {
Tmap.deltas.sw = (Tmap.r.sw - Tmap.l.sw)*recip;
Tmap.fl_dwdx_wide = Tmap.deltas.sw*32.0f;
}
if ( flags & TMAP_FLAG_TEXTURED ) {
Tmap.deltas.u = (Tmap.r.u - Tmap.l.u)*recip;
Tmap.deltas.v = (Tmap.r.v - Tmap.l.v)*recip;
if ( flags & TMAP_FLAG_CORRECT ) {
Tmap.fl_dudx_wide = Tmap.deltas.u*32.0f;
Tmap.fl_dvdx_wide = Tmap.deltas.v*32.0f;
} else {
Tmap.fx_u = tmap_ftol((Tmap.l.u+Tmap.clipped_left*Tmap.deltas.u)*65536.0f);
Tmap.fx_v = tmap_ftol((Tmap.l.v+Tmap.clipped_left*Tmap.deltas.v)*65536.0f);
Tmap.fx_du_dx = tmap_ftol(Tmap.deltas.u*65536.0f);
Tmap.fx_dv_dx = tmap_ftol(Tmap.deltas.v*65536.0f);
}
}
if ( flags & TMAP_FLAG_GOURAUD ) {
if ( flags & TMAP_FLAG_RAMP ) {
Tmap.deltas.b = (Tmap.r.b - Tmap.l.b)*recip;
Tmap.fx_l = tmap_ftol(Tmap.l.b*32.0f*65536.0f);
Tmap.fx_l_right = tmap_ftol(Tmap.r.b*32.0f*65536.0f);
Tmap.fx_dl_dx = tmap_ftol(Tmap.deltas.b*32.0f*65536.0f);
if ( Tmap.fx_dl_dx < 0 ) {
Tmap.fx_dl_dx = -Tmap.fx_dl_dx;
Tmap.fx_l = (67*F1_0)-Tmap.fx_l;
Tmap.fx_l_right = (67*F1_0)-Tmap.fx_l_right;
// Assert( Tmap.fx_l > 31*F1_0 );
// Assert( Tmap.fx_l < 66*F1_0 );
// Assert( Tmap.fx_dl_dx >= 0 );
// Assert( Tmap.fx_dl_dx < 31*F1_0 );
}
}
}
if ( gr_zbuffering ) {
Tmap.fx_w = tmap_ftol(Tmap.l.sw * GR_Z_RANGE)+gr_zoffset;
Tmap.fx_dwdx = tmap_ftol(Tmap.deltas.sw * GR_Z_RANGE);
}
Tmap.dest_row_data = GR_SCREEN_PTR_SIZE(gr_screen.bytes_per_pixel,Tmap.lx,Tmap.y);
(*tmap_scanline)();
}
}
Tmap.l.sx += Tmap.dl.sx;
Tmap.r.sx += Tmap.dr.sx;
if ( flags & TMAP_FLAG_TEXTURED ) {
Tmap.l.u += Tmap.dl.u;
Tmap.l.v += Tmap.dl.v;
Tmap.r.u += Tmap.dr.u;
Tmap.r.v += Tmap.dr.v;
}
if ( (flags & TMAP_FLAG_CORRECT) || gr_zbuffering ) {
Tmap.l.sw += Tmap.dl.sw;
Tmap.r.sw += Tmap.dr.sw;
}
if ( flags & TMAP_FLAG_GOURAUD ) {
if ( flags & TMAP_FLAG_RAMP ) {
Tmap.l.b += Tmap.dl.b;
Tmap.r.b += Tmap.dr.b;
}
}
}
}
gr_unlock();
if ( flags & TMAP_FLAG_TEXTURED ) {
bm_unlock(gr_screen.current_bitmap);
}
}