1 |
#include "TMapare.h"
|
2 |
|
3 |
TMapare::TMapare(int *iscreen, int iscreenwidth, int iscreenheight)
|
4 |
{
|
5 |
screen=(int*)iscreen;
|
6 |
screenwidth=iscreenwidth; |
7 |
screenheight=iscreenheight; |
8 |
|
9 |
}
|
10 |
|
11 |
TMapare::~TMapare(){}
|
12 |
|
13 |
// Texturemapper with full perspective correction, subpixels and subtexels, |
14 |
// uses floats all the way through |
15 |
|
16 |
void TMapare::drawtpolyperspsubtri(TPolytri *poly) |
17 |
{ |
18 |
float x1, y1, x2, y2, x3, y3; |
19 |
float iz1, uiz1, viz1, iz2, uiz2, viz2, iz3, uiz3, viz3; |
20 |
float dxdy1, dxdy2, dxdy3; |
21 |
float tempf; |
22 |
float denom; |
23 |
float dy; |
24 |
int y1i, y2i, y3i; |
25 |
int side; |
26 |
|
27 |
// Shift XY coordinate system (+0.5, +0.5) to match the subpixeling |
28 |
// technique |
29 |
|
30 |
x1 = (float) poly->x1 + 0.5f; |
31 |
y1 = (float) poly->y1 + 0.5f; |
32 |
x2 = (float) poly->x2 + 0.5f; |
33 |
y2 = (float) poly->y2 + 0.5f; |
34 |
x3 = (float) poly->x3 + 0.5f; |
35 |
y3 = (float) poly->y3 + 0.5f; |
36 |
|
37 |
// Calculate alternative 1/Z, U/Z and V/Z values which will be |
38 |
// interpolated |
39 |
|
40 |
iz1 = 1 / poly->z1; |
41 |
iz2 = 1 / poly->z2; |
42 |
iz3 = 1 / poly->z3; |
43 |
uiz1 = poly->u1 * iz1; |
44 |
viz1 = poly->v1 * iz1; |
45 |
uiz2 = poly->u2 * iz2; |
46 |
viz2 = poly->v2 * iz2; |
47 |
uiz3 = poly->u3 * iz3; |
48 |
viz3 = poly->v3 * iz3; |
49 |
|
50 |
texture = poly->texture; |
51 |
|
52 |
// Sort the vertices in ascending Y order |
53 |
|
54 |
#define swapfloat(x, y) tempf = x; x = y; y = tempf; |
55 |
|
56 |
if (y1 > y2) |
57 |
{ |
58 |
swapfloat(x1, x2); |
59 |
swapfloat(y1, y2); |
60 |
swapfloat(iz1, iz2); |
61 |
swapfloat(uiz1, uiz2); |
62 |
swapfloat(viz1, viz2); |
63 |
} |
64 |
|
65 |
if (y1 > y3) |
66 |
{ |
67 |
swapfloat(x1, x3); |
68 |
swapfloat(y1, y3); |
69 |
swapfloat(iz1, iz3); |
70 |
swapfloat(uiz1, uiz3); |
71 |
swapfloat(viz1, viz3); |
72 |
} |
73 |
|
74 |
if (y2 > y3) |
75 |
{ |
76 |
swapfloat(x2, x3); |
77 |
swapfloat(y2, y3); |
78 |
swapfloat(iz2, iz3); |
79 |
swapfloat(uiz2, uiz3); |
80 |
swapfloat(viz2, viz3); |
81 |
} |
82 |
|
83 |
#undef swapfloat |
84 |
|
85 |
y1i = (int) y1; |
86 |
y2i = (int) y2; |
87 |
y3i = (int) y3; |
88 |
|
89 |
// Skip poly if it's too thin to cover any pixels at all |
90 |
|
91 |
if (y1i == y2i == y3i || (int) x1 == (int) x2 == (int) x3) |
92 |
{
|
93 |
return; |
94 |
}
|
95 |
|
96 |
// Calculate horizontal and vertical increments for UV axes (these |
97 |
// calcs are certainly not optimal, although they're stable |
98 |
// (handles any dy being 0) |
99 |
|
100 |
denom = ((x3 - x1) * (y2 - y1) - (x2 - x1) * (y3 - y1)); |
101 |
|
102 |
if (!denom) // Skip poly if it's an infinitely thin line |
103 |
{
|
104 |
return; |
105 |
}
|
106 |
|
107 |
denom = 1 / denom; // Reciprocal for speeding up |
108 |
dizdx = ((iz3 - iz1) * (y2 - y1) - (iz2 - iz1) * (y3 - y1)) * denom; |
109 |
duizdx = ((uiz3 - uiz1) * (y2 - y1) - (uiz2 - uiz1) * (y3 - y1)) * denom; |
110 |
dvizdx = ((viz3 - viz1) * (y2 - y1) - (viz2 - viz1) * (y3 - y1)) * denom; |
111 |
|
112 |
dizdy = ((iz2 - iz1) * (x3 - x1) - (iz3 - iz1) * (x2 - x1)) * denom; |
113 |
duizdy = ((uiz2 - uiz1) * (x3 - x1) - (uiz3 - uiz1) * (x2 - x1)) * denom; |
114 |
dvizdy = ((viz2 - viz1) * (x3 - x1) - (viz3 - viz1) * (x2 - x1)) * denom; |
115 |
|
116 |
// Calculate X-slopes along the edges |
117 |
|
118 |
if (y2 > y1) |
119 |
dxdy1 = (x2 - x1) / (y2 - y1); |
120 |
if (y3 > y1) |
121 |
dxdy2 = (x3 - x1) / (y3 - y1); |
122 |
if (y3 > y2) |
123 |
dxdy3 = (x3 - x2) / (y3 - y2); |
124 |
|
125 |
// Determine which side of the poly the longer edge is on |
126 |
|
127 |
side = dxdy2 > dxdy1; |
128 |
|
129 |
if (y1 == y2) |
130 |
side = x1 > x2; |
131 |
if (y2 == y3) |
132 |
side = x3 > x2; |
133 |
|
134 |
if (!side) // Longer edge is on the left side |
135 |
{ |
136 |
// Calculate slopes along left edge |
137 |
|
138 |
dxdya = dxdy2; |
139 |
dizdya = dxdy2 * dizdx + dizdy; |
140 |
duizdya = dxdy2 * duizdx + duizdy; |
141 |
dvizdya = dxdy2 * dvizdx + dvizdy; |
142 |
|
143 |
// Perform subpixel pre-stepping along left edge |
144 |
|
145 |
dy = 1 - (y1 - y1i); |
146 |
xa = x1 + dy * dxdya; |
147 |
iza = iz1 + dy * dizdya; |
148 |
uiza = uiz1 + dy * duizdya; |
149 |
viza = viz1 + dy * dvizdya; |
150 |
|
151 |
if (y1i < y2i) // Draw upper segment if possibly visible |
152 |
{ |
153 |
// Set right edge X-slope and perform subpixel pre- |
154 |
// stepping |
155 |
|
156 |
xb = x1 + dy * dxdy1; |
157 |
dxdyb = dxdy1; |
158 |
|
159 |
drawtpolyperspsubtriseg(y1i, y2i); |
160 |
}
|
161 |
|
162 |
if (y2i < y3i) // Draw lower segment if possibly visible |
163 |
{ |
164 |
// Set right edge X-slope and perform subpixel pre- |
165 |
// stepping |
166 |
|
167 |
xb = x2 + (1 - (y2 - y2i)) * dxdy3; |
168 |
dxdyb = dxdy3; |
169 |
|
170 |
drawtpolyperspsubtriseg(y2i, y3i); |
171 |
} |
172 |
} |
173 |
else // Longer edge is on the right side |
174 |
{ |
175 |
// Set right edge X-slope and perform subpixel pre-stepping |
176 |
|
177 |
dxdyb = dxdy2; |
178 |
dy = 1 - (y1 - y1i); |
179 |
xb = x1 + dy * dxdyb; |
180 |
|
181 |
if (y1i < y2i) // Draw upper segment if possibly visible |
182 |
{ |
183 |
// Set slopes along left edge and perform subpixel |
184 |
// pre-stepping |
185 |
|
186 |
dxdya = dxdy1; |
187 |
dizdya = dxdy1 * dizdx + dizdy; |
188 |
duizdya = dxdy1 * duizdx + duizdy; |
189 |
dvizdya = dxdy1 * dvizdx + dvizdy; |
190 |
xa = x1 + dy * dxdya; |
191 |
iza = iz1 + dy * dizdya; |
192 |
uiza = uiz1 + dy * duizdya; |
193 |
viza = viz1 + dy * dvizdya; |
194 |
|
195 |
drawtpolyperspsubtriseg(y1i, y2i); |
196 |
} |
197 |
|
198 |
if (y2i < y3i) // Draw lower segment if possibly visible |
199 |
{ |
200 |
// Set slopes along left edge and perform subpixel |
201 |
// pre-stepping |
202 |
|
203 |
dxdya = dxdy3; |
204 |
dizdya = dxdy3 * dizdx + dizdy; |
205 |
duizdya = dxdy3 * duizdx + duizdy; |
206 |
dvizdya = dxdy3 * dvizdx + dvizdy; |
207 |
dy = 1 - (y2 - y2i); |
208 |
xa = x2 + dy * dxdya; |
209 |
iza = iz2 + dy * dizdya; |
210 |
uiza = uiz2 + dy * duizdya; |
211 |
viza = viz2 + dy * dvizdya; |
212 |
|
213 |
drawtpolyperspsubtriseg(y2i, y3i); |
214 |
} |
215 |
} |
216 |
} |
217 |
|
218 |
void TMapare::drawtpolyperspsubtriseg(int y1, int y2) |
219 |
{ |
220 |
int *scr; |
221 |
int x1, x2; |
222 |
float z, u, v, dx; |
223 |
float iz, uiz, viz; |
224 |
|
225 |
while (y1 < y2) // Loop through all lines in the segment |
226 |
{ |
227 |
x1 = (int) xa; |
228 |
x2 = (int) xb; |
229 |
|
230 |
// Perform subtexel pre-stepping on 1/Z, U/Z and V/Z |
231 |
|
232 |
dx = 1 - (xa - x1); |
233 |
iz = iza + dx * dizdx; |
234 |
uiz = uiza + dx * duizdx; |
235 |
viz = viza + dx * dvizdx; |
236 |
|
237 |
scr = &screen[(screenheight-y1) * screenwidth + x1]; |
238 |
|
239 |
while (x1++ < x2) // Draw horizontal line |
240 |
{ |
241 |
// Calculate U and V from 1/Z, U/Z and V/Z |
242 |
|
243 |
z = 1 / iz; |
244 |
u = uiz * z; |
245 |
v = viz * z; |
246 |
|
247 |
// Copy pixel from texture to screen |
248 |
|
249 |
*(scr++) = texture[((((int) v) & 0xff) << 8) + (((int) u) & 0xff)]; |
250 |
|
251 |
// Step 1/Z, U/Z and V/Z horizontally |
252 |
|
253 |
iz += dizdx; |
254 |
uiz += duizdx; |
255 |
viz += dvizdx; |
256 |
} |
257 |
|
258 |
// Step along both edges |
259 |
|
260 |
xa += dxdya; |
261 |
xb += dxdyb; |
262 |
iza += dizdya; |
263 |
uiza += duizdya; |
264 |
viza += dvizdya; |
265 |
|
266 |
y1++; |
267 |
} |
268 |
} |