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/*
* Glide64 - Glide video plugin for Nintendo 64 emulators .
* Copyright ( c ) 2002 Dave2001
* Copyright ( c ) 2003 - 2009 Sergey ' Gonetz ' Lipski
*
* This program is free software ; you can redistribute it and / or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation ; either version 2 of the License , or
* any later version .
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software
* Foundation , Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*/
//****************************************************************
//
// Glide64 - Glide Plugin for Nintendo 64 emulators
// Project started on December 29th, 2001
//
// Authors:
// Dave2001, original author, founded the project in 2001, left it in 2002
// Gugaman, joined the project in 2002, left it in 2002
// Sergey 'Gonetz' Lipski, joined the project in 2002, main author since fall of 2002
// Hiroshi 'KoolSmoky' Morii, joined the project in 2007
//
//****************************************************************
//
// To modify Glide64:
// * Write your name and (optional)email, commented by your work, so I know who did it, and so that you can find which parts you modified when it comes time to send it to me.
// * Do NOT send me the whole project or file that you modified. Take out your modified code sections, and tell me where to put them. If people sent the whole thing, I would have many different versions, but no idea how to combine them all.
//
//****************************************************************
//
// Software rendering into N64 depth buffer
// Idea and N64 depth value format by Orkin
// Polygon rasterization algorithm is taken from FATMAP2 engine by Mats Byggmastar, mri@penti.sit.fi
//
// Created by Gonetz, Dec 2004
//
//****************************************************************
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# include "Gfx_1.3.h"
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# include "rdp.h"
# include "DepthBufferRender.h"
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uint16_t * zLUT = 0 ;
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void ZLUT_init ( )
{
if ( zLUT )
return ;
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zLUT = new uint16_t [ 0x40000 ] ;
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for ( int i = 0 ; i < 0x40000 ; i + + )
{
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uint32_t exponent = 0 ;
uint32_t testbit = 1 < < 17 ;
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while ( ( i & testbit ) & & ( exponent < 7 ) )
{
exponent + + ;
testbit = 1 < < ( 17 - exponent ) ;
}
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uint32_t mantissa = ( i > > ( 6 - ( 6 < exponent ? 6 : exponent ) ) ) & 0x7ff ;
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zLUT [ i ] = ( uint16_t ) ( ( ( exponent < < 11 ) | mantissa ) < < 2 ) ;
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}
}
void ZLUT_release ( )
{
delete [ ] zLUT ;
zLUT = 0 ;
}
static vertexi * max_vtx ; // Max y vertex (ending vertex)
static vertexi * start_vtx , * end_vtx ; // First and last vertex in array
static vertexi * right_vtx , * left_vtx ; // Current right and left vertex
static int right_height , left_height ;
static int right_x , right_dxdy , left_x , left_dxdy ;
static int left_z , left_dzdy ;
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__inline int imul16 ( int x , int y ) // (x * y) >> 16
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{
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return ( ( int64_t ) x * ( int64_t ) y ) > > 16 ;
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}
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__inline int imul14 ( int x , int y ) // (x * y) >> 14
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{
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return ( ( int64_t ) x * ( int64_t ) y ) > > 14 ;
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}
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__inline int idiv16 ( int x , int y ) // (x << 16) / y
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{
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x = ( ( int64_t ) x < < 16 ) / ( int64_t ) y ;
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return x ;
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}
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__inline int iceil ( int x )
{
x + = 0xffff ;
return ( x > > 16 ) ;
}
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static void RightSection ( void )
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{
// Walk backwards trough the vertex array
vertexi * v2 , * v1 = right_vtx ;
if ( right_vtx > start_vtx ) v2 = right_vtx - 1 ;
else v2 = end_vtx ; // Wrap to end of array
right_vtx = v2 ;
// v1 = top vertex
// v2 = bottom vertex
// Calculate number of scanlines in this section
right_height = iceil ( v2 - > y ) - iceil ( v1 - > y ) ;
if ( right_height < = 0 ) return ;
// Guard against possible div overflows
if ( right_height > 1 ) {
// OK, no worries, we have a section that is at least
// one pixel high. Calculate slope as usual.
int height = v2 - > y - v1 - > y ;
right_dxdy = idiv16 ( v2 - > x - v1 - > x , height ) ;
}
else {
// Height is less or equal to one pixel.
// Calculate slope = width * 1/height
// using 18:14 bit precision to avoid overflows.
int inv_height = ( 0x10000 < < 14 ) / ( v2 - > y - v1 - > y ) ;
right_dxdy = imul14 ( v2 - > x - v1 - > x , inv_height ) ;
}
// Prestep initial values
int prestep = ( iceil ( v1 - > y ) < < 16 ) - v1 - > y ;
right_x = v1 - > x + imul16 ( prestep , right_dxdy ) ;
}
static void LeftSection ( void )
{
// Walk forward trough the vertex array
vertexi * v2 , * v1 = left_vtx ;
if ( left_vtx < end_vtx ) v2 = left_vtx + 1 ;
else v2 = start_vtx ; // Wrap to start of array
left_vtx = v2 ;
// v1 = top vertex
// v2 = bottom vertex
// Calculate number of scanlines in this section
left_height = iceil ( v2 - > y ) - iceil ( v1 - > y ) ;
if ( left_height < = 0 ) return ;
// Guard against possible div overflows
if ( left_height > 1 ) {
// OK, no worries, we have a section that is at least
// one pixel high. Calculate slope as usual.
int height = v2 - > y - v1 - > y ;
left_dxdy = idiv16 ( v2 - > x - v1 - > x , height ) ;
left_dzdy = idiv16 ( v2 - > z - v1 - > z , height ) ;
}
else {
// Height is less or equal to one pixel.
// Calculate slope = width * 1/height
// using 18:14 bit precision to avoid overflows.
int inv_height = ( 0x10000 < < 14 ) / ( v2 - > y - v1 - > y ) ;
left_dxdy = imul14 ( v2 - > x - v1 - > x , inv_height ) ;
left_dzdy = imul14 ( v2 - > z - v1 - > z , inv_height ) ;
}
// Prestep initial values
int prestep = ( iceil ( v1 - > y ) < < 16 ) - v1 - > y ;
left_x = v1 - > x + imul16 ( prestep , left_dxdy ) ;
left_z = v1 - > z + imul16 ( prestep , left_dzdy ) ;
}
void Rasterize ( vertexi * vtx , int vertices , int dzdx )
{
start_vtx = vtx ; // First vertex in array
// Search trough the vtx array to find min y, max y
// and the location of these structures.
vertexi * min_vtx = vtx ;
max_vtx = vtx ;
int min_y = vtx - > y ;
int max_y = vtx - > y ;
vtx + + ;
for ( int n = 1 ; n < vertices ; n + + ) {
if ( vtx - > y < min_y ) {
min_y = vtx - > y ;
min_vtx = vtx ;
}
else
if ( vtx - > y > max_y ) {
max_y = vtx - > y ;
max_vtx = vtx ;
}
vtx + + ;
}
// OK, now we know where in the array we should start and
// where to end while scanning the edges of the polygon
left_vtx = min_vtx ; // Left side starting vertex
right_vtx = min_vtx ; // Right side starting vertex
end_vtx = vtx - 1 ; // Last vertex in array
// Search for the first usable right section
do {
if ( right_vtx = = max_vtx ) return ;
RightSection ( ) ;
} while ( right_height < = 0 ) ;
// Search for the first usable left section
do {
if ( left_vtx = = max_vtx ) return ;
LeftSection ( ) ;
} while ( left_height < = 0 ) ;
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uint16_t * destptr = ( uint16_t * ) ( gfx . RDRAM + rdp . zimg ) ;
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int y1 = iceil ( min_y ) ;
if ( y1 > = ( int ) rdp . scissor_o . lr_y ) return ;
int shift ;
for ( ; ; )
{
int x1 = iceil ( left_x ) ;
if ( x1 < ( int ) rdp . scissor_o . ul_x )
x1 = rdp . scissor_o . ul_x ;
int width = iceil ( right_x ) - x1 ;
if ( x1 + width > = ( int ) rdp . scissor_o . lr_x )
width = rdp . scissor_o . lr_x - x1 - 1 ;
if ( width > 0 & & y1 > = ( int ) rdp . scissor_o . ul_y ) {
// Prestep initial z
int prestep = ( x1 < < 16 ) - left_x ;
int z = left_z + imul16 ( prestep , dzdx ) ;
shift = x1 + y1 * rdp . zi_width ;
//draw to depth buffer
int trueZ ;
int idx ;
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uint16_t encodedZ ;
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for ( int x = 0 ; x < width ; x + + )
{
trueZ = z / 8192 ;
if ( trueZ < 0 ) trueZ = 0 ;
else if ( trueZ > 0x3FFFF ) trueZ = 0x3FFFF ;
encodedZ = zLUT [ trueZ ] ;
idx = ( shift + x ) ^ 1 ;
if ( encodedZ < destptr [ idx ] )
destptr [ idx ] = encodedZ ;
z + = dzdx ;
}
}
//destptr += rdp.zi_width;
y1 + + ;
if ( y1 > = ( int ) rdp . scissor_o . lr_y ) return ;
// Scan the right side
if ( - - right_height < = 0 ) { // End of this section?
do {
if ( right_vtx = = max_vtx ) return ;
RightSection ( ) ;
} while ( right_height < = 0 ) ;
}
else
right_x + = right_dxdy ;
// Scan the left side
if ( - - left_height < = 0 ) { // End of this section?
do {
if ( left_vtx = = max_vtx ) return ;
LeftSection ( ) ;
} while ( left_height < = 0 ) ;
}
else {
left_x + = left_dxdy ;
left_z + = left_dzdy ;
}
}
}