/* * 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 // //**************************************************************** #include "Gfx_1.3.h" #include "rdp.h" #include "DepthBufferRender.h" wxUint16 * zLUT = 0; void ZLUT_init() { if (zLUT) return; zLUT = new wxUint16[0x40000]; for(int i=0; i<0x40000; i++) { wxUint32 exponent = 0; wxUint32 testbit = 1 << 17; while((i & testbit) && (exponent < 7)) { exponent++; testbit = 1 << (17 - exponent); } wxUint32 mantissa = (i >> (6 - (6 < exponent ? 6 : exponent))) & 0x7ff; zLUT[i] = (wxUint16)(((exponent << 11) | mantissa) << 2); } } 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; int imul16(int x, int y) { int64_t result; const int64_t m = (int64_t)(x); const int64_t n = (int64_t)(y); result = (m * n) >> 16; return (int)(result); } int imul14(int x, int y) { int64_t result; const int64_t m = (int64_t)(x); const int64_t n = (int64_t)(y); result = (m * n) >> 14; return (int)(result); } int idiv16(int x, int y) { int64_t result; const int64_t m = (int64_t)(x); const int64_t n = (int64_t)(y); result = (m << 16) / n; return (int)(result); } __inline int iceil(int x) { x += 0xffff; return (x >> 16); } void RightSection(void) { // 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; ny < 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); wxUint16 * destptr = (wxUint16*)(gfx.RDRAM+rdp.zimg); 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; wxUint16 encodedZ; 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; } } }