301 lines
8.5 KiB
C++
301 lines
8.5 KiB
C++
/*
|
|
* 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;
|
|
|
|
extern int imul16(int x, int y);
|
|
extern int imul14(int x, int y);
|
|
extern int idiv16(int x, int y);
|
|
|
|
__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; 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);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|