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Graphics Programming Black Book (Special Edition)
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chapter67
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l67_1.c
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1997-06-18
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// Part of Win32 program to demonstrate z-sorted spans. Whitespace
// removed for space reasons. Full source code, with whitespace,
// available from ftp.idsoftware.com/mikeab/ddjzsort.zip.
#define MAX_SPANS 10000
#define MAX_SURFS 1000
#define MAX_EDGES 5000
typedef struct surf_s {
struct surf_s *pnext, *pprev;
int color, visxstart, state;
double zinv00, zinvstepx, zinvstepy;
} surf_t;
typedef struct edge_s {
int x, xstep, leading;
surf_t *psurf;
struct edge_s *pnext, *pprev, *pnextremove;
} edge_t;
// Span, edge, and surface lists
span_t spans[MAX_SPANS];
edge_t edges[MAX_EDGES];
surf_t surfs[MAX_SURFS];
// Bucket list of new edges to add on each scan line
edge_t newedges[MAX_SCREEN_HEIGHT];
// Bucket list of edges to remove on each scan line
edge_t *removeedges[MAX_SCREEN_HEIGHT];
// Head and tail for the active edge list
edge_t edgehead, edgetail;
// Edge used as sentinel of new edge lists
edge_t maxedge = {0x7FFFFFFF};
// Head/tail/sentinel/background surface of active surface stack
surf_t surfstack;
// pointers to next available surface and edge
surf_t *pavailsurf;
edge_t *pavailedge;
// Returns true if polygon faces the viewpoint, assuming a clockwise
// winding of vertices as seen from the front.
int PolyFacesViewer(polygon_t *ppoly, plane_t *pplane)
{
int i;
point_t viewvec;
for (i=0 ; i<3 ; i++)
viewvec.v[i] = ppoly->verts[0].v[i] - currentpos.v[i];
// Use an epsilon here so we don't get polygons tilted so
// sharply that the gradients are unusable or invalid
if (DotProduct (&viewvec, &pplane->normal) < -0.01)
return 1;
return 0;
}
// Add the polygon's edges to the global edge table.
void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
{
double distinv, deltax, deltay, slope;
int i, nextvert, numverts, temp, topy, bottomy, height;
edge_t *pedge;
numverts = screenpoly->numverts;
// Clamp the polygon's vertices just in case some very near
// points have wandered out of range due to floating-point
// imprecision
for (i=0 ; i<numverts ; i++) {
if (screenpoly->verts[i].x < -0.5)
screenpoly->verts[i].x = -0.5;
if (screenpoly->verts[i].x > ((double)DIBWidth - 0.5))
screenpoly->verts[i].x = (double)DIBWidth - 0.5;
if (screenpoly->verts[i].y < -0.5)
screenpoly->verts[i].y = -0.5;
if (screenpoly->verts[i].y > ((double)DIBHeight - 0.5))
screenpoly->verts[i].y = (double)DIBHeight - 0.5;
}
// Add each edge in turn
for (i=0 ; i<numverts ; i++) {
nextvert = i + 1;
if (nextvert >= numverts)
nextvert = 0;
topy = (int)ceil(screenpoly->verts[i].y);
bottomy = (int)ceil(screenpoly->verts[nextvert].y);
height = bottomy - topy;
if (height == 0)
continue; // doesn't cross any scan lines
if (height < 0) {
// Leading edge
temp = topy;
topy = bottomy;
bottomy = temp;
pavailedge->leading = 1;
deltax = screenpoly->verts[i].x -
screenpoly->verts[nextvert].x;
deltay = screenpoly->verts[i].y -
screenpoly->verts[nextvert].y;
slope = deltax / deltay;
// Edge coordinates are in 16.16 fixed point
pavailedge->xstep = (int)(slope * (float)0x10000);
pavailedge->x = (int)((screenpoly->verts[nextvert].x +
((float)topy - screenpoly->verts[nextvert].y) *
slope) * (float)0x10000);
} else {
// Trailing edge
pavailedge->leading = 0;
deltax = screenpoly->verts[nextvert].x -
screenpoly->verts[i].x;
deltay = screenpoly->verts[nextvert].y -
screenpoly->verts[i].y;
slope = deltax / deltay;
// Edge coordinates are in 16.16 fixed point
pavailedge->xstep = (int)(slope * (float)0x10000);
pavailedge->x = (int)((screenpoly->verts[i].x +
((float)topy - screenpoly->verts[i].y) * slope) *
(float)0x10000);
}
// Put the edge on the list to be added on top scan
pedge = &newedges[topy];
while (pedge->pnext->x < pavailedge->x)
pedge = pedge->pnext;
pavailedge->pnext = pedge->pnext;
pedge->pnext = pavailedge;
// Put the edge on the list to be removed after final scan
pavailedge->pnextremove = removeedges[bottomy - 1];
removeedges[bottomy - 1] = pavailedge;
// Associate the edge with the surface we'll create for
// this polygon
pavailedge->psurf = pavailsurf;
// Make sure we don't overflow the edge array
if (pavailedge < &edges[MAX_EDGES])
pavailedge++;
}
// Create the surface, so we'll know how to sort and draw from
// the edges
pavailsurf->state = 0;
pavailsurf->color = currentcolor;
// Set up the 1/z gradients from the polygon, calculating the
// base value at screen coordinate 0,0 so we can use screen
// coordinates directly when calculating 1/z from the gradients
distinv = 1.0 / plane->distance;
pavailsurf->zinvstepx = plane->normal.v[0] * distinv *
maxscreenscaleinv * (fieldofview / 2.0);
pavailsurf->zinvstepy = -plane->normal.v[1] * distinv *
maxscreenscaleinv * (fieldofview / 2.0);
pavailsurf->zinv00 = plane->normal.v[2] * distinv -
xcenter * pavailsurf->zinvstepx -
ycenter * pavailsurf->zinvstepy;
// Make sure we don't overflow the surface array
if (pavailsurf < &surfs[MAX_SURFS])
pavailsurf++;
}
// Scan all the edges in the global edge table into spans.
void ScanEdges (void)
{
int x, y;
double fx, fy, zinv, zinv2;
edge_t *pedge, *pedge2, *ptemp;
span_t *pspan;
surf_t *psurf, *psurf2;
pspan = spans;
// Set up the active edge list as initially empty, containing
// only the sentinels (which are also the background fill). Most
// of these fields could be set up just once at start-up
edgehead.pnext = &edgetail;
edgehead.pprev = NULL;
edgehead.x = -0xFFFF; // left edge of screen
edgehead.leading = 1;
edgehead.psurf = &surfstack;
edgetail.pnext = NULL; // mark edge of list
edgetail.pprev = &edgehead;
edgetail.x = DIBWidth << 16; // right edge of screen
edgetail.leading = 0;
edgetail.psurf = &surfstack;
// The background surface is the entire stack initially, and
// is infinitely far away, so everything sorts in front of it.
// This could be set just once at start-up
surfstack.pnext = surfstack.pprev = &surfstack;
surfstack.color = 0;
surfstack.zinv00 = -999999.0;
surfstack.zinvstepx = surfstack.zinvstepy = 0.0;
for (y=0 ; y<DIBHeight ; y++) {
fy = (double)y;
// Sort in any edges that start on this scan
pedge = newedges[y].pnext;
pedge2 = &edgehead;
while (pedge != &maxedge) {
while (pedge->x > pedge2->pnext->x)
pedge2 = pedge2->pnext;
ptemp = pedge->pnext;
pedge->pnext = pedge2->pnext;
pedge->pprev = pedge2;
pedge2->pnext->pprev = pedge;
pedge2->pnext = pedge;
pedge2 = pedge;
pedge = ptemp;
}
// Scan out the active edges into spans
// Start out with the left background edge already inserted,
// and the surface stack containing only the background
surfstack.state = 1;
surfstack.visxstart = 0;
for (pedge=edgehead.pnext ; pedge ; pedge=pedge->pnext) {
psurf = pedge->psurf;
if (pedge->leading) {
// It's a leading edge. Figure out where it is
// relative to the current surfaces and insert in
// the surface stack; if it's on top, emit the span
// for the current top.
// First, make sure the edges don't cross
if (++psurf->state == 1) {
fx = (double)pedge->x * (1.0 / (double)0x10000);
// Calculate the surface's 1/z value at this pixel
zinv = psurf->zinv00 + psurf->zinvstepx * fx +
psurf->zinvstepy * fy;
// See if that makes it a new top surface
psurf2 = surfstack.pnext;
zinv2 = psurf2->zinv00 + psurf2->zinvstepx * fx +
psurf2->zinvstepy * fy;
if (zinv >= zinv2) {
// It's a new top surface
// emit the span for the current top
x = (pedge->x + 0xFFFF) >> 16;
pspan->count = x - psurf2->visxstart;
if (pspan->count > 0) {
pspan->y = y;
pspan->x = psurf2->visxstart;
pspan->color = psurf2->color;
// Make sure we don't overflow
// the span array
if (pspan < &spans[MAX_SPANS])
pspan++;
}
psurf->visxstart = x;
// Add the edge to the stack
psurf->pnext = psurf2;
psurf2->pprev = psurf;
surfstack.pnext = psurf;
psurf->pprev = &surfstack;
} else {
// Not a new top; sort into the surface stack.
// Guaranteed to terminate due to sentinel
// background surface
do {
psurf2 = psurf2->pnext;
zinv2 = psurf2->zinv00 +
psurf2->zinvstepx * fx +
psurf2->zinvstepy * fy;
} while (zinv < zinv2);
// Insert the surface into the stack
psurf->pnext = psurf2;
psurf->pprev = psurf2->pprev;
psurf2->pprev->pnext = psurf;
psurf2->pprev = psurf;
}
}
} else {
// It's a trailing edge; if this was the top surface,
// emit the span and remove it.
// First, make sure the edges didn't cross
if (--psurf->state == 0) {
if (surfstack.pnext == psurf) {
// It's on top, emit the span
x = ((pedge->x + 0xFFFF) >> 16);
pspan->count = x - psurf->visxstart;
if (pspan->count > 0) {
pspan->y = y;
pspan->x = psurf->visxstart;
pspan->color = psurf->color;
// Make sure we don't overflow
// the span array
if (pspan < &spans[MAX_SPANS])
pspan++;
}
psurf->pnext->visxstart = x;
}
// Remove the surface from the stack
psurf->pnext->pprev = psurf->pprev;
psurf->pprev->pnext = psurf->pnext;
}
}
}
// Remove edges that are done
pedge = removeedges[y];
while (pedge) {
pedge->pprev->pnext = pedge->pnext;
pedge->pnext->pprev = pedge->pprev;
pedge = pedge->pnextremove;
}
// Step the remaining edges one scan line, and re-sort
for (pedge=edgehead.pnext ; pedge != &edgetail ; ) {
ptemp = pedge->pnext;
// Step the edge
pedge->x += pedge->xstep;
// Move the edge back to the proper sorted location,
// if necessary
while (pedge->x < pedge->pprev->x) {
pedge2 = pedge->pprev;
pedge2->pnext = pedge->pnext;
pedge->pnext->pprev = pedge2;
pedge2->pprev->pnext = pedge;
pedge->pprev = pedge2->pprev;
pedge->pnext = pedge2;
pedge2->pprev = pedge;
}
pedge = ptemp;
}
}
pspan->x = -1; // mark the end of the list
}
// Draw all the spans that were scanned out.
void DrawSpans (void)
{
span_t *pspan;
for (pspan=spans ; pspan->x != -1 ; pspan++)
memset (pDIB + (DIBPitch * pspan->y) + pspan->x,
pspan->color,
pspan->count);
}
// Clear the lists of edges to add and remove on each scan line.
void ClearEdgeLists(void)
{
int i;
for (i=0 ; i<DIBHeight ; i++) {
newedges[i].pnext = &maxedge;
removeedges[i] = NULL;
}
}
// Render the current state of the world to the screen.
void UpdateWorld()
{
HPALETTE holdpal;
HDC hdcScreen, hdcDIBSection;
HBITMAP holdbitmap;
polygon2D_t screenpoly;
polygon_t *ppoly, tpoly0, tpoly1, tpoly2;
convexobject_t *pobject;
int i, j, k;
plane_t plane;
point_t tnormal;
UpdateViewPos();
SetUpFrustum();
ClearEdgeLists();
pavailsurf = surfs;
pavailedge = edges;
// Draw all visible faces in all objects
pobject = objecthead.pnext;
while (pobject != &objecthead) {
ppoly = pobject->ppoly;
for (i=0 ; i<pobject->numpolys ; i++) {
// Move the polygon relative to the object center
tpoly0.numverts = ppoly[i].numverts;
for (j=0 ; j<tpoly0.numverts ; j++) {
for (k=0 ; k<3 ; k++)
tpoly0.verts[j].v[k] = ppoly[i].verts[j].v[k] +
pobject->center.v[k];
}
if (PolyFacesViewer(&tpoly0, &ppoly[i].plane)) {
if (ClipToFrustum(&tpoly0, &tpoly1)) {
currentcolor = ppoly[i].color;
TransformPolygon (&tpoly1, &tpoly2);
ProjectPolygon (&tpoly2, &screenpoly);
// Move the polygon's plane into viewspace
// First move it into worldspace (object relative)
tnormal = ppoly[i].plane.normal;
plane.distance = ppoly[i].plane.distance +
DotProduct (&pobject->center, &tnormal);
// Now transform it into viewspace
// Determine the distance from the viewpont
plane.distance -=
DotProduct (¤tpos, &tnormal);
// Rotate the normal into view orientation
plane.normal.v[0] =
DotProduct (&tnormal, &vright);
plane.normal.v[1] =
DotProduct (&tnormal, &vup);
plane.normal.v[2] =
DotProduct (&tnormal, &vpn);
AddPolygonEdges (&plane, &screenpoly);
}
}
}
pobject = pobject->pnext;
}
ScanEdges ();
DrawSpans ();
// We've drawn the frame; copy it to the screen
hdcScreen = GetDC(hwndOutput);
holdpal = SelectPalette(hdcScreen, hpalDIB, FALSE);
RealizePalette(hdcScreen);
hdcDIBSection = CreateCompatibleDC(hdcScreen);
holdbitmap = SelectObject(hdcDIBSection, hDIBSection);
BitBlt(hdcScreen, 0, 0, DIBWidth, DIBHeight, hdcDIBSection,
0, 0, SRCCOPY);
SelectPalette(hdcScreen, holdpal, FALSE);
ReleaseDC(hwndOutput, hdcScreen);
SelectObject(hdcDIBSection, holdbitmap);
DeleteDC(hdcDIBSection);
}