home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga ACS 1998 #6
/
amigaacscoverdisc1998-061998.iso
/
games
/
descent
/
source
/
texmap
/
mesh
/
ntmap.c
Wrap
Text File
|
1998-06-08
|
36KB
|
1,210 lines
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/texmap/rcs/ntmap.c $
* $Revision: 1.52 $
* $Author: john $
* $Date: 1995/03/14 15:13:06 $
*
* Start of conversion to new texture mapper.
*
* $Log: ntmap.c $
* Revision 1.52 1995/03/14 15:13:06 john
* Increased MAX_Y_Pointers to 480.
*
* Revision 1.51 1995/02/23 14:25:09 john
* Added editor tmap.
*
* Revision 1.50 1995/02/20 18:22:58 john
* Put all the externs in the assembly modules into tmap_inc.asm.
* Also, moved all the C versions of the inner loops into a new module,
* scanline.c.
*
* Revision 1.49 1995/02/20 17:09:11 john
* Added code so that you can build the tmapper with no assembly!
*
* Revision 1.48 1995/01/06 11:11:30 mike
* even when not in editor, have 400 lines in texture map scanline table.
*
* Revision 1.47 1994/12/15 16:43:25 matt
* Took out code only needed by editor
*
* Revision 1.46 1994/12/09 22:35:37 mike
* fix bug in before call to asm_tmap_scanline_per causing write of pixel onto past right border onto left.
*
* Revision 1.45 1994/12/06 16:31:06 mike
* fix bug in asm_tmap_scanline_matt interface.
*
* Revision 1.44 1994/12/04 20:37:18 mike
* *** empty log message ***
*
* Revision 1.43 1994/12/02 23:30:04 mike
* optimizations.
*
* Revision 1.42 1994/11/30 00:57:43 mike
* optimizations.
*
* Revision 1.41 1994/11/28 13:34:27 mike
* optimizations.
*
* Revision 1.40 1994/11/28 01:30:01 mike
* kill warning.
*
* Revision 1.39 1994/11/28 01:28:59 mike
* optimizations.
*
* Revision 1.38 1994/11/21 14:08:07 john
* Took out all multiple instead of divide code.
*
* Revision 1.37 1994/11/19 15:21:52 mike
* rip out unused code.
*
* Revision 1.36 1994/11/14 11:42:51 mike
* optimization.
*
* Revision 1.35 1994/11/12 16:41:36 mike
* *** empty log message ***
*
* Revision 1.34 1994/11/10 21:28:41 mike
* remove call to init_interface_vars_to_assembler.
*
* Revision 1.33 1994/11/10 11:08:59 mike
* detail level stuff.
*
* Revision 1.32 1994/11/09 22:55:52 matt
* Added variable Current_seg_depth for detail level optimization
*
* Revision 1.31 1994/11/09 19:57:31 john
* Added texture rle caching.
*
* Revision 1.30 1994/11/09 19:54:48 mike
* Call flat shader if Tmap_flat_flag set.
*
* Revision 1.29 1994/11/02 21:33:31 john
* Added Burger Bill's optimization, ie.. 2 muls per 8 pixels.
*
* Revision 1.28 1994/11/02 11:32:16 john
* Added code for c callable inner loop and code to
* test dividing out z0.
*
* Revision 1.27 1994/10/28 20:54:32 matt
* Added error checking
*
* Revision 1.26 1994/10/25 11:20:20 mike
* fix bug in lighting overflow checking for one scanline tall linear texture maps.
*
* Revision 1.25 1994/08/03 15:40:33 mike
* Prevent divide overflows, decrease occurrence of precision-caused glitches.
*
* Revision 1.24 1994/07/27 09:31:16 mike
* Fix concave texture map problem, decrease occurrence of unimportant int 3.
*
* Revision 1.23 1994/06/17 12:23:31 mike
* Support non-lighted texture maps.
*
* Revision 1.22 1994/06/11 08:10:24 mike
* Fix mysterious hang bug, lighting value was out of range.
*
* Revision 1.21 1994/06/09 16:10:16 mike
* Change SC2000 from constant to variable.
*
*/
#pragma off (unreferenced)
static char rcsid[] = "$Id: ntmap.c 1.52 1995/03/14 15:13:06 john Exp $";
#pragma on (unreferenced)
#define VESA 0
#define NUM_TMAPS 16
#define HEADLIGHT_LIGHTING 0
#define WIREFRAME 0
#define PERSPECTIVE 1
#include <math.h>
#include <limits.h>
#include <stdio.h>
#include <conio.h>
#include <stdlib.h>
#include "mono.h"
#include "fix.h"
#include "3d.h"
#include "gr.h"
#include "error.h"
#include "key.h"
#include "texmap.h"
#include "texmapl.h"
#include "rle.h"
#include "scanline.h"
#include "..\main\textures.h"
#define EDITOR_TMAP 1 //if in, include extra stuff
#define F15_5 (F1_0*15 + F0_5)
// 1 means enable special sc2000 code, else enable only for Descent
#define SC2000K 0
int SC2000 = SC2000K;
// Temporary texture map, interface from Matt's 3d system to Mike's texture mapper.
g3ds_tmap Tmap1;
grs_bitmap Texmap_ptrs[NUM_TMAPS];
grs_bitmap Texmap4_ptrs[NUM_TMAPS];
fix Range_max=0; // debug, kill me
int Interpolation_method=0; // 0 = choose best method
int Lighting_on; // initialize to no lighting
int Tmap_flat_flag = 0; // 1 = render texture maps as flat shaded polygons.
int Current_seg_depth; // HACK INTERFACE: how far away the current segment (& thus texture) is
int Max_perspective_depth;
int Max_linear_depth;
int Max_flat_depth;
extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
// These variables are the interface to assembler. They get set for each texture map, which is a real waste of time.
// They should be set only when they change, which is generally when the window bounds change. And, even still, it's
// a pretty bad interface.
int bytes_per_row=-1;
int write_buffer;
int window_left;
int window_right;
int window_top;
int window_bottom;
int window_width;
int window_height;
int write_buffer;
#ifdef EDITOR_TMAP
#define MAX_Y_POINTERS 480
#else
#define MAX_Y_POINTERS 480
#endif
int y_pointers[MAX_Y_POINTERS];
short pixel_data_selector; // selector for current pixel data for texture mapper
fix fix_recip[FIX_RECIP_TABLE_SIZE];
int Lighting_enabled;
int Fix_recip_table_computed=0;
fix fx_l, fx_u, fx_v, fx_z, fx_du_dx, fx_dv_dx, fx_dz_dx, fx_dl_dx;
int fx_xleft, fx_xright, fx_y;
unsigned char * pixptr;
int per2_flag = 0;
int Transparency_on = 0;
int dither_intensity_lighting = 0;
ubyte * tmap_flat_cthru_table;
ubyte tmap_flat_color;
ubyte tmap_flat_shade_value;
// -------------------------------------------------------------------------------------
void init_fix_recip_table(void)
{
int i;
fix_recip[0] = F1_0;
for (i=1; i<FIX_RECIP_TABLE_SIZE; i++)
fix_recip[i] = F1_0/i;
Fix_recip_table_computed = 1;
}
// -------------------------------------------------------------------------------------
// Initialize interface variables to assembler.
// These things used to be constants. This routine is now (10/6/93) getting called for
// every texture map. It should get called whenever the window changes, or, preferably,
// not at all. I'm pretty sure these variables are only being used for range checking.
void init_interface_vars_to_assembler(void)
{
grs_bitmap *bp;
bp = &grd_curcanv->cv_bitmap;
Assert(bp!=NULL);
Assert(bp->bm_data!=NULL);
Assert(bp->bm_h <= MAX_Y_POINTERS);
// If bytes_per_row has changed, create new table of pointers.
if (bytes_per_row != (int) bp->bm_rowsize) {
int y_val, i;
bytes_per_row = (int) bp->bm_rowsize;
y_val = 0;
for (i=0; i<MAX_Y_POINTERS; i++) {
y_pointers[i] = y_val;
y_val += bytes_per_row;
}
}
write_buffer = (int) bp->bm_data;
window_left = 0;
window_right = (int) bp->bm_w-1;
window_top = 0;
window_bottom = (int) bp->bm_h-1;
Window_clip_left = window_left;
Window_clip_right = window_right;
Window_clip_top = window_top;
Window_clip_bot = window_bottom;
window_width = bp->bm_w;
window_height = bp->bm_h;
if (!Fix_recip_table_computed)
init_fix_recip_table();
}
int tmap_set_selector(int selector, void *buffer, unsigned int size);
// -------------------------------------------------------------------------------------
// VARIABLES
extern short pixel_data_selector; // selector for current pixel data for texture mapper
extern g3ds_tmap Tmap1;
// -------------------------------------------------------------------------------------
// Returns number preceding val modulo modulus.
// prevmod(3,4) = 2
// prevmod(0,4) = 3
int prevmod(int val,int modulus)
{
if (val > 0)
return val-1;
else
return modulus-1;
// return (val + modulus - 1) % modulus;
}
// Returns number succeeding val modulo modulus.
// succmod(3,4) = 0
// succmod(0,4) = 1
int succmod(int val,int modulus)
{
if (val < modulus-1)
return val+1;
else
return 0;
// return (val + 1) % modulus;
}
// -------------------------------------------------------------------------------------
// Select topmost vertex (minimum y coordinate) and bottommost (maximum y coordinate) in
// texture map. If either is part of a horizontal edge, then select leftmost vertex for
// top, rightmost vertex for bottom.
// Important: Vertex is selected with integer precision. So, if there are vertices at
// (0.0,0.7) and (0.5,0.3), the first vertex is selected, because they y coordinates are
// considered the same, so the smaller x is favored.
// Parameters:
// nv number of vertices
// v3d pointer to 3d vertices containing u,v,x2d,y2d coordinates
// Results in:
// *min_y_ind
// *max_y_ind
// -------------------------------------------------------------------------------------
void compute_y_bounds(g3ds_tmap *t, int *vlt, int *vlb, int *vrt, int *vrb,int *bottom_y_ind)
{
int i;
int min_y,max_y;
int min_y_ind;
int original_vrt;
fix min_x;
// Scan all vertices, set min_y_ind to vertex with smallest y coordinate.
min_y = f2i(t->verts[0].y2d);
max_y = min_y;
min_y_ind = 0;
min_x = f2i(t->verts[0].x2d);
*bottom_y_ind = 0;
for (i=1; i<t->nv; i++) {
if (f2i(t->verts[i].y2d) < min_y) {
min_y = f2i(t->verts[i].y2d);
min_y_ind = i;
min_x = f2i(t->verts[i].x2d);
} else if (f2i(t->verts[i].y2d) == min_y) {
if (f2i(t->verts[i].x2d) < min_x) {
min_y_ind = i;
min_x = f2i(t->verts[i].x2d);
}
}
if (f2i(t->verts[i].y2d) > max_y) {
max_y = f2i(t->verts[i].y2d);
*bottom_y_ind = i;
}
}
//--removed mk, 11/27/94-- // Check for a non-upright-hourglass polygon and fix, if necessary, by bashing a y coordinate.
//--removed mk, 11/27/94-- // min_y_ind = index of minimum y coordinate, *bottom_y_ind = index of maximum y coordinate
//--removed mk, 11/27/94--{
//--removed mk, 11/27/94-- int max_temp, min_temp;
//--removed mk, 11/27/94--
//--removed mk, 11/27/94-- max_temp = *bottom_y_ind;
//--removed mk, 11/27/94-- if (*bottom_y_ind < min_y_ind)
//--removed mk, 11/27/94-- max_temp += t->nv;
//--removed mk, 11/27/94--
//--removed mk, 11/27/94-- for (i=min_y_ind; i<max_temp; i++) {
//--removed mk, 11/27/94-- if (f2i(t->verts[i%t->nv].y2d) > f2i(t->verts[(i+1)%t->nv].y2d)) {
//--removed mk, 11/27/94-- Int3();
//--removed mk, 11/27/94-- t->verts[(i+1)%t->nv].y2d = t->verts[i%t->nv].y2d;
//--removed mk, 11/27/94-- }
//--removed mk, 11/27/94-- }
//--removed mk, 11/27/94--
//--removed mk, 11/27/94-- min_temp = min_y_ind;
//--removed mk, 11/27/94-- if (min_y_ind < *bottom_y_ind)
//--removed mk, 11/27/94-- min_temp += t->nv;
//--removed mk, 11/27/94--
//--removed mk, 11/27/94-- for (i=*bottom_y_ind; i<min_temp; i++) {
//--removed mk, 11/27/94-- if (f2i(t->verts[i%t->nv].y2d) < f2i(t->verts[(i+1)%t->nv].y2d)) {
//--removed mk, 11/27/94-- Int3();
//--removed mk, 11/27/94-- t->verts[(i+1)%t->nv].y2d = t->verts[i%t->nv].y2d;
//--removed mk, 11/27/94-- }
//--removed mk, 11/27/94-- }
//--removed mk, 11/27/94--}
// Set "vertex left top", etc. based on vertex with topmost y coordinate
*vlt = min_y_ind;
*vrt = *vlt;
*vlb = prevmod(*vlt,t->nv);
*vrb = succmod(*vrt,t->nv);
// If right edge is horizontal, then advance along polygon bound until it no longer is or until all
// vertices have been examined.
// (Left edge cannot be horizontal, because *vlt is set to leftmost point with highest y coordinate.)
original_vrt = *vrt;
while (f2i(t->verts[*vrt].y2d) == f2i(t->verts[*vrb].y2d)) {
if (succmod(*vrt,t->nv) == original_vrt) {
break;
}
*vrt = succmod(*vrt,t->nv);
*vrb = succmod(*vrt,t->nv);
}
}
// -------------------------------------------------------------------------------------
// Returns dx/dy given two vertices.
// If dy == 0, returns 0.0
// -------------------------------------------------------------------------------------
//--fix compute_dx_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex)
//--{
//-- int dy;
//--
//-- // compute delta x with respect to y for any edge
//-- dy = f2i(t->verts[bottom_vertex].y2d - t->verts[top_vertex].y2d) + 1;
//-- if (dy)
//-- return (t->verts[bottom_vertex].x2d - t->verts[top_vertex].x2d) / dy;
//-- else
//-- return 0;
//--
//--}
fix compute_du_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(t->verts[bottom_vertex].u - t->verts[top_vertex].u, recip_dy);
}
fix compute_dv_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(t->verts[bottom_vertex].v - t->verts[top_vertex].v, recip_dy);
}
fix compute_dl_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(t->verts[bottom_vertex].l - t->verts[top_vertex].l, recip_dy);
}
fix compute_dx_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(t->verts[bottom_vertex].x2d - t->verts[top_vertex].x2d, recip_dy);
}
fix compute_du_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(fixmul(t->verts[bottom_vertex].u,t->verts[bottom_vertex].z) - fixmul(t->verts[top_vertex].u,t->verts[top_vertex].z), recip_dy);
}
fix compute_dv_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(fixmul(t->verts[bottom_vertex].v,t->verts[bottom_vertex].z) - fixmul(t->verts[top_vertex].v,t->verts[top_vertex].z), recip_dy);
}
fix compute_dz_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
{
return fixmul(t->verts[bottom_vertex].z - t->verts[top_vertex].z, recip_dy);
}
int Skip_short_flag=0;
// -------------------------------------------------------------------------------------
// Texture map current scanline in perspective.
// -------------------------------------------------------------------------------------
void ntmap_scanline_lighted(grs_bitmap *srcb, int y, fix xleft, fix xright, fix uleft, fix uright, fix vleft, fix vright, fix zleft, fix zright, fix lleft, fix lright)
{
fix u,v,l;
fix dx,recip_dx;
fix du_dx,dv_dx,dz_dx,z;
u = uleft;
v = vleft;
l = lleft;
fx_xright = f2i(xright);
fx_xleft = f2i(xleft);
dx = fx_xright - fx_xleft;
if ((dx < 0) || (xright < 0) || (xleft > xright)) // the (xleft > xright) term is not redundant with (dx < 0) because dx is computed using integers
return;
// setup to call assembler scanline renderer
if (dx < FIX_RECIP_TABLE_SIZE)
recip_dx = fix_recip[dx];
else
recip_dx = F1_0/dx;
du_dx = fixmul(uright - uleft,recip_dx);
dv_dx = fixmul(vright - vleft,recip_dx);
dz_dx = fixmul(zright - zleft,recip_dx);
z = zleft;
fx_u = uleft;
fx_v = vleft;
fx_z = zleft;
fx_du_dx = du_dx;
fx_dv_dx = dv_dx;
fx_dz_dx = dz_dx;
fx_y = y;
pixptr = srcb->bm_data;
switch (Lighting_enabled) {
case 0:
if (fx_xleft > Window_clip_right)
return;
if (fx_xright < Window_clip_left)
return;
if (fx_xright > Window_clip_right)
fx_xright = Window_clip_right;
#ifdef NASM
c_tmap_scanline_per_nolight();
#else
asm_tmap_scanline_per();
#endif
break;
case 1: {
fix mul_thing;
if (lleft < 0) lleft = 0;
if (lright < 0) lright = 0;
if (lleft > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2)) lleft = (NUM_LIGHTING_LEVELS*F1_0-F1_0/2);
if (lright > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2)) lright = (NUM_LIGHTING_LEVELS*F1_0-F1_0/2);
fx_l = lleft;
fx_dl_dx = fixmul(lright - lleft,recip_dx);
// This is a pretty ugly hack to prevent lighting overflows.
mul_thing = dx * fx_dl_dx;
if (lleft + mul_thing < 0)
fx_dl_dx += 12;
else if (lleft + mul_thing > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2))
fx_dl_dx -= 12;
if (fx_xleft > Window_clip_right)
return;
if (fx_xright < Window_clip_left)
return;
if (fx_xright > Window_clip_right)
fx_xright = Window_clip_right;
#ifdef NASM
c_tmap_scanline_per();
#else
asm_tmap_scanline_per();
#endif
break;
}
case 2:
#ifdef EDITOR_TMAP
fx_xright = f2i(xright);
fx_xleft = f2i(xleft);
asm_tmap_scanline_matt();
#else
Int3(); // Illegal, called an editor only routine!
#endif
break;
}
}
int Do_vertical_scan=0;
int Break_on_flat=0;
// -------------------------------------------------------------------------------------
// Render a texture map with lighting using perspective interpolation in inner and outer loops.
// -------------------------------------------------------------------------------------
void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t)
{
int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
int topy,boty,y, dy;
fix dx_dy_left,dx_dy_right;
fix du_dy_left,du_dy_right;
fix dv_dy_left,dv_dy_right;
fix dz_dy_left,dz_dy_right;
fix dl_dy_left,dl_dy_right;
fix recip_dyl, recip_dyr;
int max_y_vertex;
fix xleft,xright,uleft,vleft,uright,vright,zleft,zright,lleft,lright;
int next_break_left, next_break_right;
g3ds_vertex *v3d;
v3d = t->verts;
#if SC2000K
if (Do_vertical_scan) {
texture_map_hyp_lin_v(srcb, t);
return;
}
#endif
// Determine top and bottom y coords.
compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
// Set top and bottom (of entire texture map) y coordinates.
topy = f2i(v3d[vlt].y2d);
boty = f2i(v3d[max_y_vertex].y2d);
if (topy > Window_clip_bot)
return;
if (boty > Window_clip_bot)
boty = Window_clip_bot;
// Set amount to change x coordinate for each advance to next scanline.
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dyl = fix_recip[dy];
else
recip_dyl = F1_0/dy;
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dyl);
du_dy_left = compute_du_dy(t,vlt,vlb, recip_dyl);
dv_dy_left = compute_dv_dy(t,vlt,vlb, recip_dyl);
dz_dy_left = compute_dz_dy(t,vlt,vlb, recip_dyl);
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dyr = fix_recip[dy];
else
recip_dyr = F1_0/dy;
du_dy_right = compute_du_dy(t,vrt,vrb, recip_dyr);
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dyr);
dv_dy_right = compute_dv_dy(t,vrt,vrb, recip_dyr);
dz_dy_right = compute_dz_dy(t,vrt,vrb, recip_dyr);
if (Lighting_enabled) {
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dyl);
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dyr);
lleft = v3d[vlt].l;
lright = v3d[vrt].l;
}
// Set initial values for x, u, v
xleft = v3d[vlt].x2d;
xright = v3d[vrt].x2d;
zleft = v3d[vlt].z;
zright = v3d[vrt].z;
uleft = fixmul(v3d[vlt].u,zleft);
uright = fixmul(v3d[vrt].u,zright);
vleft = fixmul(v3d[vlt].v,zleft);
vright = fixmul(v3d[vrt].v,zright);
// scan all rows in texture map from top through first break.
next_break_left = f2i(v3d[vlb].y2d);
next_break_right = f2i(v3d[vrb].y2d);
for (y = topy; y < boty; y++) {
// See if we have reached the end of the current left edge, and if so, set
// new values for dx_dy and x,u,v
if (y == next_break_left) {
fix recip_dy;
// Handle problem of double points. Search until y coord is different. Cannot get
// hung in an infinite loop because we know there is a vertex with a lower y coordinate
// because in the for loop, we don't scan all spanlines.
while (y == f2i(v3d[vlb].y2d)) {
vlt = vlb;
vlb = prevmod(vlb,t->nv);
}
next_break_left = f2i(v3d[vlb].y2d);
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/dy;
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
xleft = v3d[vlt].x2d;
zleft = v3d[vlt].z;
uleft = fixmul(v3d[vlt].u,zleft);
vleft = fixmul(v3d[vlt].v,zleft);
lleft = v3d[vlt].l;
du_dy_left = compute_du_dy(t,vlt,vlb, recip_dy);
dv_dy_left = compute_dv_dy(t,vlt,vlb, recip_dy);
dz_dy_left = compute_dz_dy(t,vlt,vlb, recip_dy);
if (Lighting_enabled) {
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dy);
lleft = v3d[vlt].l;
}
}
// See if we have reached the end of the current left edge, and if so, set
// new values for dx_dy and x. Not necessary to set new values for u,v.
if (y == next_break_right) {
fix recip_dy;
while (y == f2i(v3d[vrb].y2d)) {
vrt = vrb;
vrb = succmod(vrb,t->nv);
}
next_break_right = f2i(v3d[vrb].y2d);
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/dy;
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
xright = v3d[vrt].x2d;
zright = v3d[vrt].z;
uright = fixmul(v3d[vrt].u,zright);
vright = fixmul(v3d[vrt].v,zright);
du_dy_right = compute_du_dy(t,vrt,vrb, recip_dy);
dv_dy_right = compute_dv_dy(t,vrt,vrb, recip_dy);
dz_dy_right = compute_dz_dy(t,vrt,vrb, recip_dy);
if (Lighting_enabled) {
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dy);
lright = v3d[vrt].l;
}
}
if (Lighting_enabled) {
if (y >= Window_clip_top)
ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
lleft += dl_dy_left;
lright += dl_dy_right;
} else
if (y >= Window_clip_top)
ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
uleft += du_dy_left;
vleft += dv_dy_left;
uright += du_dy_right;
vright += dv_dy_right;
xleft += dx_dy_left;
xright += dx_dy_right;
zleft += dz_dy_left;
zright += dz_dy_right;
}
// We can get lleft or lright out of bounds here because we compute dl_dy using fixed point values,
// but we plot an integer number of scanlines, therefore doing an integer number of additions of the delta.
//if (Break_on_flat)
// mprintf(0, "[%i %i %i] ", y, f2i(xleft), f2i(xright));
ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
}
// -------------------------------------------------------------------------------------
// Texture map current scanline using linear interpolation.
// -------------------------------------------------------------------------------------
void ntmap_scanline_lighted_linear(grs_bitmap *srcb, int y, fix xleft, fix xright, fix uleft, fix uright, fix vleft, fix vright, fix lleft, fix lright)
{
fix u,v,l;
fix dx,recip_dx;
fix du_dx,dv_dx,dl_dx;
u = uleft;
v = vleft;
l = lleft;
dx = f2i(xright) - f2i(xleft);
if ((dx < 0) || (xright < 0) || (xleft > xright)) // the (xleft > xright) term is not redundant with (dx < 0) because dx is computed using integers
return;
// setup to call assembler scanline renderer
if (dx < FIX_RECIP_TABLE_SIZE)
recip_dx = fix_recip[dx];
else
recip_dx = F1_0/dx;
du_dx = fixmul(uright - uleft,recip_dx);
dv_dx = fixmul(vright - vleft,recip_dx);
fx_u = uleft;
fx_v = vleft;
fx_du_dx = du_dx;
fx_dv_dx = dv_dx;
fx_y = y;
fx_xright = f2i(xright);
fx_xleft = f2i(xleft);
pixptr = srcb->bm_data;
switch (Lighting_enabled) {
case 0:
#ifdef NASM
c_tmap_scanline_lin_nolight();
#else
asm_tmap_scanline_lin();
#endif
break;
case 1:
if (lleft < F1_0/2)
lleft = F1_0/2;
if (lright < F1_0/2)
lright = F1_0/2;
if (lleft > MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS)
lleft = MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS;
if (lright > MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS)
lright = MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS;
fx_l = lleft;
dl_dx = fixmul(lright - lleft,recip_dx);
fx_dl_dx = dl_dx;
#ifdef NASM
c_tmap_scanline_lin();
#else
asm_tmap_scanline_lin_lighted();
#endif
break;
case 2:
#ifdef EDITOR_TMAP
fx_xright = f2i(xright);
fx_xleft = f2i(xleft);
asm_tmap_scanline_matt();
#else
Int3(); // Illegal, called an editor only routine!
#endif
break;
}
}
// -------------------------------------------------------------------------------------
// Render a texture map with lighting using perspective interpolation in inner and outer loops.
// -------------------------------------------------------------------------------------
void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
{
int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
int topy,boty,y, dy;
fix dx_dy_left,dx_dy_right;
fix du_dy_left,du_dy_right;
fix dv_dy_left,dv_dy_right;
fix dl_dy_left,dl_dy_right;
int max_y_vertex;
fix xleft,xright,uleft,vleft,uright,vright,lleft,lright;
int next_break_left, next_break_right;
fix recip_dyl, recip_dyr;
g3ds_vertex *v3d;
v3d = t->verts;
// Determine top and bottom y coords.
compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
// Set top and bottom (of entire texture map) y coordinates.
topy = f2i(v3d[vlt].y2d);
boty = f2i(v3d[max_y_vertex].y2d);
if (topy > Window_clip_bot)
return;
if (boty > Window_clip_bot)
boty = Window_clip_bot;
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dyl = fix_recip[dy];
else
recip_dyl = F1_0/dy;
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dyr = fix_recip[dy];
else
recip_dyr = F1_0/dy;
// Set amount to change x coordinate for each advance to next scanline.
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dyl);
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dyr);
du_dy_left = compute_du_dy_lin(t,vlt,vlb, recip_dyl);
du_dy_right = compute_du_dy_lin(t,vrt,vrb, recip_dyr);
dv_dy_left = compute_dv_dy_lin(t,vlt,vlb, recip_dyl);
dv_dy_right = compute_dv_dy_lin(t,vrt,vrb, recip_dyr);
if (Lighting_enabled) {
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dyl);
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dyr);
lleft = v3d[vlt].l;
lright = v3d[vrt].l;
}
// Set initial values for x, u, v
xleft = v3d[vlt].x2d;
xright = v3d[vrt].x2d;
uleft = v3d[vlt].u;
uright = v3d[vrt].u;
vleft = v3d[vlt].v;
vright = v3d[vrt].v;
// scan all rows in texture map from top through first break.
next_break_left = f2i(v3d[vlb].y2d);
next_break_right = f2i(v3d[vrb].y2d);
for (y = topy; y < boty; y++) {
// See if we have reached the end of the current left edge, and if so, set
// new values for dx_dy and x,u,v
if (y == next_break_left) {
fix recip_dy;
// Handle problem of double points. Search until y coord is different. Cannot get
// hung in an infinite loop because we know there is a vertex with a lower y coordinate
// because in the for loop, we don't scan all spanlines.
while (y == f2i(v3d[vlb].y2d)) {
vlt = vlb;
vlb = prevmod(vlb,t->nv);
}
next_break_left = f2i(v3d[vlb].y2d);
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/dy;
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
xleft = v3d[vlt].x2d;
uleft = v3d[vlt].u;
vleft = v3d[vlt].v;
lleft = v3d[vlt].l;
du_dy_left = compute_du_dy_lin(t,vlt,vlb, recip_dy);
dv_dy_left = compute_dv_dy_lin(t,vlt,vlb, recip_dy);
if (Lighting_enabled) {
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dy);
lleft = v3d[vlt].l;
}
}
// See if we have reached the end of the current left edge, and if so, set
// new values for dx_dy and x. Not necessary to set new values for u,v.
if (y == next_break_right) {
fix recip_dy;
while (y == f2i(v3d[vrb].y2d)) {
vrt = vrb;
vrb = succmod(vrb,t->nv);
}
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
if (dy < FIX_RECIP_TABLE_SIZE)
recip_dy = fix_recip[dy];
else
recip_dy = F1_0/dy;
next_break_right = f2i(v3d[vrb].y2d);
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
xright = v3d[vrt].x2d;
uright = v3d[vrt].u;
vright = v3d[vrt].v;
du_dy_right = compute_du_dy_lin(t,vrt,vrb, recip_dy);
dv_dy_right = compute_dv_dy_lin(t,vrt,vrb, recip_dy);
if (Lighting_enabled) {
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dy);
lright = v3d[vrt].l;
}
}
if (Lighting_enabled) {
ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
lleft += dl_dy_left;
lright += dl_dy_right;
} else
ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
uleft += du_dy_left;
vleft += dv_dy_left;
uright += du_dy_right;
vright += dv_dy_right;
xleft += dx_dy_left;
xright += dx_dy_right;
}
// We can get lleft or lright out of bounds here because we compute dl_dy using fixed point values,
// but we plot an integer number of scanlines, therefore doing an integer number of additions of the delta.
ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
}
// fix DivNum = F1_0*12;
extern void draw_tmap_flat(grs_bitmap *bp,int nverts,g3s_point **vertbuf);
// -------------------------------------------------------------------------------------
// Interface from Matt's data structures to Mike's texture mapper.
// -------------------------------------------------------------------------------------
FILE * Tmap_file = NULL;
void close_tmap_file()
{
fclose(Tmap_file);
}
void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
{
int i;
// These variables are used in system which renders texture maps which lie on one scanline as a line.
#if SC2000K
int flat_flag; // Set to 1 and remains 1 so long as all y coords are the same (in integer portion).
int last_y; // Y coordinate of previous vertex.
fix min_x = 0xfff0000, max_x = 0; // Minimum and maximum bounds of line to render in place of flat texture map.
#endif
// fix div_numerator;
int lighting_on_save = Lighting_on;
Assert(nverts <= MAX_TMAP_VERTS);
#ifdef USE_MULT_CODE
if ( !divide_table_filled ) fill_divide_table();
#endif
// -- now called from g3_start_frame -- init_interface_vars_to_assembler();
// If no transparency and seg depth is large, render as flat shaded.
if ((Current_seg_depth > Max_linear_depth) && ((bp->bm_flags & 3) == 0)) {
draw_tmap_flat(bp, nverts, vertbuf);
return;
}
if ( bp->bm_flags & BM_FLAG_RLE )
bp = rle_expand_texture( bp ); // Expand if rle'd
Transparency_on = bp->bm_flags & BM_FLAG_TRANSPARENT;
if (bp->bm_flags & BM_FLAG_NO_LIGHTING)
Lighting_on = 0;
// Set selector for current texture map.
if ( bp->bm_selector == 0 ) {
if (gr_bitmap_assign_selector( bp ) )
Error( "Couldn't assign selector in ntmap.c!\n" );
}
pixel_data_selector = bp->bm_selector;
// Setup texture map in Tmap1
Tmap1.nv = nverts; // Initialize number of vertices
#if SC2000K
last_y = f2i(vertbuf[0]->p3_sy);
flat_flag = 1; // Says so far, this texture map exists all on one scan line
#endif
// div_numerator = DivNum; //f1_0*3;
if ( Tmap_file == NULL ) {
Tmap_file = fopen( "mesh.out", "wt" );
atexit(close_tmap_file);
}
fprintf( Tmap_file, "{ %d ", nverts );
for (i=0; i<nverts; i++) {
g3ds_vertex *tvp = &Tmap1.verts[i];
g3s_point *vp = vertbuf[i];
fprintf( Tmap_file, ",0x%x,0x%x,0x%x ", vp->p3_vec.x, vp->p3_vec.y, vp->p3_vec.z );
tvp->x2d = vp->p3_sx;
tvp->y2d = vp->p3_sy;
#if SC2000K
// If y coordinates are not the same (in integer portion), then this texture map is not all on one scan line
if (f2i(tvp->y2d) != last_y)
flat_flag = 0;
// If everything is flat so far, set minimum x and y for rendering a scanline
if (flat_flag) {
if (tvp->x2d < min_x)
min_x = tvp->x2d;
if (tvp->x2d > max_x)
max_x = tvp->x2d;
}
#endif
// Check for overflow on fixdiv. Will overflow on vp->z <= something small. Allow only as low as 256.
if (vp->z < 256) {
vp->z = 256;
// Int3(); // we would overflow if we divided!
}
tvp->z = fixdiv(F1_0*12, vp->z);
tvp->u = vp->p3_u << 6; //* bp->bm_w;
tvp->v = vp->p3_v << 6; //* bp->bm_h;
Assert(Lighting_on < 3);
if (Lighting_on)
tvp->l = vp->p3_l * NUM_LIGHTING_LEVELS;
}
for (; i<6; i++) {
fprintf( Tmap_file, ",0,0,0 " );
}
fprintf( Tmap_file, "},\n" );
#if SC2000K
// Render a horizontal line instead of a texture map if flat_flag still set (all vertices on one scanline).
if (SC2000 && flat_flag) {
fix y,cvw;
Int3();
y = Tmap1.verts[0].y2d;
cvw = i2f(grd_curcanv->cv_bitmap.bm_w-1);
if (y<0 || y>i2f(grd_curcanv->cv_bitmap.bm_h-1)) { Lighting_on = lighting_on_save; return; }
//if (min_x < 0) min_x = 0;
//if (max_x > cvw) max_x = cvw;
gr_setcolor(*(bp->bm_data+32*32+32)); // Read center pixel of 64x64 bitmap, use as line color.
gr_line(min_x, Tmap1.verts[0].y2d, max_x, Tmap1.verts[0].y2d);
Lighting_on = lighting_on_save;
return;
}
#endif
Lighting_enabled = Lighting_on;
// Now, call my texture mapper.
if (Lighting_on) {
switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
case 0: // choose best interpolation
per2_flag = 1;
if (Current_seg_depth > Max_perspective_depth)
ntexture_map_lighted_linear(bp, &Tmap1);
else
ntexture_map_lighted(bp, &Tmap1);
break;
case 1: // linear interpolation
per2_flag = 1;
ntexture_map_lighted_linear(bp, &Tmap1);
break;
case 2: // perspective every 8th pixel interpolation
per2_flag = 1;
ntexture_map_lighted(bp, &Tmap1);
break;
case 3: // perspective every pixel interpolation
per2_flag = 0; // this hack means do divide every pixel
ntexture_map_lighted(bp, &Tmap1);
break;
default:
Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
}
} else {
switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
case 0: // choose best interpolation
per2_flag = 1;
if (Current_seg_depth > Max_perspective_depth)
ntexture_map_lighted_linear(bp, &Tmap1);
else
ntexture_map_lighted(bp, &Tmap1);
break;
case 1: // linear interpolation
per2_flag = 1;
ntexture_map_lighted_linear(bp, &Tmap1);
break;
case 2: // perspective every 8th pixel interpolation
per2_flag = 1;
ntexture_map_lighted(bp, &Tmap1);
break;
case 3: // perspective every pixel interpolation
per2_flag = 0; // this hack means do divide every pixel
ntexture_map_lighted(bp, &Tmap1);
break;
default:
Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
}
}
Lighting_on = lighting_on_save;
}