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GLideN64/src/DepthBufferRender/DepthBufferRender.cpp
2022-01-29 17:22:09 -05:00

275 lines
6.5 KiB
C++

//****************************************************************
//
// 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
//
//****************************************************************
//****************************************************************
//
// Adopted for GLideN64 by Gonetz, Dec 2016
//
//****************************************************************
#include <algorithm>
#include "N64.h"
#include "gDP.h"
#include "FrameBuffer.h"
#include "DepthBuffer.h"
#include "DepthBufferRender.h"
#ifdef NATIVE
#define RDRAM ((u8*)0)
#endif
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;
__inline int imul16(int x, int y) // (x * y) >> 16
{
return (int)((unsigned long long)(((long long)x) * ((long long)y)) >> 16);
}
__inline int imul14(int x, int y) // (x * y) >> 14
{
return (int)((unsigned long long)(((long long)x) * ((long long)y)) >> 14);
}
__inline int idiv16(int x, int y) // (x << 16) / y
{
return (int)((long long)((((unsigned long long)x) << 16)) / ((long long)y));
}
__inline int iceil(int x)
{
x += 0xffff;
return x / 0x10000;
}
__inline int isub(int x, int y) // safe x - y
{
return (int)((long long)x - (long long)y);
}
__inline int isumm(int x, int y) // safe x + y
{
return (int)((long long)x + (long long)y);
}
static
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 = isub(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 = isub(v2->y, v1->y);
right_dxdy = idiv16(isub(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) / (isub(v2->y, v1->y));
right_dxdy = imul14(isub(v2->x, v1->x), inv_height);
}
// Prestep initial values
int prestep = isub((iceil(v1->y) << 16), v1->y);
right_x = isumm(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 = isub(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 = isub(v2->y, v1->y);
left_dxdy = idiv16(isub(v2->x, v1->x), height);
left_dzdy = idiv16(isub(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) / isub(v2->y, v1->y);
left_dxdy = imul14(isub(v2->x, v1->x), inv_height);
left_dzdy = imul14(isub(v2->z, v1->z), inv_height);
}
// Prestep initial values
int prestep = (iceil(v1->y) << 16) - v1->y;
left_x = isumm(v1->x, imul16(prestep, left_dxdy));
left_z = isumm(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);
u16 * destptr = (u16*)(RDRAM + gDP.depthImageAddress);
int y1 = iceil(min_y);
if (y1 >= (int)gDP.scissor.lry)
return;
const u16 * const zLUT = depthBufferList().getZLUT();
const s32 depthBufferWidth = static_cast<s32>(depthBufferList().getCurrent()->m_width);
for (;;) {
int x1 = iceil(left_x);
if (x1 < (int)gDP.scissor.ulx)
x1 = (int)gDP.scissor.ulx;
int width = iceil(right_x) - x1;
if (x1 + width >= (int)gDP.scissor.lrx)
width = (int)(gDP.scissor.lrx - x1 - 1);
if (width > 0 && y1 >= (int)gDP.scissor.uly) {
// Prestep initial z
int prestep = isub((int)((unsigned int)x1 << 16), left_x);
int z = isumm(left_z, imul16(prestep, dzdx));
int shift = x1 + y1*depthBufferWidth;
//draw to depth buffer
for (int x = 0; x < width; x++) {
int trueZ = z / 8192;
if (trueZ < 0)
trueZ = 0;
u16 encodedZ = zLUT[trueZ];
int idx = (shift + x) ^ 1;
if (encodedZ < destptr[idx])
destptr[idx] = encodedZ;
z = isumm(z, dzdx);
}
}
//destptr += rdp.zi_width;
y1++;
if (y1 >= (int)gDP.scissor.lry)
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 = isumm(left_x, left_dxdy);
left_z = isumm(left_z, left_dzdy);
}
}
}