winamp/Src/Winamp/plush/PF_PTEX.C

460 lines
12 KiB
C

/******************************************************************************
Plush Version 1.2
pf_ptex.c
Perspective Correct Texture Mapping Rasterizers
Copyright (c) 1996-2000, Justin Frankel
******************************************************************************/
#include "plush.h"
#include "putface.h"
void plPF_PTexF(pl_Cam *cam, pl_Face *TriFace) {
pl_uChar i0, i1, i2;
pl_uChar *gmem = cam->frameBuffer;
pl_uChar *remap = TriFace->Material->_ReMapTable;
pl_ZBuffer *zbuf = cam->zBuffer;
pl_Float MappingU1, MappingU2, MappingU3;
pl_Float MappingV1, MappingV2, MappingV3;
pl_sInt32 MappingU_AND, MappingV_AND;
pl_uChar *texture;
pl_uChar vshift;
pl_uInt16 bc;
pl_Texture *Texture;
pl_sInt32 iShade;
pl_uChar nm, nmb;
pl_sInt n;
pl_Float U1,V1,U2,V2,dU1=0,dU2=0,dV1=0,dV2=0,dUL=0,dVL=0,UL,VL;
pl_sInt32 iUL, iVL, idUL=0, idVL=0, iULnext, iVLnext;
pl_sInt32 scrwidth = cam->ScreenWidth;
pl_sInt32 X1, X2, dX1=0, dX2=0, XL1, Xlen;
pl_ZBuffer Z1, dZ1=0, dZ2=0, Z2, dZL=0, ZL, pZL, pdZL;
pl_sInt32 Y1, Y2, Y0, dY;
pl_uChar stat;
pl_Bool zb = (zbuf&&TriFace->Material->zBufferable) ? 1 : 0;
if (TriFace->Material->Environment) Texture = TriFace->Material->Environment;
else Texture = TriFace->Material->Texture;
if (!Texture) return;
texture = Texture->Data;
iShade = (pl_sInt32)(TriFace->fShade*256.0);
if (iShade < 0) iShade=0;
if (iShade > 255) iShade=255;
if (!TriFace->Material->_AddTable) bc=0;
else bc = TriFace->Material->_AddTable[iShade];
nm = TriFace->Material->PerspectiveCorrect;
nmb = 0; while (nm) { nmb++; nm >>= 1; }
nmb = plMin(6,nmb);
nm = 1<<nmb;
MappingV_AND = ((1<<Texture->Height)-1)<<Texture->Width;
MappingU_AND = (1<<Texture->Width)-1;
vshift = 16 - Texture->Width;
if (TriFace->Material->Environment) {
PUTFACE_SORT_ENV();
} else {
PUTFACE_SORT_TEX();
}
MappingU1 *= TriFace->Scrz[i0]/65536.0f;
MappingV1 *= TriFace->Scrz[i0]/65536.0f;
MappingU2 *= TriFace->Scrz[i1]/65536.0f;
MappingV2 *= TriFace->Scrz[i1]/65536.0f;
MappingU3 *= TriFace->Scrz[i2]/65536.0f;
MappingV3 *= TriFace->Scrz[i2]/65536.0f;
U1 = U2 = MappingU1;
V1 = V2 = MappingV1;
X2 = X1 = TriFace->Scrx[i0];
Z2 = Z1 = TriFace->Scrz[i0];
Y0 = (TriFace->Scry[i0]+(1<<19))>>20;
Y1 = (TriFace->Scry[i1]+(1<<19))>>20;
Y2 = (TriFace->Scry[i2]+(1<<19))>>20;
dY = Y2-Y0;
if (dY) {
dX2 = (TriFace->Scrx[i2] - X1) / dY;
dZ2 = (TriFace->Scrz[i2] - Z1) / dY;
dU2 = (MappingU3 - U1) / dY;
dV2 = (MappingV3 - V1) / dY;
}
dY = Y1-Y0;
if (dY) {
dX1 = (TriFace->Scrx[i1] - X1) / dY;
dZ1 = (TriFace->Scrz[i1] - Z1) / dY;
dU1 = (MappingU2 - U1) / dY;
dV1 = (MappingV2 - V1) / dY;
if (dX2 < dX1) {
XL1 = dX2; dX2 = dX1; dX1 = XL1;
dUL = dU1; dU1 = dU2; dU2 = dUL;
dVL = dV1; dV1 = dV2; dV2 = dVL;
dZL = dZ1; dZ1 = dZ2; dZ2 = dZL;
stat = 2;
} else stat = 1;
} else {
if (TriFace->Scrx[i1] > X1) {
X2 = TriFace->Scrx[i1];
Z2 = TriFace->Scrz[i1];
U2 = MappingU2;
V2 = MappingV2;
stat = 2|4;
} else {
X1 = TriFace->Scrx[i1];
Z1 = TriFace->Scrz[i1];
U1 = MappingU2;
V1 = MappingV2;
stat = 1|8;
}
}
gmem += (Y0 * cam->ScreenWidth);
zbuf += (Y0 * cam->ScreenWidth);
XL1 = ((dX1-dX2)*dY+(1<<19))>>20;
if (XL1) {
dUL = ((dU1-dU2)*dY)/XL1;
dVL = ((dV1-dV2)*dY)/XL1;
dZL = ((dZ1-dZ2)*dY)/XL1;
} else {
XL1 = ((X2-X1+(1<<19))>>20);
if (XL1) {
dUL = (U2-U1)/XL1;
dVL = (V2-V1)/XL1;
dZL = (Z2-Z1)/XL1;
}
}
pdZL = dZL * nm;
dUL *= nm;
dVL *= nm;
while (Y0 < Y2) {
if (Y0 == Y1) {
dY = Y2-((TriFace->Scry[i1]+(1<<19))>>20);
if (dY) {
if (stat & 1) {
X1 = TriFace->Scrx[i1];
dX1 = (TriFace->Scrx[i2]-TriFace->Scrx[i1])/dY;
}
if (stat & 2) {
X2 = TriFace->Scrx[i1];
dX2 = (TriFace->Scrx[i2]-TriFace->Scrx[i1])/dY;
}
if (stat & 4) {
X1 = TriFace->Scrx[i0];
dX1 = (TriFace->Scrx[i2]-TriFace->Scrx[i0])/dY;
}
if (stat & 8) {
X2 = TriFace->Scrx[i0];
dX2 = (TriFace->Scrx[i2]-TriFace->Scrx[i0])/dY;
}
dZ1 = (TriFace->Scrz[i2]-Z1)/dY;
dV1 = (MappingV3 - V1) / dY;
dU1 = (MappingU3 - U1) / dY;
}
}
XL1 = (X1+(1<<19))>>20;
Xlen = ((X2+(1<<19))>>20) - XL1;
if (Xlen > 0) {
register pl_Float t;
pZL = ZL = Z1;
UL = U1;
VL = V1;
gmem += XL1;
zbuf += XL1;
XL1 += Xlen-scrwidth;
t = 65536.0f/ZL;
iUL = iULnext = ((pl_sInt32) (UL*t));
iVL = iVLnext = ((pl_sInt32) (VL*t));
do {
UL += dUL;
VL += dVL;
iUL = iULnext;
iVL = iVLnext;
pZL += pdZL;
t = 65536.0f/pZL;
iULnext = ((pl_sInt32) (UL*t));
iVLnext = ((pl_sInt32) (VL*t));
idUL = (iULnext - iUL)>>nmb;
idVL = (iVLnext - iVL)>>nmb;
n = nm;
Xlen -= n;
if (Xlen < 0) n += Xlen;
if (zb) do {
if (*zbuf < ZL) {
*zbuf = ZL;
*gmem = remap[bc + texture[((iUL>>16)&MappingU_AND) +
((iVL>>vshift)&MappingV_AND)]];
}
zbuf++;
gmem++;
ZL += dZL;
iUL += idUL;
iVL += idVL;
} while (--n);
else do {
*gmem++ = remap[bc + texture[((iUL>>16)&MappingU_AND) +
((iVL>>vshift)&MappingV_AND)]];
iUL += idUL;
iVL += idVL;
} while (--n);
} while (Xlen > 0);
gmem -= XL1;
zbuf -= XL1;
} else {
zbuf += cam->ScreenWidth;
gmem += cam->ScreenWidth;
}
Z1 += dZ1;
U1 += dU1;
V1 += dV1;
X1 += dX1;
X2 += dX2;
Y0++;
}
}
void plPF_PTexG(pl_Cam *cam, pl_Face *TriFace) {
pl_uChar i0, i1, i2;
pl_Float MappingU1, MappingU2, MappingU3;
pl_Float MappingV1, MappingV2, MappingV3;
pl_Texture *Texture;
pl_Bool zb = (cam->zBuffer&&TriFace->Material->zBufferable) ? 1 : 0;
pl_uChar nm, nmb;
pl_uInt n;
pl_sInt32 MappingU_AND, MappingV_AND;
pl_uChar vshift;
pl_uChar *texture;
pl_uInt16 *addtable;
pl_uChar *remap = TriFace->Material->_ReMapTable;
pl_sInt32 iUL, iVL, idUL, idVL, iULnext, iVLnext;
pl_Float U2,V2,dU2=0,dV2=0,dUL=0,dVL=0,UL,VL;
pl_sInt32 XL1, Xlen;
pl_sInt32 C2, dC2=0, CL, dCL=0;
pl_Float ZL, Z2, dZ2=0, dZL=0, pdZL, pZL;
pl_sInt32 Y2, dY;
pl_uChar stat;
/* Cache line */
pl_sInt32 Y0,Y1;
pl_sInt32 C1, dC1=0, X2, dX2=0, X1, dX1=0;
/* Cache line */
pl_Float dU1=0, U1, dZ1=0, Z1, V1, dV1=0;
pl_sInt32 scrwidth = cam->ScreenWidth;
pl_uChar *gmem = cam->frameBuffer;
pl_ZBuffer *zbuf = cam->zBuffer;
if (TriFace->Material->Environment) Texture = TriFace->Material->Environment;
else Texture = TriFace->Material->Texture;
if (!Texture) return;
texture = Texture->Data;
addtable = TriFace->Material->_AddTable;
if (!addtable) return;
nm = TriFace->Material->PerspectiveCorrect;
nmb = 0; while (nm) { nmb++; nm >>= 1; }
nmb = plMin(6,nmb);
nm = 1<<nmb;
MappingV_AND = ((1<<Texture->Height)-1)<<Texture->Width;
MappingU_AND = (1<<Texture->Width)-1;
vshift = 16 - Texture->Width;
if (TriFace->Material->Environment) {
PUTFACE_SORT_ENV();
} else {
PUTFACE_SORT_TEX();
}
MappingU1 *= TriFace->Scrz[i0]/65536.0f;
MappingV1 *= TriFace->Scrz[i0]/65536.0f;
MappingU2 *= TriFace->Scrz[i1]/65536.0f;
MappingV2 *= TriFace->Scrz[i1]/65536.0f;
MappingU3 *= TriFace->Scrz[i2]/65536.0f;
MappingV3 *= TriFace->Scrz[i2]/65536.0f;
TriFace->Shades[0] *= 65536.0f;
TriFace->Shades[1] *= 65536.0f;
TriFace->Shades[2] *= 65536.0f;
C1 = C2 = (pl_sInt32) TriFace->Shades[i0];
U1 = U2 = MappingU1;
V1 = V2 = MappingV1;
X2 = X1 = TriFace->Scrx[i0];
Z2 = Z1 = TriFace->Scrz[i0];
Y0 = (TriFace->Scry[i0]+(1<<19))>>20;
Y1 = (TriFace->Scry[i1]+(1<<19))>>20;
Y2 = (TriFace->Scry[i2]+(1<<19))>>20;
dY = Y2-Y0;
if (dY) {
dX2 = (TriFace->Scrx[i2] - X1) / dY;
dZ2 = (TriFace->Scrz[i2] - Z1) / dY;
dC2 = (pl_sInt32) ((TriFace->Shades[i2] - C1) / dY);
dU2 = (MappingU3 - U1) / dY;
dV2 = (MappingV3 - V1) / dY;
}
dY = Y1-Y0;
if (dY) {
dX1 = (TriFace->Scrx[i1] - X1) / dY;
dZ1 = (TriFace->Scrz[i1] - Z1) / dY;
dC1 = (pl_sInt32) ((TriFace->Shades[i1] - C1) / dY);
dU1 = (MappingU2 - U1) / dY;
dV1 = (MappingV2 - V1) / dY;
if (dX2 < dX1) {
dX2 ^= dX1; dX1 ^= dX2; dX2 ^= dX1;
dUL = dU1; dU1 = dU2; dU2 = dUL;
dVL = dV1; dV1 = dV2; dV2 = dVL;
dZL = dZ1; dZ1 = dZ2; dZ2 = dZL;
dCL = dC1; dC1 = dC2; dC2 = dCL;
stat = 2;
} else stat = 1;
} else {
if (TriFace->Scrx[i1] > X1) {
X2 = TriFace->Scrx[i1];
Z2 = TriFace->Scrz[i1];
C2 = (pl_sInt32)TriFace->Shades[i1];
U2 = MappingU2;
V2 = MappingV2;
stat = 2|4;
} else {
X1 = TriFace->Scrx[i1];
Z1 = TriFace->Scrz[i1];
C1 = (pl_sInt32)TriFace->Shades[i1];
U1 = MappingU2;
V1 = MappingV2;
stat = 1|8;
}
}
gmem += (Y0 * scrwidth);
zbuf += (Y0 * scrwidth);
XL1 = (((dX1-dX2)*dY+(1<<19))>>20);
if (XL1) {
dUL = ((dU1-dU2)*dY)/XL1;
dVL = ((dV1-dV2)*dY)/XL1;
dZL = ((dZ1-dZ2)*dY)/XL1;
dCL = ((dC1-dC2)*dY)/XL1;
} else {
XL1 = ((X2-X1+(1<<19))>>20);
if (XL1) {
dUL = (U2-U1)/XL1;
dVL = (V2-V1)/XL1;
dZL = (Z2-Z1)/XL1;
dCL = (C2-C1)/XL1;
}
}
pdZL = dZL * nm;
dUL *= nm;
dVL *= nm;
Y1 -= Y0;
Y0 = Y2-Y0;
while (Y0--) {
if (!Y1--) {
dY = Y2-((TriFace->Scry[i1]+(1<<19))>>20);
if (dY) {
if (stat & 1) {
X1 = TriFace->Scrx[i1];
dX1 = (TriFace->Scrx[i2]-TriFace->Scrx[i1])/dY;
}
if (stat & 2) {
X2 = TriFace->Scrx[i1];
dX2 = (TriFace->Scrx[i2]-TriFace->Scrx[i1])/dY;
}
if (stat & 4) {
X1 = TriFace->Scrx[i0];
dX1 = (TriFace->Scrx[i2]-TriFace->Scrx[i0])/dY;
}
if (stat & 8) {
X2 = TriFace->Scrx[i0];
dX2 = (TriFace->Scrx[i2]-TriFace->Scrx[i0])/dY;
}
dZ1 = (TriFace->Scrz[i2]-Z1)/dY;
dC1 = (pl_sInt32)((TriFace->Shades[i2]-C1)/dY);
dV1 = (MappingV3 - V1) / dY;
dU1 = (MappingU3 - U1) / dY;
}
}
XL1 = (X1+(1<<19))>>20;
Xlen = ((X2+(1<<19))>>20) - XL1;
if (Xlen > 0) {
register pl_Float t;
CL = C1;
pZL = ZL = Z1;
UL = U1;
VL = V1;
gmem += XL1;
zbuf += XL1;
XL1 += Xlen-scrwidth;
t = 65536.0f / ZL;
iUL = iULnext = ((pl_sInt32) (UL*t));
iVL = iVLnext = ((pl_sInt32) (VL*t));
do {
UL += dUL;
VL += dVL;
iUL = iULnext;
iVL = iVLnext;
pZL += pdZL;
t = 65536.0f/pZL;
iULnext = ((pl_sInt32) (UL*t));
iVLnext = ((pl_sInt32) (VL*t));
idUL = (iULnext - iUL)>>nmb;
idVL = (iVLnext - iVL)>>nmb;
n = nm;
Xlen -= n;
if (Xlen < 0) n += Xlen;
if (zb) do {
if (*zbuf < ZL) {
int av;
if (CL < 0) av=addtable[0];
else if (CL > (255<<8)) av=addtable[255];
else av=addtable[CL>>8];
*zbuf = ZL;
*gmem = remap[av +
texture[((iUL>>16)&MappingU_AND) +
((iVL>>vshift)&MappingV_AND)]];
}
zbuf++;
gmem++;
ZL += dZL;
CL += dCL;
iUL += idUL;
iVL += idVL;
} while (--n);
else do {
int av;
if (CL < 0) av=addtable[0];
else if (CL > (255<<8)) av=addtable[255];
else av=addtable[CL>>8];
*gmem++ = remap[av +
texture[((iUL>>16)&MappingU_AND) +
((iVL>>vshift)&MappingV_AND)]];
CL += dCL;
iUL += idUL;
iVL += idVL;
} while (--n);
} while (Xlen > 0);
gmem -= XL1;
zbuf -= XL1;
} else {
zbuf += scrwidth;
gmem += scrwidth;
}
Z1 += dZ1;
U1 += dU1;
V1 += dV1;
X1 += dX1;
X2 += dX2;
C1 += dC1;
}
}