2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
14 * $Source: /cvs/cvsroot/d2x/texmap/ntmap.c,v $
17 * $Date: 2001-10-25 02:22:46 $
19 * Start of conversion to new texture mapper.
21 * $Log: not supported by cvs2svn $
22 * Revision 1.3 2001/01/31 15:18:04 bradleyb
23 * Makefile and conf.h fixes
25 * Revision 1.2 2001/01/31 14:04:46 bradleyb
26 * Fix compiler warnings
28 * Revision 1.1.1.1 2001/01/19 03:30:16 bradleyb
31 * Revision 1.4 1999/10/18 00:31:55 donut
32 * allow FP_TMAP to be used without NO_ASM
34 * Revision 1.3 1999/08/05 22:53:41 sekmu
36 * D3D patch(es) from ADB
38 * Revision 1.2 1999/07/07 21:31:09 donut
39 * removed unused vars from ntmap_scanline_lighted and slightly optomized it
41 * Revision 1.1.1.1 1999/06/14 22:14:06 donut
42 * Import of d1x 1.37 source.
44 * Revision 1.52 1995/03/14 15:13:06 john
45 * Increased MAX_Y_Pointers to 480.
47 * Revision 1.51 1995/02/23 14:25:09 john
50 * Revision 1.50 1995/02/20 18:22:58 john
51 * Put all the externs in the assembly modules into tmap_inc.asm.
52 * Also, moved all the C versions of the inner loops into a new module,
55 * Revision 1.49 1995/02/20 17:09:11 john
56 * Added code so that you can build the tmapper with no assembly!
58 * Revision 1.48 1995/01/06 11:11:30 mike
59 * even when not in editor, have 400 lines in texture map scanline table.
61 * Revision 1.47 1994/12/15 16:43:25 matt
62 * Took out code only needed by editor
64 * Revision 1.46 1994/12/09 22:35:37 mike
65 * fix bug in before call to asm_tmap_scanline_per causing write of pixel onto past right border onto left.
67 * Revision 1.45 1994/12/06 16:31:06 mike
68 * fix bug in asm_tmap_scanline_matt interface.
70 * Revision 1.44 1994/12/04 20:37:18 mike
71 * *** empty log message ***
73 * Revision 1.43 1994/12/02 23:30:04 mike
76 * Revision 1.42 1994/11/30 00:57:43 mike
79 * Revision 1.41 1994/11/28 13:34:27 mike
82 * Revision 1.40 1994/11/28 01:30:01 mike
85 * Revision 1.39 1994/11/28 01:28:59 mike
88 * Revision 1.38 1994/11/21 14:08:07 john
89 * Took out all multiple instead of divide code.
91 * Revision 1.37 1994/11/19 15:21:52 mike
92 * rip out unused code.
94 * Revision 1.36 1994/11/14 11:42:51 mike
97 * Revision 1.35 1994/11/12 16:41:36 mike
98 * *** empty log message ***
100 * Revision 1.34 1994/11/10 21:28:41 mike
101 * remove call to init_interface_vars_to_assembler.
103 * Revision 1.33 1994/11/10 11:08:59 mike
104 * detail level stuff.
106 * Revision 1.32 1994/11/09 22:55:52 matt
107 * Added variable Current_seg_depth for detail level optimization
109 * Revision 1.31 1994/11/09 19:57:31 john
110 * Added texture rle caching.
112 * Revision 1.30 1994/11/09 19:54:48 mike
113 * Call flat shader if Tmap_flat_flag set.
115 * Revision 1.29 1994/11/02 21:33:31 john
116 * Added Burger Bill's optimization, ie.. 2 muls per 8 pixels.
118 * Revision 1.28 1994/11/02 11:32:16 john
119 * Added code for c callable inner loop and code to
120 * test dividing out z0.
122 * Revision 1.27 1994/10/28 20:54:32 matt
123 * Added error checking
125 * Revision 1.26 1994/10/25 11:20:20 mike
126 * fix bug in lighting overflow checking for one scanline tall linear texture maps.
128 * Revision 1.25 1994/08/03 15:40:33 mike
129 * Prevent divide overflows, decrease occurrence of precision-caused glitches.
131 * Revision 1.24 1994/07/27 09:31:16 mike
132 * Fix concave texture map problem, decrease occurrence of unimportant int 3.
134 * Revision 1.23 1994/06/17 12:23:31 mike
135 * Support non-lighted texture maps.
137 * Revision 1.22 1994/06/11 08:10:24 mike
138 * Fix mysterious hang bug, lighting value was out of range.
140 * Revision 1.21 1994/06/09 16:10:16 mike
141 * Change SC2000 from constant to variable.
150 static char rcsid[] = "$Id: ntmap.c,v 1.4 2001-10-25 02:22:46 bradleyb Exp $";
156 #define HEADLIGHT_LIGHTING 0
159 #define PERSPECTIVE 1
171 #include "scanline.h"
173 //#include "../main/textures.h"
176 #define EDITOR_TMAP 1 //if in, include extra stuff
179 #define F15_5 (F1_0*15 + F0_5)
181 // Temporary texture map, interface from Matt's 3d system to Mike's texture mapper.
184 grs_bitmap Texmap_ptrs[NUM_TMAPS];
185 grs_bitmap Texmap4_ptrs[NUM_TMAPS];
187 fix Range_max=0; // debug, kill me
189 int Interpolation_method=0; // 0 = choose best method
190 int Lighting_on=1; // initialize to no lighting
191 int Tmap_flat_flag = 0; // 1 = render texture maps as flat shaded polygons.
192 int Current_seg_depth; // HACK INTERFACE: how far away the current segment (& thus texture) is
193 int Max_perspective_depth;
194 int Max_linear_depth;
197 extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
199 // These variables are the interface to assembler. They get set for each texture map, which is a real waste of time.
200 // They should be set only when they change, which is generally when the window bounds change. And, even still, it's
201 // a pretty bad interface.
202 int bytes_per_row=-1;
203 unsigned char *write_buffer;
212 #define MAX_Y_POINTERS 600
214 #define MAX_Y_POINTERS 600
216 int y_pointers[MAX_Y_POINTERS];
218 fix fix_recip[FIX_RECIP_TABLE_SIZE];
220 int Lighting_enabled;
221 int Fix_recip_table_computed=0;
223 fix fx_l, fx_u, fx_v, fx_z, fx_du_dx, fx_dv_dx, fx_dz_dx, fx_dl_dx;
224 int fx_xleft, fx_xright, fx_y;
225 unsigned char * pixptr;
227 int Transparency_on = 0;
228 int dither_intensity_lighting = 0;
230 ubyte * tmap_flat_cthru_table;
231 ubyte tmap_flat_color;
232 ubyte tmap_flat_shade_value;
236 // -------------------------------------------------------------------------------------
237 void init_fix_recip_table(void)
243 for (i=1; i<FIX_RECIP_TABLE_SIZE; i++)
244 fix_recip[i] = F1_0/i;
246 Fix_recip_table_computed = 1;
249 // -------------------------------------------------------------------------------------
250 // Initialize interface variables to assembler.
251 // These things used to be constants. This routine is now (10/6/93) getting called for
252 // every texture map. It should get called whenever the window changes, or, preferably,
253 // not at all. I'm pretty sure these variables are only being used for range checking.
254 void init_interface_vars_to_assembler(void)
258 bp = &grd_curcanv->cv_bitmap;
261 Assert(bp->bm_data!=NULL);
262 Assert(bp->bm_h <= MAX_Y_POINTERS);
264 // If bytes_per_row has changed, create new table of pointers.
265 if (bytes_per_row != (int) bp->bm_rowsize) {
268 bytes_per_row = (int) bp->bm_rowsize;
271 for (i=0; i<MAX_Y_POINTERS; i++) {
272 y_pointers[i] = y_val;
273 y_val += bytes_per_row;
277 write_buffer = (unsigned char *) bp->bm_data;
280 window_right = (int) bp->bm_w-1;
282 window_bottom = (int) bp->bm_h-1;
284 Window_clip_left = window_left;
285 Window_clip_right = window_right;
286 Window_clip_top = window_top;
287 Window_clip_bot = window_bottom;
289 window_width = bp->bm_w;
290 window_height = bp->bm_h;
292 if (!Fix_recip_table_computed)
293 init_fix_recip_table();
296 // -------------------------------------------------------------------------------------
298 extern g3ds_tmap Tmap1;
300 // -------------------------------------------------------------------------------------
301 // Returns number preceding val modulo modulus.
304 int prevmod(int val,int modulus)
310 // return (val + modulus - 1) % modulus;
314 // Returns number succeeding val modulo modulus.
317 int succmod(int val,int modulus)
324 // return (val + 1) % modulus;
327 // -------------------------------------------------------------------------------------
328 // Select topmost vertex (minimum y coordinate) and bottommost (maximum y coordinate) in
329 // texture map. If either is part of a horizontal edge, then select leftmost vertex for
330 // top, rightmost vertex for bottom.
331 // Important: Vertex is selected with integer precision. So, if there are vertices at
332 // (0.0,0.7) and (0.5,0.3), the first vertex is selected, because they y coordinates are
333 // considered the same, so the smaller x is favored.
335 // nv number of vertices
336 // v3d pointer to 3d vertices containing u,v,x2d,y2d coordinates
340 // -------------------------------------------------------------------------------------
341 void compute_y_bounds(g3ds_tmap *t, int *vlt, int *vlb, int *vrt, int *vrb,int *bottom_y_ind)
349 // Scan all vertices, set min_y_ind to vertex with smallest y coordinate.
350 min_y = f2i(t->verts[0].y2d);
353 min_x = f2i(t->verts[0].x2d);
356 for (i=1; i<t->nv; i++) {
357 if (f2i(t->verts[i].y2d) < min_y) {
358 min_y = f2i(t->verts[i].y2d);
360 min_x = f2i(t->verts[i].x2d);
361 } else if (f2i(t->verts[i].y2d) == min_y) {
362 if (f2i(t->verts[i].x2d) < min_x) {
364 min_x = f2i(t->verts[i].x2d);
367 if (f2i(t->verts[i].y2d) > max_y) {
368 max_y = f2i(t->verts[i].y2d);
373 //--removed mk, 11/27/94-- // Check for a non-upright-hourglass polygon and fix, if necessary, by bashing a y coordinate.
374 //--removed mk, 11/27/94-- // min_y_ind = index of minimum y coordinate, *bottom_y_ind = index of maximum y coordinate
375 //--removed mk, 11/27/94--{
376 //--removed mk, 11/27/94-- int max_temp, min_temp;
377 //--removed mk, 11/27/94--
378 //--removed mk, 11/27/94-- max_temp = *bottom_y_ind;
379 //--removed mk, 11/27/94-- if (*bottom_y_ind < min_y_ind)
380 //--removed mk, 11/27/94-- max_temp += t->nv;
381 //--removed mk, 11/27/94--
382 //--removed mk, 11/27/94-- for (i=min_y_ind; i<max_temp; i++) {
383 //--removed mk, 11/27/94-- if (f2i(t->verts[i%t->nv].y2d) > f2i(t->verts[(i+1)%t->nv].y2d)) {
384 //--removed mk, 11/27/94-- Int3();
385 //--removed mk, 11/27/94-- t->verts[(i+1)%t->nv].y2d = t->verts[i%t->nv].y2d;
386 //--removed mk, 11/27/94-- }
387 //--removed mk, 11/27/94-- }
388 //--removed mk, 11/27/94--
389 //--removed mk, 11/27/94-- min_temp = min_y_ind;
390 //--removed mk, 11/27/94-- if (min_y_ind < *bottom_y_ind)
391 //--removed mk, 11/27/94-- min_temp += t->nv;
392 //--removed mk, 11/27/94--
393 //--removed mk, 11/27/94-- for (i=*bottom_y_ind; i<min_temp; i++) {
394 //--removed mk, 11/27/94-- if (f2i(t->verts[i%t->nv].y2d) < f2i(t->verts[(i+1)%t->nv].y2d)) {
395 //--removed mk, 11/27/94-- Int3();
396 //--removed mk, 11/27/94-- t->verts[(i+1)%t->nv].y2d = t->verts[i%t->nv].y2d;
397 //--removed mk, 11/27/94-- }
398 //--removed mk, 11/27/94-- }
399 //--removed mk, 11/27/94--}
401 // Set "vertex left top", etc. based on vertex with topmost y coordinate
404 *vlb = prevmod(*vlt,t->nv);
405 *vrb = succmod(*vrt,t->nv);
407 // If right edge is horizontal, then advance along polygon bound until it no longer is or until all
408 // vertices have been examined.
409 // (Left edge cannot be horizontal, because *vlt is set to leftmost point with highest y coordinate.)
413 while (f2i(t->verts[*vrt].y2d) == f2i(t->verts[*vrb].y2d)) {
414 if (succmod(*vrt,t->nv) == original_vrt) {
417 *vrt = succmod(*vrt,t->nv);
418 *vrb = succmod(*vrt,t->nv);
422 // -------------------------------------------------------------------------------------
423 // Returns dx/dy given two vertices.
424 // If dy == 0, returns 0.0
425 // -------------------------------------------------------------------------------------
426 //--fix compute_dx_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex)
430 //-- // compute delta x with respect to y for any edge
431 //-- dy = f2i(t->verts[bottom_vertex].y2d - t->verts[top_vertex].y2d) + 1;
433 //-- return (t->verts[bottom_vertex].x2d - t->verts[top_vertex].x2d) / dy;
439 fix compute_du_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
441 return fixmul(t->verts[bottom_vertex].u - t->verts[top_vertex].u, recip_dy);
445 fix compute_dv_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
447 return fixmul(t->verts[bottom_vertex].v - t->verts[top_vertex].v, recip_dy);
450 fix compute_dl_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
452 return fixmul(t->verts[bottom_vertex].l - t->verts[top_vertex].l, recip_dy);
456 fix compute_dx_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
458 return fixmul(t->verts[bottom_vertex].x2d - t->verts[top_vertex].x2d, recip_dy);
461 fix compute_du_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
463 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);
467 fix compute_dv_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
469 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);
473 fix compute_dz_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
475 return fixmul(t->verts[bottom_vertex].z - t->verts[top_vertex].z, recip_dy);
478 int Skip_short_flag=0;
480 // -------------------------------------------------------------------------------------
481 // Texture map current scanline in perspective.
482 // -------------------------------------------------------------------------------------
483 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)
487 fx_xright = f2i(xright);
488 //edited 06/27/99 Matt Mueller - moved these tests up from within the switch so as not to do a bunch of needless calculations when we are just gonna return anyway. Slight fps boost?
489 if (fx_xright < Window_clip_left)
491 fx_xleft = f2i(xleft);
492 if (fx_xleft > Window_clip_right)
496 dx = fx_xright - fx_xleft;
497 if ((dx < 0) || (xright < 0) || (xleft > xright)) // the (xleft > xright) term is not redundant with (dx < 0) because dx is computed using integers
500 // setup to call assembler scanline renderer
501 if (dx < FIX_RECIP_TABLE_SIZE)
502 recip_dx = fix_recip[dx];
510 fx_du_dx = fixmul(uright - uleft,recip_dx);
511 fx_dv_dx = fixmul(vright - vleft,recip_dx);
512 fx_dz_dx = fixmul(zright - zleft,recip_dx);
514 pixptr = srcb->bm_data;
516 switch (Lighting_enabled) {
518 //added 05/17/99 Matt Mueller - prevent writing before the buffer
519 if ((fx_y == 0) && (fx_xleft < 0))
522 if (fx_xright > Window_clip_right)
523 fx_xright = Window_clip_right;
525 cur_tmap_scanline_per();
530 if (lleft < 0) lleft = 0;
531 if (lright < 0) lright = 0;
532 if (lleft > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2)) lleft = (NUM_LIGHTING_LEVELS*F1_0-F1_0/2);
533 if (lright > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2)) lright = (NUM_LIGHTING_LEVELS*F1_0-F1_0/2);
536 fx_dl_dx = fixmul(lright - lleft,recip_dx);
538 // This is a pretty ugly hack to prevent lighting overflows.
539 mul_thing = dx * fx_dl_dx;
540 if (lleft + mul_thing < 0)
542 else if (lleft + mul_thing > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2))
545 //added 05/17/99 Matt Mueller - prevent writing before the buffer
546 if ((fx_y == 0) && (fx_xleft < 0))
549 if (fx_xright > Window_clip_right)
550 fx_xright = Window_clip_right;
552 cur_tmap_scanline_per();
557 fx_xright = f2i(xright);
558 fx_xleft = f2i(xleft);
560 #if defined(FL1_WITH_FLAT) || defined(NO_ASM)
563 c_tmap_scanline_flat();
565 asm_tmap_scanline_flat();
568 asm_tmap_scanline_matt();
571 Int3(); // Illegal, called an editor only routine!
578 int Do_vertical_scan=0;
582 // -------------------------------------------------------------------------------------
583 // Render a texture map with lighting using perspective interpolation in inner and outer loops.
584 // -------------------------------------------------------------------------------------
585 void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t)
587 int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
589 fix dx_dy_left,dx_dy_right;
590 fix du_dy_left,du_dy_right;
591 fix dv_dy_left,dv_dy_right;
592 fix dz_dy_left,dz_dy_right;
593 fix dl_dy_left,dl_dy_right;
594 fix recip_dyl, recip_dyr;
596 fix xleft,xright,uleft,vleft,uright,vright,zleft,zright,lleft,lright;
597 int next_break_left, next_break_right;
601 //remove stupid warnings in compile
609 // Determine top and bottom y coords.
610 compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
612 // Set top and bottom (of entire texture map) y coordinates.
613 topy = f2i(v3d[vlt].y2d);
614 boty = f2i(v3d[max_y_vertex].y2d);
615 if (topy > Window_clip_bot)
617 if (boty > Window_clip_bot)
618 boty = Window_clip_bot;
620 // Set amount to change x coordinate for each advance to next scanline.
621 dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
622 if (dy < FIX_RECIP_TABLE_SIZE)
623 recip_dyl = fix_recip[dy];
627 dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dyl);
628 du_dy_left = compute_du_dy(t,vlt,vlb, recip_dyl);
629 dv_dy_left = compute_dv_dy(t,vlt,vlb, recip_dyl);
630 dz_dy_left = compute_dz_dy(t,vlt,vlb, recip_dyl);
632 dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
633 if (dy < FIX_RECIP_TABLE_SIZE)
634 recip_dyr = fix_recip[dy];
638 du_dy_right = compute_du_dy(t,vrt,vrb, recip_dyr);
639 dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dyr);
640 dv_dy_right = compute_dv_dy(t,vrt,vrb, recip_dyr);
641 dz_dy_right = compute_dz_dy(t,vrt,vrb, recip_dyr);
643 if (Lighting_enabled) {
644 dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dyl);
645 dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dyr);
651 // Set initial values for x, u, v
652 xleft = v3d[vlt].x2d;
653 xright = v3d[vrt].x2d;
658 uleft = fixmul(v3d[vlt].u,zleft);
659 uright = fixmul(v3d[vrt].u,zright);
660 vleft = fixmul(v3d[vlt].v,zleft);
661 vright = fixmul(v3d[vrt].v,zright);
663 // scan all rows in texture map from top through first break.
664 next_break_left = f2i(v3d[vlb].y2d);
665 next_break_right = f2i(v3d[vrb].y2d);
667 for (y = topy; y < boty; y++) {
669 // See if we have reached the end of the current left edge, and if so, set
670 // new values for dx_dy and x,u,v
671 if (y == next_break_left) {
674 // Handle problem of double points. Search until y coord is different. Cannot get
675 // hung in an infinite loop because we know there is a vertex with a lower y coordinate
676 // because in the for loop, we don't scan all spanlines.
677 while (y == f2i(v3d[vlb].y2d)) {
679 vlb = prevmod(vlb,t->nv);
681 next_break_left = f2i(v3d[vlb].y2d);
683 dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
684 if (dy < FIX_RECIP_TABLE_SIZE)
685 recip_dy = fix_recip[dy];
689 dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
691 xleft = v3d[vlt].x2d;
693 uleft = fixmul(v3d[vlt].u,zleft);
694 vleft = fixmul(v3d[vlt].v,zleft);
697 du_dy_left = compute_du_dy(t,vlt,vlb, recip_dy);
698 dv_dy_left = compute_dv_dy(t,vlt,vlb, recip_dy);
699 dz_dy_left = compute_dz_dy(t,vlt,vlb, recip_dy);
701 if (Lighting_enabled) {
702 dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dy);
707 // See if we have reached the end of the current left edge, and if so, set
708 // new values for dx_dy and x. Not necessary to set new values for u,v.
709 if (y == next_break_right) {
712 while (y == f2i(v3d[vrb].y2d)) {
714 vrb = succmod(vrb,t->nv);
717 next_break_right = f2i(v3d[vrb].y2d);
719 dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
720 if (dy < FIX_RECIP_TABLE_SIZE)
721 recip_dy = fix_recip[dy];
725 dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
727 xright = v3d[vrt].x2d;
729 uright = fixmul(v3d[vrt].u,zright);
730 vright = fixmul(v3d[vrt].v,zright);
732 du_dy_right = compute_du_dy(t,vrt,vrb, recip_dy);
733 dv_dy_right = compute_dv_dy(t,vrt,vrb, recip_dy);
734 dz_dy_right = compute_dz_dy(t,vrt,vrb, recip_dy);
736 if (Lighting_enabled) {
737 dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dy);
742 if (Lighting_enabled) {
743 if (y >= Window_clip_top)
744 ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
746 lright += dl_dy_right;
748 if (y >= Window_clip_top)
749 ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
754 uright += du_dy_right;
755 vright += dv_dy_right;
758 xright += dx_dy_right;
761 zright += dz_dy_right;
765 // We can get lleft or lright out of bounds here because we compute dl_dy using fixed point values,
766 // but we plot an integer number of scanlines, therefore doing an integer number of additions of the delta.
769 // mprintf(0, "[%i %i %i] ", y, f2i(xleft), f2i(xright));
771 ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
775 // -------------------------------------------------------------------------------------
776 // Texture map current scanline using linear interpolation.
777 // -------------------------------------------------------------------------------------
778 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)
783 fix du_dx,dv_dx,dl_dx;
789 dx = f2i(xright) - f2i(xleft);
790 if ((dx < 0) || (xright < 0) || (xleft > xright)) // the (xleft > xright) term is not redundant with (dx < 0) because dx is computed using integers
793 // setup to call assembler scanline renderer
794 if (dx < FIX_RECIP_TABLE_SIZE)
795 recip_dx = fix_recip[dx];
799 du_dx = fixmul(uright - uleft,recip_dx);
800 dv_dx = fixmul(vright - vleft,recip_dx);
807 fx_xright = f2i(xright);
808 fx_xleft = f2i(xleft);
809 pixptr = srcb->bm_data;
811 switch (Lighting_enabled) {
813 //added 07/11/99 adb - prevent writing before the buffer
819 c_tmap_scanline_lin_nolight();
821 #ifdef NO_ASM_NOLIGHT
822 asm_tmap_scanline_lin_lighted();
824 asm_tmap_scanline_lin();
834 if (lleft > MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS)
835 lleft = MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS;
836 if (lright > MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS)
837 lright = MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS;
839 //added 07/11/99 adb - prevent writing before the buffer
848 fx_dl_dx = fixmul(lright - lleft,recip_dx);
850 // This is a pretty ugly hack to prevent lighting overflows.
851 mul_thing = dx * fx_dl_dx;
852 if (lleft + mul_thing < 0)
854 else if (lleft + mul_thing > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2))
859 dl_dx = fixmul(lright - lleft,recip_dx);
862 c_tmap_scanline_lin();
864 asm_tmap_scanline_lin_lighted();
869 fx_xright = f2i(xright);
870 fx_xleft = f2i(xleft);
871 #if defined(FL1_WITH_FLAT) || defined(NO_ASM)
874 c_tmap_scanline_flat();
876 asm_tmap_scanline_flat();
879 asm_tmap_scanline_matt();
882 Int3(); // Illegal, called an editor only routine!
888 // -------------------------------------------------------------------------------------
889 // Render a texture map with lighting using perspective interpolation in inner and outer loops.
890 // -------------------------------------------------------------------------------------
891 void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
893 int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
895 fix dx_dy_left,dx_dy_right;
896 fix du_dy_left,du_dy_right;
897 fix dv_dy_left,dv_dy_right;
898 fix dl_dy_left,dl_dy_right;
900 fix xleft,xright,uleft,vleft,uright,vright,lleft,lright;
901 int next_break_left, next_break_right;
902 fix recip_dyl, recip_dyr;
906 //remove stupid warnings in compile
914 // Determine top and bottom y coords.
915 compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
917 // Set top and bottom (of entire texture map) y coordinates.
918 topy = f2i(v3d[vlt].y2d);
919 boty = f2i(v3d[max_y_vertex].y2d);
921 if (topy > Window_clip_bot)
923 if (boty > Window_clip_bot)
924 boty = Window_clip_bot;
926 dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
927 if (dy < FIX_RECIP_TABLE_SIZE)
928 recip_dyl = fix_recip[dy];
932 dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
933 if (dy < FIX_RECIP_TABLE_SIZE)
934 recip_dyr = fix_recip[dy];
938 // Set amount to change x coordinate for each advance to next scanline.
939 dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dyl);
940 dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dyr);
942 du_dy_left = compute_du_dy_lin(t,vlt,vlb, recip_dyl);
943 du_dy_right = compute_du_dy_lin(t,vrt,vrb, recip_dyr);
945 dv_dy_left = compute_dv_dy_lin(t,vlt,vlb, recip_dyl);
946 dv_dy_right = compute_dv_dy_lin(t,vrt,vrb, recip_dyr);
948 if (Lighting_enabled) {
949 dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dyl);
950 dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dyr);
956 // Set initial values for x, u, v
957 xleft = v3d[vlt].x2d;
958 xright = v3d[vrt].x2d;
965 // scan all rows in texture map from top through first break.
966 next_break_left = f2i(v3d[vlb].y2d);
967 next_break_right = f2i(v3d[vrb].y2d);
969 for (y = topy; y < boty; y++) {
971 // See if we have reached the end of the current left edge, and if so, set
972 // new values for dx_dy and x,u,v
973 if (y == next_break_left) {
976 // Handle problem of double points. Search until y coord is different. Cannot get
977 // hung in an infinite loop because we know there is a vertex with a lower y coordinate
978 // because in the for loop, we don't scan all spanlines.
979 while (y == f2i(v3d[vlb].y2d)) {
981 vlb = prevmod(vlb,t->nv);
983 next_break_left = f2i(v3d[vlb].y2d);
985 dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
986 if (dy < FIX_RECIP_TABLE_SIZE)
987 recip_dy = fix_recip[dy];
991 dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
993 xleft = v3d[vlt].x2d;
998 du_dy_left = compute_du_dy_lin(t,vlt,vlb, recip_dy);
999 dv_dy_left = compute_dv_dy_lin(t,vlt,vlb, recip_dy);
1001 if (Lighting_enabled) {
1002 dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dy);
1007 // See if we have reached the end of the current left edge, and if so, set
1008 // new values for dx_dy and x. Not necessary to set new values for u,v.
1009 if (y == next_break_right) {
1012 while (y == f2i(v3d[vrb].y2d)) {
1014 vrb = succmod(vrb,t->nv);
1017 dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
1018 if (dy < FIX_RECIP_TABLE_SIZE)
1019 recip_dy = fix_recip[dy];
1023 next_break_right = f2i(v3d[vrb].y2d);
1024 dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
1026 xright = v3d[vrt].x2d;
1027 uright = v3d[vrt].u;
1028 vright = v3d[vrt].v;
1030 du_dy_right = compute_du_dy_lin(t,vrt,vrb, recip_dy);
1031 dv_dy_right = compute_dv_dy_lin(t,vrt,vrb, recip_dy);
1033 if (Lighting_enabled) {
1034 dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dy);
1035 lright = v3d[vrt].l;
1039 if (Lighting_enabled) {
1040 ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
1041 lleft += dl_dy_left;
1042 lright += dl_dy_right;
1044 ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
1046 uleft += du_dy_left;
1047 vleft += dv_dy_left;
1049 uright += du_dy_right;
1050 vright += dv_dy_right;
1052 xleft += dx_dy_left;
1053 xright += dx_dy_right;
1057 // We can get lleft or lright out of bounds here because we compute dl_dy using fixed point values,
1058 // but we plot an integer number of scanlines, therefore doing an integer number of additions of the delta.
1060 ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
1063 // fix DivNum = F1_0*12;
1065 extern void draw_tmap_flat(grs_bitmap *bp,int nverts,g3s_point **vertbuf);
1067 // -------------------------------------------------------------------------------------
1068 // Interface from Matt's data structures to Mike's texture mapper.
1069 // -------------------------------------------------------------------------------------
1070 void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
1074 // These variables are used in system which renders texture maps which lie on one scanline as a line.
1075 // fix div_numerator;
1076 int lighting_on_save = Lighting_on;
1078 Assert(nverts <= MAX_TMAP_VERTS);
1081 #ifdef USE_MULT_CODE
1082 if ( !divide_table_filled ) fill_divide_table();
1085 // -- now called from g3_start_frame -- init_interface_vars_to_assembler();
1087 // If no transparency and seg depth is large, render as flat shaded.
1088 if ((Current_seg_depth > Max_linear_depth) && ((bp->bm_flags & 3) == 0)) {
1089 draw_tmap_flat(bp, nverts, vertbuf);
1093 if ( bp->bm_flags & BM_FLAG_RLE )
1094 bp = rle_expand_texture( bp ); // Expand if rle'd
1096 Transparency_on = bp->bm_flags & BM_FLAG_TRANSPARENT;
1097 if (bp->bm_flags & BM_FLAG_NO_LIGHTING)
1101 // Setup texture map in Tmap1
1102 Tmap1.nv = nverts; // Initialize number of vertices
1104 // div_numerator = DivNum; //f1_0*3;
1106 for (i=0; i<nverts; i++) {
1107 g3ds_vertex *tvp = &Tmap1.verts[i];
1108 g3s_point *vp = vertbuf[i];
1110 tvp->x2d = vp->p3_sx;
1111 tvp->y2d = vp->p3_sy;
1113 // Check for overflow on fixdiv. Will overflow on vp->z <= something small. Allow only as low as 256.
1114 if (vp->p3_z < 256) {
1116 // Int3(); // we would overflow if we divided!
1119 tvp->z = fixdiv(F1_0*12, vp->p3_z);
1120 tvp->u = vp->p3_u << 6; //* bp->bm_w;
1121 tvp->v = vp->p3_v << 6; //* bp->bm_h;
1123 Assert(Lighting_on < 3);
1126 tvp->l = vp->p3_l * NUM_LIGHTING_LEVELS;
1130 Lighting_enabled = Lighting_on;
1132 // Now, call my texture mapper.
1134 switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
1135 case 0: // choose best interpolation
1137 if (Current_seg_depth > Max_perspective_depth)
1138 ntexture_map_lighted_linear(bp, &Tmap1);
1140 ntexture_map_lighted(bp, &Tmap1);
1142 case 1: // linear interpolation
1144 ntexture_map_lighted_linear(bp, &Tmap1);
1146 case 2: // perspective every 8th pixel interpolation
1148 ntexture_map_lighted(bp, &Tmap1);
1150 case 3: // perspective every pixel interpolation
1151 per2_flag = 0; // this hack means do divide every pixel
1152 ntexture_map_lighted(bp, &Tmap1);
1155 Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
1158 switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
1159 case 0: // choose best interpolation
1161 if (Current_seg_depth > Max_perspective_depth)
1162 ntexture_map_lighted_linear(bp, &Tmap1);
1164 ntexture_map_lighted(bp, &Tmap1);
1166 case 1: // linear interpolation
1168 ntexture_map_lighted_linear(bp, &Tmap1);
1170 case 2: // perspective every 8th pixel interpolation
1172 ntexture_map_lighted(bp, &Tmap1);
1174 case 3: // perspective every pixel interpolation
1175 per2_flag = 0; // this hack means do divide every pixel
1176 ntexture_map_lighted(bp, &Tmap1);
1179 Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
1183 Lighting_on = lighting_on_save;