--- /dev/null
+
+#include <memory.h>
+#include "dpsoftrast.h"
+#include <stdio.h>
+#include <math.h>
+
+#undef true
+#undef false
+#ifndef __cplusplus
+typedef enum bool {false, true} bool;
+#endif
+
+#define GL_NONE 0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_AUX0 0x0409
+#define GL_AUX1 0x040A
+#define GL_AUX2 0x040B
+#define GL_AUX3 0x040C
+
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+
+#define GL_ZERO 0x0
+#define GL_ONE 0x1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+#define GL_SRC_ALPHA_SATURATE 0x0308
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+
+typedef enum DPSOFTRAST_ARRAY_e
+{
+ DPSOFTRAST_ARRAY_POSITION,
+ DPSOFTRAST_ARRAY_COLOR,
+ DPSOFTRAST_ARRAY_TEXCOORD0,
+ DPSOFTRAST_ARRAY_TEXCOORD1,
+ DPSOFTRAST_ARRAY_TEXCOORD2,
+ DPSOFTRAST_ARRAY_TEXCOORD3,
+ DPSOFTRAST_ARRAY_TEXCOORD4,
+ DPSOFTRAST_ARRAY_TEXCOORD5,
+ DPSOFTRAST_ARRAY_TEXCOORD6,
+ DPSOFTRAST_ARRAY_TEXCOORD7,
+ DPSOFTRAST_ARRAY_TOTAL
+}
+DPSOFTRAST_ARRAY;
+
+typedef struct DPSOFTRAST_Texture_s
+{
+ int flags;
+ int width;
+ int height;
+ int depth;
+ int sides;
+ DPSOFTRAST_TEXTURE_FILTER filter;
+ int mipmaps;
+ int size;
+ unsigned char *bytes;
+ int mipmap[DPSOFTRAST_MAXMIPMAPS][5];
+ int clampmin[3];
+ int clampmax[3];
+ int wrapmask[3];
+}
+DPSOFTRAST_Texture;
+
+typedef struct DPSOFTRAST_State_User_s
+{
+ int colormask[4];
+ int blendfunc[2];
+ int blendsubtract;
+ int depthmask;
+ int depthtest;
+ int depthfunc;
+ int scissortest;
+ int cullface;
+ int alphatest;
+ int alphafunc;
+ float alphavalue;
+ int scissor[4];
+ int viewport[4];
+ float depthrange[2];
+ float polygonoffset[2];
+ float color[4];
+}
+DPSOFTRAST_State_User;
+
+typedef struct DPSOFTRAST_State_Draw_Span_s
+{
+ int start; // pixel index
+ int length; // pixel count
+ int startx; // usable range (according to pixelmask)
+ int endx; // usable range (according to pixelmask)
+ unsigned char *pixelmask; // true for pixels that passed depth test, false for others
+ // [0][n][] is start interpolant values (projected)
+ // [1][n][] is end interpolant values (projected)
+ // [0][DPSOFTRAST_ARRAY_TOTAL][] is start screencoord4f
+ // [1][DPSOFTRAST_ARRAY_TOTAL][] is end screencoord4f
+ // NOTE: screencoord4f[3] is W (basically 1/Z), useful for depthbuffer
+ float data[2][DPSOFTRAST_ARRAY_TOTAL+1][4];
+}
+DPSOFTRAST_State_Draw_Span;
+
+#define DPSOFTRAST_DRAW_MAXSPANQUEUE 1024
+
+typedef struct DPSOFTRAST_State_Draw_s
+{
+ int numvertices;
+ int maxvertices;
+ float *in_array4f[DPSOFTRAST_ARRAY_TOTAL];
+ float *post_array4f[DPSOFTRAST_ARRAY_TOTAL];
+ float *screencoord4f;
+
+ // spans are queued in this structure for dispatch to the pixel shader,
+ // partly to improve cache locality, partly for batching purposes, spans
+ // are flushed before DrawTriangles returns to caller
+ int numspans;
+ DPSOFTRAST_State_Draw_Span spanqueue[DPSOFTRAST_DRAW_MAXSPANQUEUE];
+}
+DPSOFTRAST_State_Draw;
+
+#define DPSOFTRAST_VALIDATE_FB 1
+#define DPSOFTRAST_VALIDATE_DEPTHFUNC 2
+#define DPSOFTRAST_VALIDATE_BLENDFUNC 4
+#define DPSOFTRAST_VALIDATE_DRAW (DPSOFTRAST_VALIDATE_FB | DPSOFTRAST_VALIDATE_DEPTHFUNC | DPSOFTRAST_VALIDATE_BLENDFUNC)
+
+typedef enum DPSOFTRAST_BLENDMODE_e
+{
+ DPSOFTRAST_BLENDMODE_OPAQUE,
+ DPSOFTRAST_BLENDMODE_ALPHA,
+ DPSOFTRAST_BLENDMODE_ADDALPHA,
+ DPSOFTRAST_BLENDMODE_ADD,
+ DPSOFTRAST_BLENDMODE_INVMOD,
+ DPSOFTRAST_BLENDMODE_MUL,
+ DPSOFTRAST_BLENDMODE_MUL2,
+ DPSOFTRAST_BLENDMODE_SUBALPHA,
+ DPSOFTRAST_BLENDMODE_TOTAL
+}
+DPSOFTRAST_BLENDMODE;
+
+typedef struct DPSOFTRAST_State_s
+{
+ // DPSOFTRAST_VALIDATE_ flags
+ int validate;
+
+ int fb_colormask;
+ int fb_width;
+ int fb_height;
+ unsigned int *fb_depthpixels;
+ unsigned int *fb_colorpixels[4];
+
+ const float *pointer_vertex3f;
+ const float *pointer_color4f;
+ const unsigned char *pointer_color4ub;
+ const float *pointer_texcoordf[DPSOFTRAST_MAXTEXCOORDARRAYS];
+ int stride_vertex;
+ int stride_color;
+ int stride_texcoord[DPSOFTRAST_MAXTEXCOORDARRAYS];
+ int components_texcoord[DPSOFTRAST_MAXTEXCOORDARRAYS];
+ DPSOFTRAST_Texture *texbound[DPSOFTRAST_MAXTEXTUREUNITS];
+
+ int shader_mode;
+ int shader_permutation;
+ float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4];
+ int uniform1i[DPSOFTRAST_UNIFORM_TOTAL];
+
+ // derived values (DPSOFTRAST_VALIDATE_FB)
+ int fb_clearscissor[4];
+ int fb_viewport[4];
+ int fb_viewportscissor[4];
+ float fb_viewportcenter[2];
+ float fb_viewportscale[2];
+
+ // derived values (DPSOFTRAST_VALIDATE_DEPTHFUNC)
+ int fb_depthfunc;
+
+ // derived values (DPSOFTRAST_VALIDATE_BLENDFUNC)
+ int fb_blendmode;
+
+ int texture_max;
+ int texture_end;
+ int texture_firstfree;
+ DPSOFTRAST_Texture *texture;
+
+ int bigendian;
+
+ // error reporting
+ const char *errorstring;
+
+ DPSOFTRAST_State_User user;
+
+ DPSOFTRAST_State_Draw draw;
+}
+DPSOFTRAST_State;
+
+DPSOFTRAST_State dpsoftrast;
+
+#define DPSOFTRAST_DEPTHSCALE (1024.0f*1048576.0f)
+#define DPSOFTRAST_BGRA8_FROM_RGBA32F(r,g,b,a) (((int)(r * 255.0f + 0.5f) << 16) | ((int)(g * 255.0f + 0.5f) << 8) | (int)(b * 255.0f + 0.5f) | ((int)(a * 255.0f + 0.5f) << 24))
+#define DPSOFTRAST_DEPTH32_FROM_DEPTH32F(d) ((int)(DPSOFTRAST_DEPTHSCALE * (1-d)))
+#define DPSOFTRAST_DRAW_MAXSPANLENGTH 256
+
+void DPSOFTRAST_RecalcFB(void)
+{
+ // calculate framebuffer scissor, viewport, viewport clipped by scissor,
+ // and viewport projection values
+ int x1, x2, x3, x4, x5, x6;
+ int y1, y2, y3, y4, y5, y6;
+ x1 = dpsoftrast.user.scissor[0];
+ x2 = dpsoftrast.user.scissor[0] + dpsoftrast.user.scissor[2];
+ x3 = dpsoftrast.user.viewport[0];
+ x4 = dpsoftrast.user.viewport[0] + dpsoftrast.user.viewport[2];
+ y1 = dpsoftrast.fb_height - dpsoftrast.user.scissor[1] - dpsoftrast.user.scissor[3];
+ y2 = dpsoftrast.fb_height - dpsoftrast.user.scissor[1];
+ y3 = dpsoftrast.fb_height - dpsoftrast.user.viewport[1] - dpsoftrast.user.viewport[3];
+ y4 = dpsoftrast.fb_height - dpsoftrast.user.viewport[1];
+ if (!dpsoftrast.user.scissortest) {x1 = 0;y1 = 0;x2 = dpsoftrast.fb_width;y2 = dpsoftrast.fb_height;}
+ if (x1 < 0) x1 = 0;
+ if (x2 > dpsoftrast.fb_width) x2 = dpsoftrast.fb_width;
+ if (x3 < 0) x1 = 0;
+ if (x4 > dpsoftrast.fb_width) x4 = dpsoftrast.fb_width;
+ if (y1 < 0) y1 = 0;
+ if (y2 > dpsoftrast.fb_height) y2 = dpsoftrast.fb_height;
+ if (y3 < 0) y1 = 0;
+ if (y4 > dpsoftrast.fb_height) y4 = dpsoftrast.fb_height;
+ x5 = x1;if (x5 < x3) x5 = x3;
+ x6 = x2;if (x6 > x4) x4 = x4;
+ y5 = y1;if (y5 < y3) y5 = y3;
+ y6 = y2;if (y6 > y4) y6 = y4;
+ dpsoftrast.fb_clearscissor[0] = x1;
+ dpsoftrast.fb_clearscissor[1] = y1;
+ dpsoftrast.fb_clearscissor[2] = x2 - x1;
+ dpsoftrast.fb_clearscissor[3] = y2 - y1;
+ dpsoftrast.fb_viewport[0] = x3;
+ dpsoftrast.fb_viewport[1] = y3;
+ dpsoftrast.fb_viewport[2] = x4 - x3;
+ dpsoftrast.fb_viewport[3] = y4 - y3;
+ dpsoftrast.fb_viewportscissor[0] = x5;
+ dpsoftrast.fb_viewportscissor[1] = y5;
+ dpsoftrast.fb_viewportscissor[2] = x6 - x5;
+ dpsoftrast.fb_viewportscissor[3] = y6 - y5;
+ dpsoftrast.fb_viewportcenter[0] = dpsoftrast.user.viewport[0] + 0.5f * dpsoftrast.user.viewport[2] - 0.5f;
+ dpsoftrast.fb_viewportcenter[1] = dpsoftrast.fb_height - dpsoftrast.user.viewport[1] - 0.5f * dpsoftrast.user.viewport[3] - 0.5f;
+ dpsoftrast.fb_viewportscale[0] = 0.5f * dpsoftrast.user.viewport[2];
+ dpsoftrast.fb_viewportscale[1] = -0.5f * dpsoftrast.user.viewport[3];
+}
+
+void DPSOFTRAST_RecalcDepthFunc(void)
+{
+ dpsoftrast.fb_depthfunc = dpsoftrast.user.depthtest ? dpsoftrast.user.depthfunc : GL_ALWAYS;
+}
+
+int blendmodetable[][4] =
+{
+ {DPSOFTRAST_BLENDMODE_OPAQUE, GL_ONE, GL_ZERO, false},
+ {DPSOFTRAST_BLENDMODE_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false},
+ {DPSOFTRAST_BLENDMODE_ADDALPHA, GL_SRC_ALPHA, GL_ONE, false},
+ {DPSOFTRAST_BLENDMODE_ADD, GL_ONE, GL_ONE, false},
+ {DPSOFTRAST_BLENDMODE_INVMOD, GL_ZERO, GL_ONE_MINUS_SRC_COLOR, false},
+ {DPSOFTRAST_BLENDMODE_MUL, GL_ZERO, GL_SRC_COLOR, false},
+ {DPSOFTRAST_BLENDMODE_MUL, GL_DST_COLOR, GL_ZERO, false},
+ {DPSOFTRAST_BLENDMODE_MUL2, GL_DST_COLOR, GL_SRC_COLOR, false},
+ {DPSOFTRAST_BLENDMODE_SUBALPHA, GL_SRC_COLOR, GL_ONE, true}
+};
+
+void DPSOFTRAST_RecalcBlendFunc(void)
+{
+ int i;
+ dpsoftrast.fb_blendmode = DPSOFTRAST_BLENDMODE_OPAQUE;
+ for (i = 0;i < (int)(sizeof(blendmodetable) / sizeof(blendmodetable[0]));i++)
+ {
+ if (dpsoftrast.user.blendfunc[0] == blendmodetable[i][1] && dpsoftrast.user.blendfunc[1] == blendmodetable[i][2] && dpsoftrast.user.blendsubtract == blendmodetable[i][3])
+ {
+ dpsoftrast.fb_blendmode = blendmodetable[i][0];
+ break;
+ }
+ }
+}
+
+#define DPSOFTRAST_ValidateQuick(f) ((dpsoftrast.validate & (f)) ? (DPSOFTRAST_Validate(f), 0) : 0)
+
+void DPSOFTRAST_Validate(int mask)
+{
+ mask &= dpsoftrast.validate;
+ if (!mask)
+ return;
+ if (mask & DPSOFTRAST_VALIDATE_FB)
+ {
+ dpsoftrast.validate &= ~DPSOFTRAST_VALIDATE_FB;
+ DPSOFTRAST_RecalcFB();
+ }
+ if (mask & DPSOFTRAST_VALIDATE_DEPTHFUNC)
+ {
+ dpsoftrast.validate &= ~DPSOFTRAST_VALIDATE_DEPTHFUNC;
+ DPSOFTRAST_RecalcDepthFunc();
+ }
+ if (mask & DPSOFTRAST_VALIDATE_BLENDFUNC)
+ {
+ dpsoftrast.validate &= ~DPSOFTRAST_VALIDATE_BLENDFUNC;
+ DPSOFTRAST_RecalcBlendFunc();
+ }
+}
+
+DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index)
+{
+ if (index >= 1 && index < dpsoftrast.texture_end && dpsoftrast.texture[index].bytes)
+ return &dpsoftrast.texture[index];
+ return NULL;
+}
+
+int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth)
+{
+ int w;
+ int h;
+ int d;
+ int size;
+ int s;
+ int texnum;
+ int mipmaps;
+ int sides = (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) ? 6 : 1;
+ int texformat = flags & DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK;
+ DPSOFTRAST_Texture *texture;
+ if (width*height*depth < 1)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: width, height or depth is less than 1";
+ return 0;
+ }
+ if (width > DPSOFTRAST_TEXTURE_MAXSIZE || height > DPSOFTRAST_TEXTURE_MAXSIZE || depth > DPSOFTRAST_TEXTURE_MAXSIZE)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: texture size is too large";
+ return 0;
+ }
+ switch(texformat)
+ {
+ case DPSOFTRAST_TEXTURE_FORMAT_BGRA8:
+ case DPSOFTRAST_TEXTURE_FORMAT_RGBA8:
+ case DPSOFTRAST_TEXTURE_FORMAT_ALPHA8:
+ break;
+ case DPSOFTRAST_TEXTURE_FORMAT_DEPTH:
+ if (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH only permitted on 2D textures";
+ return 0;
+ }
+ if (depth != 1)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH only permitted on 2D textures";
+ return 0;
+ }
+ if ((flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP) && (texformat == DPSOFTRAST_TEXTURE_FORMAT_DEPTH))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH does not permit mipmaps";
+ return 0;
+ }
+ break;
+ }
+ if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_CUBEMAP can not be used on 3D textures";
+ return 0;
+ }
+ if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on 3D textures";
+ return 0;
+ }
+ if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on 3D textures";
+ return 0;
+ }
+ if ((flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on cubemap textures";
+ return 0;
+ }
+ if ((width & (width-1)) || (height & (height-1)) || (depth & (depth-1)))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: dimensions are not power of two";
+ return 0;
+ }
+ // find first empty slot in texture array
+ for (texnum = dpsoftrast.texture_firstfree;texnum < dpsoftrast.texture_end;texnum++)
+ if (!dpsoftrast.texture[texnum].bytes)
+ break;
+ dpsoftrast.texture_firstfree = texnum + 1;
+ if (dpsoftrast.texture_max <= texnum)
+ {
+ // expand texture array as needed
+ if (dpsoftrast.texture_max < 1024)
+ dpsoftrast.texture_max = 1024;
+ else
+ dpsoftrast.texture_max *= 2;
+ dpsoftrast.texture = (DPSOFTRAST_Texture *)realloc(dpsoftrast.texture, dpsoftrast.texture_max * sizeof(DPSOFTRAST_Texture));
+ }
+ if (dpsoftrast.texture_end <= texnum)
+ dpsoftrast.texture_end = texnum + 1;
+ texture = &dpsoftrast.texture[texnum];
+ memset(texture, 0, sizeof(*texture));
+ texture->flags = flags;
+ texture->width = width;
+ texture->height = height;
+ texture->depth = depth;
+ texture->sides = sides;
+ w = width;
+ h = height;
+ d = depth;
+ size = 0;
+ mipmaps = 0;
+ w = width;
+ h = height;
+ d = depth;
+ for (;;)
+ {
+ s = w * h * d * sides * 4;
+ texture->mipmap[mipmaps][0] = size;
+ texture->mipmap[mipmaps][1] = s;
+ texture->mipmap[mipmaps][2] = w;
+ texture->mipmap[mipmaps][3] = h;
+ texture->mipmap[mipmaps][4] = d;
+ size += s;
+ mipmaps++;
+ if (w * h * d == 1 || !(flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ break;
+ if (w > 1) w >>= 1;
+ if (h > 1) h >>= 1;
+ if (d > 1) d >>= 1;
+ }
+ texture->mipmaps = mipmaps;
+ texture->size = size;
+
+ // allocate the pixels now
+ texture->bytes = calloc(1, size);
+ texture->clampmin[0] = 0;
+ texture->clampmin[1] = 0;
+ texture->clampmin[2] = 0;
+ texture->clampmax[0] = texture->width-1;
+ texture->clampmax[1] = texture->height-1;
+ texture->clampmax[2] = texture->depth-1;
+ texture->wrapmask[0] = texture->width-1;
+ texture->wrapmask[1] = texture->height-1;
+ texture->wrapmask[2] = texture->depth-1;
+
+ return texnum;
+}
+void DPSOFTRAST_Texture_Free(int index)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (texture->bytes)
+ free(texture->bytes);
+ texture->bytes = NULL;
+ memset(texture, 0, sizeof(*texture));
+ // adjust the free range and used range
+ if (dpsoftrast.texture_firstfree > index)
+ dpsoftrast.texture_firstfree = index;
+ while (dpsoftrast.texture_end > 0 && dpsoftrast.texture[dpsoftrast.texture_end-1].bytes == NULL)
+ dpsoftrast.texture_end--;
+}
+void DPSOFTRAST_Texture_CalculateMipmaps(int index)
+{
+ int i, x, y, z, w, layer0, layer1, row0, row1;
+ unsigned char *o, *i0, *i1, *i2, *i3;
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (texture->mipmaps <= 1)
+ return;
+ for (i = 1;i < texture->mipmaps;i++)
+ {
+ for (z = 0;z < texture->mipmap[i][4];z++)
+ {
+ layer0 = z*2;
+ layer1 = z*2+1;
+ if (layer1 >= texture->mipmap[i-1][4])
+ layer1 = texture->mipmap[i-1][4]-1;
+ for (y = 0;y < texture->mipmap[i][3];y++)
+ {
+ row0 = y*2;
+ row1 = y*2+1;
+ if (row1 >= texture->mipmap[i-1][3])
+ row1 = texture->mipmap[i-1][3]-1;
+ o = texture->bytes + texture->mipmap[i ][0] + 4*(texture->mipmap[i ][3] * texture->mipmap[i ][2] * z + texture->mipmap[i ][2] * y );
+ i0 = texture->bytes + texture->mipmap[i-1][0] + 4*(texture->mipmap[i-1][3] * texture->mipmap[i-1][2] * layer0 + texture->mipmap[i-1][2] * row0);
+ i1 = texture->bytes + texture->mipmap[i-1][0] + 4*(texture->mipmap[i-1][3] * texture->mipmap[i-1][2] * layer0 + texture->mipmap[i-1][2] * row1);
+ i2 = texture->bytes + texture->mipmap[i-1][0] + 4*(texture->mipmap[i-1][3] * texture->mipmap[i-1][2] * layer1 + texture->mipmap[i-1][2] * row0);
+ i3 = texture->bytes + texture->mipmap[i-1][0] + 4*(texture->mipmap[i-1][3] * texture->mipmap[i-1][2] * layer1 + texture->mipmap[i-1][2] * row1);
+ w = texture->mipmap[i][2];
+ if (layer1 > layer0)
+ {
+ if (texture->mipmap[i-1][2] > 1)
+ {
+ // average 3D texture
+ for (x = 0;x < w;x++)
+ {
+ o[0] = (i0[0] + i0[4] + i1[0] + i1[4] + i2[0] + i2[4] + i3[0] + i3[4] + 4) >> 3;
+ o[1] = (i0[1] + i0[5] + i1[1] + i1[5] + i2[1] + i2[5] + i3[1] + i3[5] + 4) >> 3;
+ o[2] = (i0[2] + i0[6] + i1[2] + i1[6] + i2[2] + i2[6] + i3[2] + i3[6] + 4) >> 3;
+ o[3] = (i0[3] + i0[7] + i1[3] + i1[7] + i2[3] + i2[7] + i3[3] + i3[7] + 4) >> 3;
+ }
+ }
+ else
+ {
+ // average 3D mipmap with parent width == 1
+ for (x = 0;x < w;x++)
+ {
+ o[0] = (i0[0] + i1[0] + i2[0] + i3[0] + 2) >> 2;
+ o[1] = (i0[1] + i1[1] + i2[1] + i3[1] + 2) >> 2;
+ o[2] = (i0[2] + i1[2] + i2[2] + i3[2] + 2) >> 2;
+ o[3] = (i0[3] + i1[3] + i2[3] + i3[3] + 2) >> 2;
+ }
+ }
+ }
+ else
+ {
+ if (texture->mipmap[i-1][2] > 1)
+ {
+ // average 2D texture (common case)
+ for (x = 0;x < w;x++)
+ {
+ o[0] = (i0[0] + i0[4] + i1[0] + i1[4] + 2) >> 2;
+ o[1] = (i0[1] + i0[5] + i1[1] + i1[5] + 2) >> 2;
+ o[2] = (i0[2] + i0[6] + i1[2] + i1[6] + 2) >> 2;
+ o[3] = (i0[3] + i0[7] + i1[3] + i1[7] + 2) >> 2;
+ }
+ }
+ else
+ {
+ // 2D texture with parent width == 1
+ for (x = 0;x < w;x++)
+ {
+ o[0] = (i0[0] + i1[0] + 1) >> 1;
+ o[1] = (i0[1] + i1[1] + 1) >> 1;
+ o[2] = (i0[2] + i1[2] + 1) >> 1;
+ o[3] = (i0[3] + i1[3] + 1) >> 1;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+
+ // FIXME IMPLEMENT
+
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_UpdatePartial: Not implemented.";
+}
+void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+
+ memcpy(texture->bytes, pixels, texture->mipmap[0][1]);
+ DPSOFTRAST_Texture_CalculateMipmaps(index);
+}
+int DPSOFTRAST_Texture_GetWidth(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->width;
+}
+int DPSOFTRAST_Texture_GetHeight(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->height;
+}
+int DPSOFTRAST_Texture_GetDepth(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->depth;
+}
+unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->bytes;
+}
+void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (!(texture->flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP) && filter > DPSOFTRAST_TEXTURE_FILTER_LINEAR)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_Filter: requested filter mode requires mipmaps";
+ return;
+ }
+ texture->filter = filter;
+}
+
+void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3)
+{
+ dpsoftrast.fb_width = width;
+ dpsoftrast.fb_height = height;
+ dpsoftrast.fb_depthpixels = depthpixels;
+ dpsoftrast.fb_colorpixels[0] = colorpixels0;
+ dpsoftrast.fb_colorpixels[1] = colorpixels1;
+ dpsoftrast.fb_colorpixels[2] = colorpixels2;
+ dpsoftrast.fb_colorpixels[3] = colorpixels3;
+}
+void DPSOFTRAST_Viewport(int x, int y, int width, int height)
+{
+ dpsoftrast.user.viewport[0] = x;
+ dpsoftrast.user.viewport[1] = y;
+ dpsoftrast.user.viewport[2] = width;
+ dpsoftrast.user.viewport[3] = height;
+ dpsoftrast.validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_ClearColor(float r, float g, float b, float a)
+{
+ int i, x1, y1, x2, y2, w, h, x, y;
+ unsigned int *p;
+ unsigned int c;
+ DPSOFTRAST_Validate(DPSOFTRAST_VALIDATE_FB);
+ x1 = dpsoftrast.fb_clearscissor[0];
+ y1 = dpsoftrast.fb_clearscissor[1];
+ x2 = dpsoftrast.fb_clearscissor[2];
+ y2 = dpsoftrast.fb_clearscissor[1] + dpsoftrast.fb_clearscissor[3];
+ w = x2 - x1;
+ h = y2 - y1;
+ if (w < 1 || h < 1)
+ return;
+ // FIXME: honor dpsoftrast.fb_colormask?
+ c = DPSOFTRAST_BGRA8_FROM_RGBA32F(r,g,b,a);
+ for (i = 0;i < 4;i++)
+ {
+ if (!dpsoftrast.fb_colorpixels[i])
+ continue;
+ for (y = y1;y < y2;y++)
+ {
+ p = dpsoftrast.fb_colorpixels[i] + y * dpsoftrast.fb_width;
+ for (x = x1;x < x2;x++)
+ p[x] = c;
+ }
+ }
+}
+void DPSOFTRAST_ClearDepth(float d)
+{
+ int x1, y1, x2, y2, w, h, x, y;
+ unsigned int *p;
+ unsigned int c;
+ DPSOFTRAST_Validate(DPSOFTRAST_VALIDATE_FB);
+ x1 = dpsoftrast.fb_clearscissor[0];
+ y1 = dpsoftrast.fb_clearscissor[1];
+ x2 = dpsoftrast.fb_clearscissor[2];
+ y2 = dpsoftrast.fb_clearscissor[1] + dpsoftrast.fb_clearscissor[3];
+ w = x2 - x1;
+ h = y2 - y1;
+ if (w < 1 || h < 1)
+ return;
+ c = DPSOFTRAST_DEPTH32_FROM_DEPTH32F(d);
+ for (y = y1;y < y2;y++)
+ {
+ p = dpsoftrast.fb_depthpixels + y * dpsoftrast.fb_width;
+ for (x = x1;x < x2;x++)
+ p[x] = c;
+ }
+}
+void DPSOFTRAST_ColorMask(int r, int g, int b, int a)
+{
+ dpsoftrast.user.colormask[0] = r != 0;
+ dpsoftrast.user.colormask[1] = g != 0;
+ dpsoftrast.user.colormask[2] = b != 0;
+ dpsoftrast.user.colormask[3] = a != 0;
+ dpsoftrast.fb_colormask = ((-dpsoftrast.user.colormask[0]) & 0x00FF0000) | ((-dpsoftrast.user.colormask[1]) & 0x0000FF00) | ((-dpsoftrast.user.colormask[2]) & 0x000000FF) | ((-dpsoftrast.user.colormask[3]) & 0xFF000000);
+}
+void DPSOFTRAST_DepthTest(int enable)
+{
+ dpsoftrast.user.depthtest = enable;
+ dpsoftrast.validate |= DPSOFTRAST_VALIDATE_DEPTHFUNC;
+}
+void DPSOFTRAST_ScissorTest(int enable)
+{
+ dpsoftrast.user.scissortest = enable;
+ dpsoftrast.validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_Scissor(float x, float y, float width, float height)
+{
+ dpsoftrast.user.scissor[0] = x;
+ dpsoftrast.user.scissor[1] = y;
+ dpsoftrast.user.scissor[2] = width;
+ dpsoftrast.user.scissor[3] = height;
+ dpsoftrast.validate |= DPSOFTRAST_VALIDATE_FB;
+}
+
+void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate)
+{
+ // FIXME: validate
+ dpsoftrast.user.blendfunc[0] = smodulate;
+ dpsoftrast.user.blendfunc[1] = dmodulate;
+ dpsoftrast.validate |= DPSOFTRAST_VALIDATE_BLENDFUNC;
+}
+void DPSOFTRAST_BlendSubtract(int enable)
+{
+ dpsoftrast.user.blendsubtract = enable != 0;
+ dpsoftrast.validate |= DPSOFTRAST_VALIDATE_BLENDFUNC;
+}
+void DPSOFTRAST_DepthMask(int enable)
+{
+ dpsoftrast.user.depthmask = enable;
+}
+void DPSOFTRAST_DepthFunc(int comparemode)
+{
+ // FIXME: validate
+ dpsoftrast.user.depthfunc = comparemode;
+}
+void DPSOFTRAST_DepthRange(float range0, float range1)
+{
+ dpsoftrast.user.depthrange[0] = range0;
+ dpsoftrast.user.depthrange[1] = range1;
+}
+void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview)
+{
+ dpsoftrast.user.polygonoffset[0] = alongnormal;
+ dpsoftrast.user.polygonoffset[1] = intoview;
+}
+void DPSOFTRAST_CullFace(int mode)
+{
+ // FIXME: validate
+ dpsoftrast.user.cullface = mode;
+}
+void DPSOFTRAST_AlphaTest(float enable)
+{
+ dpsoftrast.user.alphatest = enable;
+}
+void DPSOFTRAST_AlphaFunc(int alphafunc, float alphavalue)
+{
+ // FIXME: validate
+ dpsoftrast.user.alphafunc = alphafunc;
+ dpsoftrast.user.alphavalue = alphavalue;
+}
+void DPSOFTRAST_Color4f(float r, float g, float b, float a)
+{
+ dpsoftrast.user.color[0] = r;
+ dpsoftrast.user.color[1] = g;
+ dpsoftrast.user.color[2] = b;
+ dpsoftrast.user.color[3] = a;
+}
+void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels)
+{
+ int outstride = blockwidth * 4;
+ int instride = dpsoftrast.fb_width * 4;
+ int bx1 = blockx;
+ int by1 = blocky;
+ int bx2 = blockx + blockwidth;
+ int by2 = blocky + blockheight;
+ int bw;
+ int bh;
+ int x;
+ int y;
+ unsigned char *inpixels;
+ unsigned char *b;
+ unsigned char *o;
+ if (bx1 < 0) bx1 = 0;
+ if (by1 < 0) by1 = 0;
+ if (bx2 > dpsoftrast.fb_width) bx2 = dpsoftrast.fb_width;
+ if (by2 > dpsoftrast.fb_height) by2 = dpsoftrast.fb_height;
+ bw = bx2 - bx1;
+ bh = by2 - by1;
+ inpixels = (unsigned char *)dpsoftrast.fb_colorpixels[0];
+ if (dpsoftrast.bigendian)
+ {
+ for (y = by1;y < by2;y++)
+ {
+ b = (unsigned char *)inpixels + (dpsoftrast.fb_height - 1 - y) * instride + 4 * bx1;
+ o = (unsigned char *)outpixels + (y - by1) * outstride;
+ for (x = bx1;x < bx2;x++)
+ {
+ o[0] = b[3];
+ o[1] = b[2];
+ o[2] = b[1];
+ o[3] = b[0];
+ o += 4;
+ b += 4;
+ }
+ }
+ }
+ else
+ {
+ for (y = by1;y < by2;y++)
+ {
+ b = (unsigned char *)inpixels + (dpsoftrast.fb_height - 1 - y) * instride + 4 * bx1;
+ o = (unsigned char *)outpixels + (y - by1) * outstride;
+ memcpy(o, b, bw*4);
+ }
+ }
+
+}
+void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height)
+{
+ int tx1 = tx;
+ int ty1 = ty;
+ int tx2 = tx + width;
+ int ty2 = ty + height;
+ int sx1 = sx;
+ int sy1 = sy;
+ int sx2 = sx + width;
+ int sy2 = sy + height;
+ int swidth;
+ int sheight;
+ int twidth;
+ int theight;
+ int sw;
+ int sh;
+ int tw;
+ int th;
+ int y;
+ unsigned int *spixels;
+ unsigned int *tpixels;
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (mip < 0 || mip >= texture->mipmaps) return;
+ spixels = dpsoftrast.fb_colorpixels[0];
+ swidth = dpsoftrast.fb_width;
+ sheight = dpsoftrast.fb_height;
+ tpixels = (unsigned int *)(texture->bytes + texture->mipmap[mip][0]);
+ twidth = texture->mipmap[mip][2];
+ theight = texture->mipmap[mip][3];
+ if (tx1 < 0) tx1 = 0;
+ if (ty1 < 0) ty1 = 0;
+ if (tx2 > twidth) tx2 = twidth;
+ if (ty2 > theight) ty2 = theight;
+ if (sx1 < 0) sx1 = 0;
+ if (sy1 < 0) sy1 = 0;
+ if (sx2 > swidth) sx2 = swidth;
+ if (sy2 > sheight) sy2 = sheight;
+ tw = tx2 - tx1;
+ th = ty2 - ty1;
+ sw = sx2 - sx1;
+ sh = sy2 - sy1;
+ if (tw > sw) tw = sw;
+ if (th > sh) th = sh;
+ if (tw < 1 || th < 1)
+ return;
+ for (y = 0;y < th;y++)
+ memcpy(tpixels + ((ty1 + y) * twidth + tx1), spixels + ((sy1 + y) * swidth + sx1), tw*4);
+ if (texture->mipmaps > 1)
+ DPSOFTRAST_Texture_CalculateMipmaps(index);
+}
+void DPSOFTRAST_SetTexture(int unitnum, int index)
+{
+ DPSOFTRAST_Texture *texture;
+ if (unitnum < 0 || unitnum >= DPSOFTRAST_MAXTEXTUREUNITS)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_SetTexture: invalid unit number";
+ return;
+ }
+ texture = DPSOFTRAST_Texture_GetByIndex(index);
+ if (index && !texture)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_SetTexture: invalid texture handle";
+ return;
+ }
+ dpsoftrast.texbound[unitnum] = texture;
+}
+
+void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride)
+{
+ dpsoftrast.pointer_vertex3f = vertex3f;
+ dpsoftrast.stride_vertex = stride;
+}
+void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride)
+{
+ dpsoftrast.pointer_color4f = color4f;
+ dpsoftrast.pointer_color4ub = NULL;
+ dpsoftrast.stride_color = stride;
+}
+void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride)
+{
+ dpsoftrast.pointer_color4f = NULL;
+ dpsoftrast.pointer_color4ub = color4ub;
+ dpsoftrast.stride_color = stride;
+}
+void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf)
+{
+ dpsoftrast.pointer_texcoordf[unitnum] = texcoordf;
+ dpsoftrast.components_texcoord[unitnum] = numcomponents;
+ dpsoftrast.stride_texcoord[unitnum] = stride;
+}
+
+void DPSOFTRAST_SetShader(unsigned int mode, unsigned int permutation)
+{
+ dpsoftrast.shader_mode = mode;
+ dpsoftrast.shader_permutation = permutation;
+}
+void DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3)
+{
+ dpsoftrast.uniform4f[index*4+0] = v0;
+ dpsoftrast.uniform4f[index*4+1] = v1;
+ dpsoftrast.uniform4f[index*4+2] = v2;
+ dpsoftrast.uniform4f[index*4+3] = v3;
+}
+void DPSOFTRAST_Uniform4fvARB(DPSOFTRAST_UNIFORM index, const float *v)
+{
+ dpsoftrast.uniform4f[index*4+0] = v[0];
+ dpsoftrast.uniform4f[index*4+1] = v[1];
+ dpsoftrast.uniform4f[index*4+2] = v[2];
+ dpsoftrast.uniform4f[index*4+3] = v[3];
+}
+void DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v)
+{
+ dpsoftrast.uniform4f[index*4+0] = v[0];
+ dpsoftrast.uniform4f[index*4+1] = v[1];
+ dpsoftrast.uniform4f[index*4+2] = v[2];
+ dpsoftrast.uniform4f[index*4+3] = v[3];
+ dpsoftrast.uniform4f[index*4+4] = v[4];
+ dpsoftrast.uniform4f[index*4+5] = v[5];
+ dpsoftrast.uniform4f[index*4+6] = v[6];
+ dpsoftrast.uniform4f[index*4+7] = v[7];
+ dpsoftrast.uniform4f[index*4+8] = v[8];
+ dpsoftrast.uniform4f[index*4+9] = v[9];
+ dpsoftrast.uniform4f[index*4+10] = v[10];
+ dpsoftrast.uniform4f[index*4+11] = v[11];
+ dpsoftrast.uniform4f[index*4+12] = v[12];
+ dpsoftrast.uniform4f[index*4+13] = v[13];
+ dpsoftrast.uniform4f[index*4+14] = v[14];
+ dpsoftrast.uniform4f[index*4+15] = v[15];
+}
+void DPSOFTRAST_Uniform1iARB(DPSOFTRAST_UNIFORM index, int i0)
+{
+ dpsoftrast.uniform1i[index] = i0;
+}
+
+void DPSOFTRAST_Draw_LoadVertices(int firstvertex, int numvertices, bool needcolors, int numtexcoords)
+{
+ int i;
+ int j;
+ int stride;
+ const float *v;
+ float *p;
+ float *data;
+ const unsigned char *b;
+ dpsoftrast.draw.numvertices = numvertices;
+ if (dpsoftrast.draw.maxvertices < dpsoftrast.draw.numvertices)
+ {
+ if (dpsoftrast.draw.maxvertices < 4096)
+ dpsoftrast.draw.maxvertices = 4096;
+ while (dpsoftrast.draw.maxvertices < dpsoftrast.draw.numvertices)
+ dpsoftrast.draw.maxvertices *= 2;
+ if (dpsoftrast.draw.in_array4f[0])
+ free(dpsoftrast.draw.in_array4f[0]);
+ data = calloc(1, dpsoftrast.draw.maxvertices * sizeof(float[4])*(DPSOFTRAST_ARRAY_TOTAL*2 + 1));
+ for (i = 0;i < DPSOFTRAST_ARRAY_TOTAL;i++, data += dpsoftrast.draw.maxvertices * 4)
+ dpsoftrast.draw.in_array4f[i] = data;
+ for (i = 0;i < DPSOFTRAST_ARRAY_TOTAL;i++, data += dpsoftrast.draw.maxvertices * 4)
+ dpsoftrast.draw.post_array4f[i] = data;
+ dpsoftrast.draw.screencoord4f = data;
+ data += dpsoftrast.draw.maxvertices * 4;
+ }
+ stride = dpsoftrast.stride_vertex;
+ v = (const float *)((unsigned char *)dpsoftrast.pointer_vertex3f + firstvertex * stride);
+ p = dpsoftrast.draw.in_array4f[0];
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = v[0];
+ p[1] = v[1];
+ p[2] = v[2];
+ p[3] = 1.0f;
+ p += 4;
+ v = (const float *)((const unsigned char *)v + stride);
+ }
+ if (needcolors)
+ {
+ if (dpsoftrast.pointer_color4f)
+ {
+ stride = dpsoftrast.stride_color;
+ v = (const float *)((const unsigned char *)dpsoftrast.pointer_color4f + firstvertex * stride);
+ p = dpsoftrast.draw.in_array4f[1];
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = v[0];
+ p[1] = v[1];
+ p[2] = v[2];
+ p[3] = v[3];
+ p += 4;
+ v = (const float *)((const unsigned char *)v + stride);
+ }
+ }
+ else if (dpsoftrast.pointer_color4ub)
+ {
+ stride = dpsoftrast.stride_color;
+ b = (const unsigned char *)((const unsigned char *)dpsoftrast.pointer_color4ub + firstvertex * stride);
+ p = dpsoftrast.draw.in_array4f[1];
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = b[0] * (1.0f / 255.0f);
+ p[1] = b[1] * (1.0f / 255.0f);
+ p[2] = b[2] * (1.0f / 255.0f);
+ p[3] = b[3] * (1.0f / 255.0f);
+ p += 4;
+ b = (const unsigned char *)((const unsigned char *)b + stride);
+ }
+ }
+ else
+ {
+ v = dpsoftrast.user.color;
+ p = dpsoftrast.draw.in_array4f[1];
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = v[0];
+ p[1] = v[1];
+ p[2] = v[2];
+ p[3] = v[3];
+ p += 4;
+ }
+ }
+ }
+ for (j = 0;j < numtexcoords;j++)
+ {
+ if (dpsoftrast.pointer_texcoordf[j])
+ {
+ stride = dpsoftrast.stride_texcoord[j];
+ v = (const float *)((const unsigned char *)dpsoftrast.pointer_texcoordf[j] + firstvertex * stride);
+ p = dpsoftrast.draw.in_array4f[j+2];
+ switch(dpsoftrast.components_texcoord[j])
+ {
+ case 2:
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = v[0];
+ p[1] = v[1];
+ p[2] = 0.0f;
+ p[3] = 1.0f;
+ p += 4;
+ v = (const float *)((const unsigned char *)v + stride);
+ }
+ break;
+ case 3:
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = v[0];
+ p[1] = v[1];
+ p[2] = v[2];
+ p[3] = 1.0f;
+ p += 4;
+ v = (const float *)((const unsigned char *)v + stride);
+ }
+ break;
+ case 4:
+ for (i = 0;i < numvertices;i++)
+ {
+ p[0] = v[0];
+ p[1] = v[1];
+ p[2] = v[2];
+ p[3] = v[3];
+ p += 4;
+ v = (const float *)((const unsigned char *)v + stride);
+ }
+ break;
+ }
+ }
+ }
+}
+
+void DPSOFTRAST_Array_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
+{
+ // TODO: SIMD
+ float matrix[4][4];
+ int i;
+ memcpy(matrix, inmatrix16f, sizeof(float[16]));
+ for (i = 0;i < numitems;i++, out4f += 4, in4f += 4)
+ {
+ out4f[0] = in4f[0] * matrix[0][0] + in4f[1] * matrix[1][0] + in4f[2] * matrix[2][0] + in4f[3] * matrix[3][0];
+ out4f[1] = in4f[0] * matrix[0][1] + in4f[1] * matrix[1][1] + in4f[2] * matrix[2][1] + in4f[3] * matrix[3][1];
+ out4f[2] = in4f[0] * matrix[0][2] + in4f[1] * matrix[1][2] + in4f[2] * matrix[2][2] + in4f[3] * matrix[3][2];
+ out4f[3] = in4f[0] * matrix[0][3] + in4f[1] * matrix[1][3] + in4f[2] * matrix[2][3] + in4f[3] * matrix[3][3];
+ }
+}
+
+void DPSOFTRAST_Array_Copy(float *out4f, const float *in4f, int numitems)
+{
+ memcpy(out4f, in4f, numitems * sizeof(float[4]));
+}
+
+void DPSOFTRAST_Draw_ProjectVertices(float *out4f, const float *in4f, int numitems)
+{
+ // NOTE: this is used both as a whole mesh transform function and a
+ // per-triangle transform function (for clipped triangles), accordingly
+ // it should not crash on divide by 0 but the result of divide by 0 is
+ // unimportant...
+ // TODO: SIMD
+ int i;
+ float w;
+ float viewportcenter[4];
+ float viewportscale[4];
+ viewportscale[0] = dpsoftrast.fb_viewportscale[0];
+ viewportscale[1] = dpsoftrast.fb_viewportscale[1];
+ viewportscale[2] = 0.5f;
+ viewportscale[3] = 0.0f;
+ viewportcenter[0] = dpsoftrast.fb_viewportcenter[0];
+ viewportcenter[1] = dpsoftrast.fb_viewportcenter[1];
+ viewportcenter[2] = 0.5f;
+ viewportcenter[3] = 0.0f;
+ for (i = 0;i < numitems;i++)
+ {
+ if (!in4f[3])
+ {
+ out4f[0] = 0.0f;
+ out4f[1] = 0.0f;
+ out4f[2] = 0.0f;
+ out4f[3] = 0.0f;
+ continue;
+ }
+ w = 1.0f / in4f[3];
+ out4f[0] = viewportcenter[0] + viewportscale[0] * in4f[0] * w;
+ out4f[1] = viewportcenter[1] + viewportscale[1] * in4f[1] * w;
+ out4f[2] = viewportcenter[2] + viewportscale[2] * in4f[2] * w;
+ out4f[3] = viewportcenter[3] + viewportscale[3] * in4f[3] * w;
+ out4f[3] = w;
+ in4f += 4;
+ out4f += 4;
+ }
+}
+
+void DPSOFTRAST_Draw_DebugEdgePoints(const float *screen0, const float *screen1)
+{
+ int i;
+ int x;
+ int y;
+ int w = dpsoftrast.fb_width;
+ int bounds[4];
+ float v0[2], v1[2];
+ unsigned int *pixels = dpsoftrast.fb_colorpixels[0];
+ //const float *c4f;
+ bounds[0] = dpsoftrast.fb_viewportscissor[0];
+ bounds[1] = dpsoftrast.fb_viewportscissor[1];
+ bounds[2] = dpsoftrast.fb_viewportscissor[0] + dpsoftrast.fb_viewportscissor[2];
+ bounds[3] = dpsoftrast.fb_viewportscissor[1] + dpsoftrast.fb_viewportscissor[3];
+ v0[0] = screen0[0];
+ v0[1] = screen0[1];
+ v1[0] = screen1[0];
+ v1[1] = screen1[1];
+ for (i = 0;i <= 128;i++)
+ {
+ // check nearclip
+ //if (dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+3] != 1.0f)
+ // continue;
+ x = (int)(v0[0] + (v1[0] - v0[0]) * (i/128.0f));
+ y = (int)(v0[1] + (v1[1] - v0[1]) * (i/128.0f));
+ if (x < bounds[0] || y < bounds[1] || x >= bounds[2] || y >= bounds[3])
+ continue;
+ //c4f = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR] + element0*4;
+ //pixels[y*w+x] = DPSOFTRAST_BGRA8_FROM_RGBA32F(c4f[0], c4f[1], c4f[2], c4f[3]);
+ pixels[y*w+x] = 0xFFFFFFFF;
+ }
+}
+
+void DPSOFTRAST_Draw_Span_Begin(const DPSOFTRAST_State_Draw_Span *span, float *zf)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ float w = span->data[0][DPSOFTRAST_ARRAY_TOTAL][3];
+ float wslope = span->data[1][DPSOFTRAST_ARRAY_TOTAL][3];
+ // TODO: optimize by approximating every 8 pixels?
+ for (x = startx;x < endx;x++)
+ zf[x] = 1.0f / (w + wslope * x);
+}
+
+void DPSOFTRAST_Draw_Span_Finish(const DPSOFTRAST_State_Draw_Span *span, const float *in4f)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ int d[4];
+ float a, b;
+ unsigned char *pixelmask = span->pixelmask;
+ unsigned char *pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
+ if (!pixel)
+ return;
+ pixel += span->start * 4;
+ // handle alphatest now (this affects depth writes too)
+ if (dpsoftrast.user.alphatest)
+ for (x = startx;x < endx;x++)
+ if (in4f[x*4+3] < 0.5f)
+ pixelmask[x] = false;
+ // FIXME: this does not handle bigendian
+ switch(dpsoftrast.fb_blendmode)
+ {
+ case DPSOFTRAST_BLENDMODE_OPAQUE:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (int)(in4f[x*4+2]*255.0f);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(in4f[x*4+1]*255.0f);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(in4f[x*4+0]*255.0f);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)(in4f[x*4+3]*255.0f);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_ALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ a = in4f[x*4+3] * 255.0f;
+ b = 1.0f - in4f[x*4+3];
+ d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]*b);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]*b);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]*b);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]*b);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_ADDALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ a = in4f[x*4+3] * 255.0f;
+ d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_ADD:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (int)(in4f[x*4+2]*255.0f+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(in4f[x*4+1]*255.0f+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(in4f[x*4+0]*255.0f+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)(in4f[x*4+3]*255.0f+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_INVMOD:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (int)((1.0f-in4f[x*4+2])*pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((1.0f-in4f[x*4+1])*pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((1.0f-in4f[x*4+0])*pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)((1.0f-in4f[x*4+3])*pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_MUL:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (int)(in4f[x*4+2]*pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(in4f[x*4+1]*pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(in4f[x*4+0]*pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)(in4f[x*4+3]*pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_MUL2:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ d[0] = (int)(in4f[x*4+2]*pixel[x*4+0]*2.0f);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(in4f[x*4+1]*pixel[x*4+1]*2.0f);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(in4f[x*4+0]*pixel[x*4+2]*2.0f);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)(in4f[x*4+3]*pixel[x*4+3]*2.0f);if (d[3] > 255) d[3] = 255;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_SUBALPHA:
+ for (x = startx;x < endx;x++)
+ {
+ if (!pixelmask[x])
+ continue;
+ a = in4f[x*4+3] * -255.0f;
+ d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;if (d[0] < 0) d[0] = 0;
+ d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;if (d[1] < 0) d[1] = 0;
+ d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;if (d[2] < 0) d[2] = 0;
+ d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;if (d[3] < 0) d[3] = 0;
+ pixel[x*4+0] = d[0];
+ pixel[x*4+1] = d[1];
+ pixel[x*4+2] = d[2];
+ pixel[x*4+3] = d[3];
+ }
+ break;
+ }
+}
+
+void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *span, float *out4f, int texunitindex, int arrayindex, const float *zf)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ int flags;
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ float tc[2];
+ float frac[2];
+ float ifrac[2];
+ float lerp[4];
+ float tcscale[2];
+ int tci[2];
+ int tci1[2];
+ int tcimin[2];
+ int tcimax[2];
+ int tciwrapmask[2];
+ int tciwidth;
+ int filter;
+ unsigned char *pixelbase;
+ unsigned char *pixel[4];
+ DPSOFTRAST_Texture *texture = dpsoftrast.texbound[texunitindex];
+ // if no texture is bound, just fill it with white
+ if (!texture)
+ {
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = 1.0f;
+ out4f[x*4+1] = 1.0f;
+ out4f[x*4+2] = 1.0f;
+ out4f[x*4+3] = 1.0f;
+ }
+ return;
+ }
+ // if texture is 1 pixel, just fill it with that color
+ if (texture->width * texture->height * texture->depth * texture->sides == 1)
+ {
+ c[0] = texture->bytes[2] * (1.0f/255.0f);
+ c[1] = texture->bytes[1] * (1.0f/255.0f);
+ c[2] = texture->bytes[0] * (1.0f/255.0f);
+ c[3] = texture->bytes[3] * (1.0f/255.0f);
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ return;
+ }
+ filter = dpsoftrast.texbound[texunitindex]->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR;
+ data[0] = span->data[0][arrayindex][0];
+ data[1] = span->data[0][arrayindex][1];
+ data[2] = span->data[0][arrayindex][2];
+ data[3] = span->data[0][arrayindex][3];
+ slope[0] = span->data[1][arrayindex][0];
+ slope[1] = span->data[1][arrayindex][1];
+ slope[2] = span->data[1][arrayindex][2];
+ slope[3] = span->data[1][arrayindex][3];
+ flags = dpsoftrast.texbound[texunitindex]->flags;
+ pixelbase = (unsigned char *)dpsoftrast.texbound[texunitindex]->bytes;
+ tcscale[0] = dpsoftrast.texbound[texunitindex]->width;
+ tcscale[1] = dpsoftrast.texbound[texunitindex]->height;
+ tciwidth = dpsoftrast.texbound[texunitindex]->width;
+ tcimin[0] = dpsoftrast.texbound[texunitindex]->clampmin[0];
+ tcimin[1] = dpsoftrast.texbound[texunitindex]->clampmin[1];
+ tcimax[0] = dpsoftrast.texbound[texunitindex]->clampmax[0];
+ tcimax[1] = dpsoftrast.texbound[texunitindex]->clampmax[1];
+ tciwrapmask[0] = dpsoftrast.texbound[texunitindex]->wrapmask[0];
+ tciwrapmask[1] = dpsoftrast.texbound[texunitindex]->wrapmask[1];
+ if (filter)
+ {
+ if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ tc[0] = (data[0] + slope[0]*x) * z * tcscale[0];
+ tc[1] = (data[1] + slope[1]*x) * z * tcscale[1];
+ tci[0] = (int)floor(tc[0]);
+ tci[1] = (int)floor(tc[1]);
+ tci1[0] = tci[0] + 1;
+ tci1[1] = tci[1] + 1;
+ frac[0] = tc[0] - tci[0];ifrac[0] = 1.0f - frac[0];
+ frac[1] = tc[1] - tci[1];ifrac[1] = 1.0f - frac[1];
+ lerp[0] = ifrac[0]*ifrac[1];
+ lerp[1] = frac[0]*ifrac[1];
+ lerp[2] = ifrac[0]* frac[1];
+ lerp[3] = frac[0]* frac[1];
+ tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
+ tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
+ tci1[0] = tci1[0] >= tcimin[0] ? (tci1[0] <= tcimax[0] ? tci1[0] : tcimax[0]) : tcimin[0];
+ tci1[1] = tci1[1] >= tcimin[1] ? (tci1[1] <= tcimax[1] ? tci1[1] : tcimax[1]) : tcimin[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]);
+ c[0] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 255.0f);
+ c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 255.0f);
+ c[2] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 255.0f);
+ c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 255.0f);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ tc[0] = (data[0] + slope[0]*x) * z * tcscale[0];
+ tc[1] = (data[1] + slope[1]*x) * z * tcscale[1];
+ tci[0] = (int)floor(tc[0]);
+ tci[1] = (int)floor(tc[1]);
+ tci1[0] = tci[0] + 1;
+ tci1[1] = tci[1] + 1;
+ frac[0] = tc[0] - tci[0];ifrac[0] = 1.0f - frac[0];
+ frac[1] = tc[1] - tci[1];ifrac[1] = 1.0f - frac[1];
+ lerp[0] = ifrac[0]*ifrac[1];
+ lerp[1] = frac[0]*ifrac[1];
+ lerp[2] = ifrac[0]* frac[1];
+ lerp[3] = frac[0]* frac[1];
+ tci[0] &= tciwrapmask[0];
+ tci[1] &= tciwrapmask[1];
+ tci1[0] &= tciwrapmask[0];
+ tci1[1] &= tciwrapmask[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]);
+ c[0] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 255.0f);
+ c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 255.0f);
+ c[2] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 255.0f);
+ c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 255.0f);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ }
+ else
+ {
+ if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ tc[0] = (data[0] + slope[0]*x) * z * tcscale[0];
+ tc[1] = (data[1] + slope[1]*x) * z * tcscale[1];
+ tci[0] = (int)floor(tc[0]);
+ tci[1] = (int)floor(tc[1]);
+ tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
+ tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ c[0] = pixel[0][2] * (1.0f / 255.0f);
+ c[1] = pixel[0][1] * (1.0f / 255.0f);
+ c[2] = pixel[0][0] * (1.0f / 255.0f);
+ c[3] = pixel[0][3] * (1.0f / 255.0f);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ tc[0] = (data[0] + slope[0]*x) * z * tcscale[0];
+ tc[1] = (data[1] + slope[1]*x) * z * tcscale[1];
+ tci[0] = (int)floor(tc[0]);
+ tci[1] = (int)floor(tc[1]);
+ tci[0] &= tciwrapmask[0];
+ tci[1] &= tciwrapmask[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ c[0] = pixel[0][2] * (1.0f / 255.0f);
+ c[1] = pixel[0][1] * (1.0f / 255.0f);
+ c[2] = pixel[0][0] * (1.0f / 255.0f);
+ c[3] = pixel[0][3] * (1.0f / 255.0f);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ }
+}
+
+void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *in4f, int arrayindex, const float *zf)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ data[0] = span->data[0][arrayindex][0];
+ data[1] = span->data[0][arrayindex][1];
+ data[2] = span->data[0][arrayindex][2];
+ data[3] = span->data[0][arrayindex][3];
+ slope[0] = span->data[1][arrayindex][0];
+ slope[1] = span->data[1][arrayindex][1];
+ slope[2] = span->data[1][arrayindex][2];
+ slope[3] = span->data[1][arrayindex][3];
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ c[0] = (data[0] + slope[0]*x) * z;
+ c[1] = (data[1] + slope[1]*x) * z;
+ c[2] = (data[2] + slope[2]*x) * z;
+ c[3] = (data[3] + slope[3]*x) * z;
+ out4f[x*4+0] = in4f[x*4+0] * c[0];
+ out4f[x*4+1] = in4f[x*4+1] * c[1];
+ out4f[x*4+2] = in4f[x*4+2] * c[2];
+ out4f[x*4+3] = in4f[x*4+3] * c[3];
+ }
+}
+
+void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
+{
+ int x, startx = span->startx, endx = span->endx;
+ float c[4], localcolor[4];
+ localcolor[0] = subcolor[0];
+ localcolor[1] = subcolor[1];
+ localcolor[2] = subcolor[2];
+ localcolor[3] = subcolor[3];
+ for (x = startx;x < endx;x++)
+ {
+ c[0] = inb4f[x*4+0] - localcolor[0];if (c[0] < 0.0f) c[0] = 0.0f;
+ c[1] = inb4f[x*4+1] - localcolor[1];if (c[1] < 0.0f) c[1] = 0.0f;
+ c[2] = inb4f[x*4+2] - localcolor[2];if (c[2] < 0.0f) c[2] = 0.0f;
+ c[3] = inb4f[x*4+3] - localcolor[3];if (c[3] < 0.0f) c[3] = 0.0f;
+ out4f[x*4+0] = ina4f[x*4+0] + c[0];
+ out4f[x*4+1] = ina4f[x*4+1] + c[1];
+ out4f[x*4+2] = ina4f[x*4+2] + c[2];
+ out4f[x*4+3] = ina4f[x*4+3] + c[3];
+ }
+}
+
+void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *in4f, const float *color)
+{
+ int x, startx = span->startx, endx = span->endx;
+ float localcolor[4], ilerp, lerp;
+ localcolor[0] = color[0];
+ localcolor[1] = color[1];
+ localcolor[2] = color[2];
+ localcolor[3] = color[3];
+ ilerp = 1.0f - localcolor[3];
+ lerp = localcolor[3];
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = in4f[x*4+0] * ilerp + localcolor[0] * lerp;
+ out4f[x*4+1] = in4f[x*4+1] * ilerp + localcolor[1] * lerp;
+ out4f[x*4+2] = in4f[x*4+2] * ilerp + localcolor[2] * lerp;
+ out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp;
+ }
+}
+
+void DPSOFTRAST_Draw_Span_Lightmap(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *lightmap)
+{
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4];
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = diffuse[x*4+0] * (Color_Ambient[0] + lightmap[x*4+0] * Color_Diffuse[0]);
+ out4f[x*4+1] = diffuse[x*4+1] * (Color_Ambient[1] + lightmap[x*4+1] * Color_Diffuse[1]);
+ out4f[x*4+2] = diffuse[x*4+2] * (Color_Ambient[2] + lightmap[x*4+2] * Color_Diffuse[2]);
+ out4f[x*4+3] = diffuse[x*4+3] * (Color_Ambient[3] + lightmap[x*4+3] * Color_Diffuse[3]);
+ }
+}
+
+void DPSOFTRAST_Draw_Span_VertexColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+{
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4], Color_Diffuse[4];
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ int arrayindex = DPSOFTRAST_ARRAY_COLOR;
+ data[0] = span->data[0][arrayindex][0];
+ data[1] = span->data[0][arrayindex][1];
+ data[2] = span->data[0][arrayindex][2];
+ data[3] = span->data[0][arrayindex][3];
+ slope[0] = span->data[1][arrayindex][0];
+ slope[1] = span->data[1][arrayindex][1];
+ slope[2] = span->data[1][arrayindex][2];
+ slope[3] = span->data[1][arrayindex][3];
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ c[0] = (data[0] + slope[0]*x) * z;
+ c[1] = (data[1] + slope[1]*x) * z;
+ c[2] = (data[2] + slope[2]*x) * z;
+ c[3] = (data[3] + slope[3]*x) * z;
+ out4f[x*4+0] = diffuse[x*4+0] * (Color_Ambient[0] + c[0] * Color_Diffuse[0]);
+ out4f[x*4+1] = diffuse[x*4+1] * (Color_Ambient[1] + c[1] * Color_Diffuse[1]);
+ out4f[x*4+2] = diffuse[x*4+2] * (Color_Ambient[2] + c[2] * Color_Diffuse[2]);
+ out4f[x*4+3] = diffuse[x*4+3] * (Color_Ambient[3] + c[3] * Color_Diffuse[3]);
+ }
+}
+
+void DPSOFTRAST_Draw_Span_FlatColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse)
+{
+ int x, startx = span->startx, endx = span->endx;
+ float Color_Ambient[4];
+ Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+ Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+ Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+ Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = diffuse[x*4+0] * Color_Ambient[0];
+ out4f[x*4+1] = diffuse[x*4+1] * Color_Ambient[1];
+ out4f[x*4+2] = diffuse[x*4+2] * Color_Ambient[2];
+ out4f[x*4+3] = diffuse[x*4+3] * Color_Ambient[3];
+ }
+}
+
+void DPSOFTRAST_Draw_VertexShader(void)
+{
+ DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ switch(dpsoftrast.shader_mode)
+ {
+ case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ break;
+ case SHADERMODE_POSTPROCESS: ///< postprocessing shader (r_glsl_postprocess)
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
+ break;
+ case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
+ break;
+ case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ break;
+ case SHADERMODE_VERTEXCOLOR: ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ break;
+ case SHADERMODE_LIGHTMAP: ///< (lightmap) modulate texture by lightmap texture (q1bsp: q3bsp)
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+ DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.numvertices);
+ break;
+ case SHADERMODE_FAKELIGHT: ///< (fakelight) modulate texture by "fake" lighting (no lightmaps: no nothing)
+ break;
+ case SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE: ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ break;
+ case SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE: ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ break;
+ case SHADERMODE_LIGHTDIRECTION: ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ break;
+ case SHADERMODE_LIGHTSOURCE: ///< (lightsource) use directional pixel shading from light source (rtlight)
+ break;
+ case SHADERMODE_REFRACTION: ///< refract background (the material is rendered normally after this pass)
+ break;
+ case SHADERMODE_WATER: ///< refract background and reflection (the material is rendered normally after this pass)
+ break;
+ case SHADERMODE_SHOWDEPTH: ///< (debugging) renders depth as color
+ break;
+ case SHADERMODE_DEFERREDGEOMETRY: ///< (deferred) render material properties to screenspace geometry buffers
+ break;
+ case SHADERMODE_DEFERREDLIGHTSOURCE: ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
+ break;
+ case SHADERMODE_COUNT:
+ break;
+ }
+}
+
+void DPSOFTRAST_Draw_PixelShaderSpan(const DPSOFTRAST_State_Draw_Span *span)
+{
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_texture_lightmap[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ switch(dpsoftrast.shader_mode)
+ {
+ case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_FIRST, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_MultiplyVarying(span, buffer_FragColor, buffer_texture_color, 1, buffer_z);
+ DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
+ break;
+ case SHADERMODE_POSTPROCESS: ///< postprocessing shader (r_glsl_postprocess)
+ // TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_FragColor, GL20TU_FIRST, 2, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_BLOOM)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_SECOND, 3, buffer_z);
+ DPSOFTRAST_Draw_Span_AddBloom(span, buffer_FragColor, buffer_FragColor, buffer_texture_color, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_BloomColorSubtract * 4);
+ }
+ DPSOFTRAST_Draw_Span_MixUniformColor(span, buffer_FragColor, buffer_FragColor, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_ViewTintColor * 4);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SATURATION)
+ {
+ // TODO: implement saturation
+ }
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GAMMARAMPS)
+ {
+ // TODO: implement gammaramps
+ }
+ DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
+ break;
+ case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
+ break;
+ case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_FlatColor(span, buffer_FragColor, buffer_texture_color);
+ DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
+ break;
+ case SHADERMODE_VERTEXCOLOR: ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_VertexColor(span, buffer_FragColor, buffer_texture_color, buffer_z);
+ DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
+ break;
+ case SHADERMODE_LIGHTMAP: ///< (lightmap) modulate texture by lightmap texture (q1bsp: q3bsp)
+ DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_lightmap, GL20TU_LIGHTMAP, 6, buffer_z);
+ DPSOFTRAST_Draw_Span_Lightmap(span, buffer_FragColor, buffer_texture_color, buffer_texture_lightmap);
+ DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
+ break;
+ case SHADERMODE_FAKELIGHT: ///< (fakelight) modulate texture by "fake" lighting (no lightmaps: no nothing)
+ break;
+ case SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE: ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ break;
+ case SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE: ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ break;
+ case SHADERMODE_LIGHTDIRECTION: ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ break;
+ case SHADERMODE_LIGHTSOURCE: ///< (lightsource) use directional pixel shading from light source (rtlight)
+ break;
+ case SHADERMODE_REFRACTION: ///< refract background (the material is rendered normally after this pass)
+ break;
+ case SHADERMODE_WATER: ///< refract background and reflection (the material is rendered normally after this pass)
+ break;
+ case SHADERMODE_SHOWDEPTH: ///< (debugging) renders depth as color
+ break;
+ case SHADERMODE_DEFERREDGEOMETRY: ///< (deferred) render material properties to screenspace geometry buffers
+ break;
+ case SHADERMODE_DEFERREDLIGHTSOURCE: ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
+ break;
+ case SHADERMODE_COUNT:
+ break;
+ }
+}
+
+void DPSOFTRAST_Draw_ProcessSpans(void)
+{
+ int i;
+ int x;
+ int startx;
+ int endx;
+ int numspans = dpsoftrast.draw.numspans;
+// unsigned int c;
+// unsigned int *colorpixel;
+ unsigned int *depthpixel;
+ float w;
+ float wslope;
+ int depth;
+ int depthslope;
+ unsigned int d;
+ DPSOFTRAST_State_Draw_Span *span = dpsoftrast.draw.spanqueue;
+ unsigned char pixelmask[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ for (i = 0;i < numspans;i++, span++)
+ {
+ w = span->data[0][DPSOFTRAST_ARRAY_TOTAL][3];
+ wslope = span->data[1][DPSOFTRAST_ARRAY_TOTAL][3];
+ if (dpsoftrast.user.depthtest && dpsoftrast.fb_depthpixels)
+ {
+ depth = (int)(w*DPSOFTRAST_DEPTHSCALE);
+ depthslope = (int)(wslope*DPSOFTRAST_DEPTHSCALE);
+ depthpixel = dpsoftrast.fb_depthpixels + span->start;
+ switch(dpsoftrast.fb_depthfunc)
+ {
+ default:
+ case GL_ALWAYS: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = true; break;
+ case GL_LESS: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = depthpixel[x] < d; break;
+ case GL_LEQUAL: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = depthpixel[x] <= d; break;
+ case GL_EQUAL: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = depthpixel[x] == d; break;
+ case GL_GEQUAL: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = depthpixel[x] >= d; break;
+ case GL_GREATER: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = depthpixel[x] > d; break;
+ case GL_NEVER: for (x = 0, d = depth;x < span->length;x++, d += depthslope) pixelmask[x] = false; break;
+ }
+ //colorpixel = dpsoftrast.fb_colorpixels[0] + span->start;
+ //for (x = 0;x < span->length;x++)
+ // colorpixel[x] = (depthpixel[x] & 0xFF000000) ? (0x00FF0000) : (depthpixel[x] & 0x00FF0000);
+ // if there is no color buffer, skip pixel shader
+ startx = 0;
+ endx = span->length;
+ while (startx < endx && !pixelmask[startx])
+ startx++;
+ while (endx > startx && !pixelmask[endx-1])
+ endx--;
+ if (startx >= endx)
+ continue; // no pixels to fill
+ span->pixelmask = pixelmask;
+ span->startx = startx;
+ span->endx = endx;
+ // run pixel shader if appropriate
+ // do this before running depthmask code, to allow the pixelshader
+ // to clear pixelmask values for alpha testing
+ if (dpsoftrast.fb_colorpixels[0] && dpsoftrast.fb_colormask)
+ DPSOFTRAST_Draw_PixelShaderSpan(span);
+ if (dpsoftrast.user.depthmask)
+ for (x = 0, d = depth;x < span->length;x++, d += depthslope)
+ if (pixelmask[x])
+ depthpixel[x] = d;
+ }
+ else
+ {
+ // no depth testing means we're just dealing with color...
+ // if there is no color buffer, skip pixel shader
+ if (dpsoftrast.fb_colorpixels[0] && dpsoftrast.fb_colormask)
+ {
+ memset(pixelmask, 1, span->length);
+ span->pixelmask = pixelmask;
+ span->startx = 0;
+ span->endx = span->length;
+ DPSOFTRAST_Draw_PixelShaderSpan(span);
+ }
+ }
+ }
+}
+
+void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s, int numarrays)
+{
+ int cullface = dpsoftrast.user.cullface;
+ int width = dpsoftrast.fb_width;
+ int height = dpsoftrast.fb_height;
+ int i;
+ int j;
+ int k;
+ int y;
+ int e[3];
+ int screenx[4];
+ int screeny[4];
+ int screenyless[4];
+ int numpoints;
+ int clipflags;
+ int edge0p;
+ int edge0n;
+ int edge1p;
+ int edge1n;
+ int extent[4];
+ int startx;
+ int endx;
+ float startxf;
+ float endxf;
+ float edge0ylerp;
+ float edge0yilerp;
+ float edge1ylerp;
+ float edge1yilerp;
+ float edge0xf;
+ float edge1xf;
+ float spanilength;
+ float startxlerp;
+ float yc;
+ float w;
+ float frac;
+ float ifrac;
+ float trianglearea2;
+ float triangleedge[2][4];
+ float trianglenormal[4];
+ float clipdist[4];
+ float clipped[DPSOFTRAST_ARRAY_TOTAL][4][4];
+ float screen[4][4];
+ float proj[DPSOFTRAST_ARRAY_TOTAL][4][4];
+ DPSOFTRAST_State_Draw_Span *span;
+ DPSOFTRAST_State_Draw_Span *oldspan;
+ for (i = 0;i < numtriangles;i++)
+ {
+ // generate the 3 edges of this triangle
+ // generate spans for the triangle - switch based on left split or right split classification of triangle
+ if (element3i)
+ {
+ e[0] = element3i[i*3+0] - firstvertex;
+ e[1] = element3i[i*3+1] - firstvertex;
+ e[2] = element3i[i*3+2] - firstvertex;
+ }
+ else if (element3s)
+ {
+ e[0] = element3s[i*3+0] - firstvertex;
+ e[1] = element3s[i*3+1] - firstvertex;
+ e[2] = element3s[i*3+2] - firstvertex;
+ }
+ else
+ {
+ e[0] = i*3+0;
+ e[1] = i*3+1;
+ e[2] = i*3+2;
+ }
+ triangleedge[0][0] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+0] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+0];
+ triangleedge[0][1] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+1] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+1];
+ triangleedge[0][2] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+2] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+2];
+ triangleedge[1][0] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+0] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+0];
+ triangleedge[1][1] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+1] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+1];
+ triangleedge[1][2] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+2] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+2];
+ trianglenormal[0] = triangleedge[0][1] * triangleedge[1][2] - triangleedge[0][2] * triangleedge[1][1];
+ trianglenormal[1] = triangleedge[0][2] * triangleedge[1][0] - triangleedge[0][0] * triangleedge[1][2];
+ trianglenormal[2] = triangleedge[0][0] * triangleedge[1][1] - triangleedge[0][1] * triangleedge[1][0];
+ trianglearea2 = trianglenormal[0] * trianglenormal[0] + trianglenormal[1] * trianglenormal[1] + trianglenormal[2] * trianglenormal[2];
+ // skip degenerate triangles, nothing good can come from them...
+ if (trianglearea2 == 0.0f)
+ continue;
+ // apply current cullface mode (this culls many triangles)
+ switch(cullface)
+ {
+ case GL_BACK:
+ if (trianglenormal[2] < 0)
+ continue;
+ break;
+ case GL_FRONT:
+ if (trianglenormal[2] > 0)
+ continue;
+ break;
+ }
+ // calculate distance from nearplane
+ clipdist[0] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+2] + 1.0f;
+ clipdist[1] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+2] + 1.0f;
+ clipdist[2] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+2] + 1.0f;
+ clipflags = 0;
+ if (clipdist[0] < 0.0f)
+ clipflags |= 1;
+ if (clipdist[1] < 0.0f)
+ clipflags |= 2;
+ if (clipdist[2] < 0.0f)
+ clipflags |= 4;
+ // clip triangle if necessary
+ switch(clipflags)
+ {
+ case 0: /*000*/
+ // triangle is entirely in front of nearplane
+
+ // macros for clipping vertices
+#define CLIPPEDVERTEXLERP(k,p1,p2) \
+ frac = clipdist[p1] / (clipdist[p1] - clipdist[p2]);\
+ ifrac = 1.0f - frac;\
+ for (j = 0;j < numarrays;j++)\
+ {\
+ clipped[j][k][0] = dpsoftrast.draw.post_array4f[j][e[p1]*4+0]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+0]*frac;\
+ clipped[j][k][1] = dpsoftrast.draw.post_array4f[j][e[p1]*4+1]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+1]*frac;\
+ clipped[j][k][2] = dpsoftrast.draw.post_array4f[j][e[p1]*4+2]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+2]*frac;\
+ clipped[j][k][3] = dpsoftrast.draw.post_array4f[j][e[p1]*4+3]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+3]*frac;\
+ }\
+ DPSOFTRAST_Draw_ProjectVertices(screen[k], clipped[DPSOFTRAST_ARRAY_POSITION][k], 1)
+#define CLIPPEDVERTEXCOPY(k,p1) \
+ for (j = 0;j < numarrays;j++)\
+ {\
+ clipped[j][k][0] = dpsoftrast.draw.post_array4f[j][e[p1]*4+0];\
+ clipped[j][k][1] = dpsoftrast.draw.post_array4f[j][e[p1]*4+1];\
+ clipped[j][k][2] = dpsoftrast.draw.post_array4f[j][e[p1]*4+2];\
+ clipped[j][k][3] = dpsoftrast.draw.post_array4f[j][e[p1]*4+3];\
+ }\
+ screen[k][0] = dpsoftrast.draw.screencoord4f[e[p1]*4+0];\
+ screen[k][1] = dpsoftrast.draw.screencoord4f[e[p1]*4+1];\
+ screen[k][2] = dpsoftrast.draw.screencoord4f[e[p1]*4+2];\
+ screen[k][3] = dpsoftrast.draw.screencoord4f[e[p1]*4+3];
+
+ CLIPPEDVERTEXCOPY(0,0);
+ CLIPPEDVERTEXCOPY(1,1);
+ CLIPPEDVERTEXCOPY(2,2);
+ numpoints = 3;
+ break;
+ case 1: /*100*/
+ CLIPPEDVERTEXLERP(0,0,1);
+ CLIPPEDVERTEXCOPY(1,1);
+ CLIPPEDVERTEXCOPY(2,2);
+ CLIPPEDVERTEXLERP(3,2,0);
+ numpoints = 4;
+ break;
+ case 2: /*010*/
+ CLIPPEDVERTEXCOPY(0,0);
+ CLIPPEDVERTEXLERP(1,0,1);
+ CLIPPEDVERTEXLERP(2,1,2);
+ CLIPPEDVERTEXCOPY(3,2);
+ numpoints = 4;
+ break;
+ case 3: /*110*/
+ CLIPPEDVERTEXLERP(0,1,2);
+ CLIPPEDVERTEXCOPY(1,2);
+ CLIPPEDVERTEXLERP(2,2,0);
+ numpoints = 3;
+ break;
+ case 4: /*001*/
+ CLIPPEDVERTEXCOPY(0,0);
+ CLIPPEDVERTEXCOPY(1,1);
+ CLIPPEDVERTEXLERP(2,1,2);
+ CLIPPEDVERTEXLERP(3,2,0);
+ numpoints = 4;
+ break;
+ case 5: /*101*/
+ CLIPPEDVERTEXLERP(0,0,1);
+ CLIPPEDVERTEXCOPY(1,1);
+ CLIPPEDVERTEXLERP(2,1,2);
+ numpoints = 3;
+ break;
+ case 6: /*011*/
+ CLIPPEDVERTEXCOPY(0,0);
+ CLIPPEDVERTEXLERP(1,0,1);
+ CLIPPEDVERTEXLERP(2,2,0);
+ numpoints = 3;
+ break;
+ case 7: /*111*/
+ // triangle is entirely behind nearplane
+ continue;
+ }
+ // calculate integer y coords for triangle points
+ screenx[0] = (int)(screen[0][0]);
+ screeny[0] = (int)(screen[0][1]);
+ screenx[1] = (int)(screen[1][0]);
+ screeny[1] = (int)(screen[1][1]);
+ screenx[2] = (int)(screen[2][0]);
+ screeny[2] = (int)(screen[2][1]);
+ screenx[3] = (int)(screen[3][0]);
+ screeny[3] = (int)(screen[3][1]);
+ // figure out the extents (bounding box) of the triangle
+ extent[0] = screenx[0];
+ extent[1] = screeny[0];
+ extent[2] = screenx[0];
+ extent[3] = screeny[0];
+ for (j = 1;j < numpoints;j++)
+ {
+ if (extent[0] > screenx[j]) extent[0] = screenx[j];
+ if (extent[1] > screeny[j]) extent[1] = screeny[j];
+ if (extent[2] < screenx[j]) extent[2] = screenx[j];
+ if (extent[3] < screeny[j]) extent[3] = screeny[j];
+ }
+ //extent[0]--;
+ //extent[1]--;
+ extent[2]++;
+ extent[3]++;
+ if (extent[0] < 0)
+ extent[0] = 0;
+ if (extent[1] < 0)
+ extent[1] = 0;
+ if (extent[2] > width)
+ extent[2] = width;
+ if (extent[3] > height)
+ extent[3] = height;
+ // skip offscreen triangles
+ if (extent[2] <= extent[0] || extent[3] <= extent[1])
+ continue;
+ // okay, this triangle is going to produce spans, we'd better project
+ // the interpolants now (this is what gives perspective texturing),
+ // this consists of simply multiplying all arrays by the W coord
+ // (which is basically 1/Z), which will be undone per-pixel
+ // (multiplying by Z again) to get the perspective-correct array
+ // values
+ for (j = 0;j < numarrays;j++)
+ {
+ for (k = 0;k < numpoints;k++)
+ {
+ w = screen[k][3];
+ proj[j][k][0] = clipped[j][k][0] * w;
+ proj[j][k][1] = clipped[j][k][1] * w;
+ proj[j][k][2] = clipped[j][k][2] * w;
+ proj[j][k][3] = clipped[j][k][3] * w;
+ }
+ }
+ // iterate potential spans
+ // TODO: optimize? if we figured out the edge order beforehand, this
+ // could do loops over the edges in the proper order rather than
+ // selecting them for each span
+ // TODO: optimize? the edges could have data slopes calculated
+ // TODO: optimize? the data slopes could be calculated as a plane
+ // (2D slopes) to avoid any interpolation along edges at all
+ for (y = extent[1];y < extent[3];y++)
+ {
+ // get center of pixel y
+ yc = y;
+ // do the compares all at once
+ screenyless[0] = y <= screeny[0];
+ screenyless[1] = y <= screeny[1];
+ screenyless[2] = y <= screeny[2];
+ screenyless[3] = y <= screeny[3];
+ if (numpoints == 4)
+ {
+ switch(screenyless[0] + screenyless[1] * 2 + screenyless[2] * 4 + screenyless[3] * 8)
+ {
+ case 0: /*0000*/ continue;
+ case 1: /*1000*/ edge0p = 3;edge0n = 0;edge1p = 0;edge1n = 1;break;
+ case 2: /*0100*/ edge0p = 0;edge0n = 1;edge1p = 1;edge1n = 2;break;
+ case 3: /*1100*/ edge0p = 3;edge0n = 0;edge1p = 1;edge1n = 2;break;
+ case 4: /*0010*/ edge0p = 1;edge0n = 2;edge1p = 2;edge1n = 3;break;
+ case 5: /*1010*/ edge0p = 1;edge0n = 2;edge1p = 2;edge1n = 3;break; // concave - nonsense
+ case 6: /*0110*/ edge0p = 0;edge0n = 1;edge1p = 2;edge1n = 3;break;
+ case 7: /*1110*/ edge0p = 3;edge0n = 0;edge1p = 2;edge1n = 3;break;
+ case 8: /*0001*/ edge0p = 2;edge0n = 3;edge1p = 3;edge1n = 0;break;
+ case 9: /*1001*/ edge0p = 2;edge0n = 3;edge1p = 0;edge1n = 1;break;
+ case 10: /*0101*/ edge0p = 2;edge0n = 3;edge1p = 1;edge1n = 2;break; // concave - nonsense
+ case 11: /*1101*/ edge0p = 2;edge0n = 3;edge1p = 1;edge1n = 2;break;
+ case 12: /*0011*/ edge0p = 1;edge0n = 2;edge1p = 3;edge1n = 0;break;
+ case 13: /*1011*/ edge0p = 1;edge0n = 2;edge1p = 0;edge1n = 1;break;
+ case 14: /*0111*/ edge0p = 0;edge0n = 1;edge1p = 3;edge1n = 0;break;
+ case 15: /*1111*/ continue;
+ }
+ }
+ else
+ {
+ switch(screenyless[0] + screenyless[1] * 2 + screenyless[2] * 4)
+ {
+ case 0: /*000*/ continue;
+ case 1: /*100*/ edge0p = 2;edge0n = 0;edge1p = 0;edge1n = 1;break;
+ case 2: /*010*/ edge0p = 0;edge0n = 1;edge1p = 1;edge1n = 2;break;
+ case 3: /*110*/ edge0p = 2;edge0n = 0;edge1p = 1;edge1n = 2;break;
+ case 4: /*001*/ edge0p = 1;edge0n = 2;edge1p = 2;edge1n = 0;break;
+ case 5: /*101*/ edge0p = 1;edge0n = 2;edge1p = 0;edge1n = 1;break;
+ case 6: /*011*/ edge0p = 0;edge0n = 1;edge1p = 2;edge1n = 0;break;
+ case 7: /*111*/ continue;
+ }
+ }
+#if 0
+ {
+ int foundedges = 0;
+ int cedge0p = 0;
+ int cedge0n = 0;
+ int cedge1p = 0;
+ int cedge1n = 0;
+ for (j = 0, k = numpoints-1;j < numpoints;k = j, j++)
+ {
+ if (screenyless[k] && !screenyless[j])
+ {
+ cedge1p = k;
+ cedge1n = j;
+ foundedges |= 1;
+ }
+ else if (screenyless[j] && !screenyless[k])
+ {
+ cedge0p = k;
+ cedge0n = j;
+ foundedges |= 2;
+ }
+ }
+ if (foundedges != 3)
+ continue;
+ if (cedge0p != edge0p || cedge0n != edge0n || cedge1p != edge1p || cedge1n != edge1n)
+ {
+ if (numpoints == 4)
+ printf("case %i%i%i%i is broken %i %i %i %i != %i %i %i %i\n", screenyless[0], screenyless[1], screenyless[2], screenyless[3], cedge0p, cedge0n, cedge1p, cedge1n, edge0p, edge0n, edge1p, edge1n);
+ else
+ printf("case %i%i%i is broken %i %i %i %i != %i %i %i %i\n", screenyless[0], screenyless[1], screenyless[2], cedge0p, cedge0n, cedge1p, cedge1n, edge0p, edge0n, edge1p, edge1n);
+ }
+ }
+#endif
+ edge0ylerp = (yc - screen[edge0p][1]) / (screen[edge0n][1] - screen[edge0p][1]);
+ edge1ylerp = (yc - screen[edge1p][1]) / (screen[edge1n][1] - screen[edge1p][1]);
+ if (edge0ylerp < 0 || edge0ylerp > 1 || edge1ylerp < 0 || edge1ylerp > 1)
+ continue;
+ edge0yilerp = 1.0f - edge0ylerp;
+ edge1yilerp = 1.0f - edge1ylerp;
+ edge0xf = screen[edge0p][0] * edge0yilerp + screen[edge0n][0] * edge0ylerp;
+ edge1xf = screen[edge1p][0] * edge1yilerp + screen[edge1n][0] * edge1ylerp;
+ if (edge0xf < edge1xf)
+ {
+ startxf = edge0xf;
+ endxf = edge1xf;
+ }
+ else
+ {
+ startxf = edge1xf;
+ endxf = edge0xf;
+ }
+ startx = (int)ceil(startxf);
+ endx = (int)ceil(endxf);
+ if (startx < 0)
+ startx = 0;
+ if (endx > width)
+ endx = width;
+ if (startx >= endx)
+ continue;
+ if (startxf > startx || endxf < endx-1) { printf("%s:%i X wrong (%i to %i is outside %f to %f)\n", __FILE__, __LINE__, startx, endx, startxf, endxf); }
+ spanilength = 1.0f / (endxf - startxf);
+ startxlerp = startx - startxf;
+ span = &dpsoftrast.draw.spanqueue[dpsoftrast.draw.numspans++];
+ span->start = y * width + startx;
+ span->length = endx - startx;
+ j = DPSOFTRAST_ARRAY_TOTAL;
+ if (edge0xf < edge1xf)
+ {
+ span->data[0][j][0] = screen[edge0p][0] * edge0yilerp + screen[edge0n][0] * edge0ylerp;
+ span->data[0][j][1] = screen[edge0p][1] * edge0yilerp + screen[edge0n][1] * edge0ylerp;
+ span->data[0][j][2] = screen[edge0p][2] * edge0yilerp + screen[edge0n][2] * edge0ylerp;
+ span->data[0][j][3] = screen[edge0p][3] * edge0yilerp + screen[edge0n][3] * edge0ylerp;
+ span->data[1][j][0] = screen[edge1p][0] * edge1yilerp + screen[edge1n][0] * edge1ylerp;
+ span->data[1][j][1] = screen[edge1p][1] * edge1yilerp + screen[edge1n][1] * edge1ylerp;
+ span->data[1][j][2] = screen[edge1p][2] * edge1yilerp + screen[edge1n][2] * edge1ylerp;
+ span->data[1][j][3] = screen[edge1p][3] * edge1yilerp + screen[edge1n][3] * edge1ylerp;
+ for (j = 0;j < numarrays;j++)
+ {
+ span->data[0][j][0] = proj[j][edge0p][0] * edge0yilerp + proj[j][edge0n][0] * edge0ylerp;
+ span->data[0][j][1] = proj[j][edge0p][1] * edge0yilerp + proj[j][edge0n][1] * edge0ylerp;
+ span->data[0][j][2] = proj[j][edge0p][2] * edge0yilerp + proj[j][edge0n][2] * edge0ylerp;
+ span->data[0][j][3] = proj[j][edge0p][3] * edge0yilerp + proj[j][edge0n][3] * edge0ylerp;
+ span->data[1][j][0] = proj[j][edge1p][0] * edge1yilerp + proj[j][edge1n][0] * edge1ylerp;
+ span->data[1][j][1] = proj[j][edge1p][1] * edge1yilerp + proj[j][edge1n][1] * edge1ylerp;
+ span->data[1][j][2] = proj[j][edge1p][2] * edge1yilerp + proj[j][edge1n][2] * edge1ylerp;
+ span->data[1][j][3] = proj[j][edge1p][3] * edge1yilerp + proj[j][edge1n][3] * edge1ylerp;
+ }
+ }
+ else
+ {
+ span->data[0][j][0] = screen[edge1p][0] * edge1yilerp + screen[edge1n][0] * edge1ylerp;
+ span->data[0][j][1] = screen[edge1p][1] * edge1yilerp + screen[edge1n][1] * edge1ylerp;
+ span->data[0][j][2] = screen[edge1p][2] * edge1yilerp + screen[edge1n][2] * edge1ylerp;
+ span->data[0][j][3] = screen[edge1p][3] * edge1yilerp + screen[edge1n][3] * edge1ylerp;
+ span->data[1][j][0] = screen[edge0p][0] * edge0yilerp + screen[edge0n][0] * edge0ylerp;
+ span->data[1][j][1] = screen[edge0p][1] * edge0yilerp + screen[edge0n][1] * edge0ylerp;
+ span->data[1][j][2] = screen[edge0p][2] * edge0yilerp + screen[edge0n][2] * edge0ylerp;
+ span->data[1][j][3] = screen[edge0p][3] * edge0yilerp + screen[edge0n][3] * edge0ylerp;
+ for (j = 0;j < numarrays;j++)
+ {
+ span->data[0][j][0] = proj[j][edge1p][0] * edge1yilerp + proj[j][edge1n][0] * edge1ylerp;
+ span->data[0][j][1] = proj[j][edge1p][1] * edge1yilerp + proj[j][edge1n][1] * edge1ylerp;
+ span->data[0][j][2] = proj[j][edge1p][2] * edge1yilerp + proj[j][edge1n][2] * edge1ylerp;
+ span->data[0][j][3] = proj[j][edge1p][3] * edge1yilerp + proj[j][edge1n][3] * edge1ylerp;
+ span->data[1][j][0] = proj[j][edge0p][0] * edge0yilerp + proj[j][edge0n][0] * edge0ylerp;
+ span->data[1][j][1] = proj[j][edge0p][1] * edge0yilerp + proj[j][edge0n][1] * edge0ylerp;
+ span->data[1][j][2] = proj[j][edge0p][2] * edge0yilerp + proj[j][edge0n][2] * edge0ylerp;
+ span->data[1][j][3] = proj[j][edge0p][3] * edge0yilerp + proj[j][edge0n][3] * edge0ylerp;
+ }
+ }
+ // change data[1][n][] to be a data slope
+ j = DPSOFTRAST_ARRAY_TOTAL;
+ span->data[1][j][0] = (span->data[1][j][0] - span->data[0][j][0]) * spanilength;
+ span->data[1][j][1] = (span->data[1][j][1] - span->data[0][j][1]) * spanilength;
+ span->data[1][j][2] = (span->data[1][j][2] - span->data[0][j][2]) * spanilength;
+ span->data[1][j][3] = (span->data[1][j][3] - span->data[0][j][3]) * spanilength;
+ for (j = 0;j < numarrays;j++)
+ {
+ span->data[1][j][0] = (span->data[1][j][0] - span->data[0][j][0]) * spanilength;
+ span->data[1][j][1] = (span->data[1][j][1] - span->data[0][j][1]) * spanilength;
+ span->data[1][j][2] = (span->data[1][j][2] - span->data[0][j][2]) * spanilength;
+ span->data[1][j][3] = (span->data[1][j][3] - span->data[0][j][3]) * spanilength;
+ }
+ // adjust the data[0][n][] to be correct for the pixel centers
+ // this also handles horizontal clipping where a major part of the
+ // span may be off the left side of the screen
+ j = DPSOFTRAST_ARRAY_TOTAL;
+ span->data[0][j][0] += span->data[1][j][0] * startxlerp;
+ span->data[0][j][1] += span->data[1][j][1] * startxlerp;
+ span->data[0][j][2] += span->data[1][j][2] * startxlerp;
+ span->data[0][j][3] += span->data[1][j][3] * startxlerp;
+ for (j = 0;j < numarrays;j++)
+ {
+ span->data[0][j][0] += span->data[1][j][0] * startxlerp;
+ span->data[0][j][1] += span->data[1][j][1] * startxlerp;
+ span->data[0][j][2] += span->data[1][j][2] * startxlerp;
+ span->data[0][j][3] += span->data[1][j][3] * startxlerp;
+ }
+ // to keep the shader routines from needing more than a small
+ // buffer for pixel intermediate data, we split long spans...
+ while (span->length > DPSOFTRAST_DRAW_MAXSPANLENGTH)
+ {
+ span->length = DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ if (dpsoftrast.draw.numspans >= DPSOFTRAST_DRAW_MAXSPANQUEUE)
+ {
+ DPSOFTRAST_Draw_ProcessSpans();
+ dpsoftrast.draw.numspans = 0;
+ }
+ oldspan = span;
+ span = &dpsoftrast.draw.spanqueue[dpsoftrast.draw.numspans++];
+ *span = *oldspan;
+ startx += DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->start = y * width + startx;
+ span->length = endx - startx;
+ j = DPSOFTRAST_ARRAY_TOTAL;
+ span->data[0][j][0] += span->data[1][j][0] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->data[0][j][1] += span->data[1][j][1] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->data[0][j][2] += span->data[1][j][2] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->data[0][j][3] += span->data[1][j][3] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ for (j = 0;j < numarrays;j++)
+ {
+ span->data[0][j][0] += span->data[1][j][0] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->data[0][j][1] += span->data[1][j][1] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->data[0][j][2] += span->data[1][j][2] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ span->data[0][j][3] += span->data[1][j][3] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+ }
+ }
+ // after all that, we have a span suitable for the pixel shader...
+ if (dpsoftrast.draw.numspans >= DPSOFTRAST_DRAW_MAXSPANQUEUE)
+ {
+ DPSOFTRAST_Draw_ProcessSpans();
+ dpsoftrast.draw.numspans = 0;
+ }
+ }
+ // draw outlines over triangle for debugging
+ // for (j = 0, k = numpoints-1;j < numpoints;k = j, j++)
+ // DPSOFTRAST_Draw_DebugEdgePoints(screen[k], screen[j]);
+ }
+ if (dpsoftrast.draw.numspans)
+ {
+ DPSOFTRAST_Draw_ProcessSpans();
+ dpsoftrast.draw.numspans = 0;
+ }
+}
+
+void DPSOFTRAST_Draw_DebugPoints(void)
+{
+ int i;
+ int x;
+ int y;
+ int numvertices = dpsoftrast.draw.numvertices;
+ int w = dpsoftrast.fb_width;
+ int bounds[4];
+ unsigned int *pixels = dpsoftrast.fb_colorpixels[0];
+ const float *c4f;
+ bounds[0] = dpsoftrast.fb_viewportscissor[0];
+ bounds[1] = dpsoftrast.fb_viewportscissor[1];
+ bounds[2] = dpsoftrast.fb_viewportscissor[0] + dpsoftrast.fb_viewportscissor[2];
+ bounds[3] = dpsoftrast.fb_viewportscissor[1] + dpsoftrast.fb_viewportscissor[3];
+ for (i = 0;i < numvertices;i++)
+ {
+ // check nearclip
+ //if (dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+3] != 1.0f)
+ // continue;
+ x = (int)(dpsoftrast.draw.screencoord4f[i*4+0]);
+ y = (int)(dpsoftrast.draw.screencoord4f[i*4+1]);
+ //x = (int)(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0] + 0.5f);
+ //y = (int)(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1] + 0.5f);
+ //x = (int)((dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0] + 1.0f) * dpsoftrast.fb_width * 0.5f + 0.5f);
+ //y = (int)((dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1] + 1.0f) * dpsoftrast.fb_height * 0.5f + 0.5f);
+ if (x < bounds[0] || y < bounds[1] || x >= bounds[2] || y >= bounds[3])
+ continue;
+ c4f = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR] + i*4;
+ pixels[y*w+x] = DPSOFTRAST_BGRA8_FROM_RGBA32F(c4f[0], c4f[1], c4f[2], c4f[3]);
+ }
+}
+
+void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s)
+{
+ DPSOFTRAST_Validate(DPSOFTRAST_VALIDATE_DRAW);
+ DPSOFTRAST_Draw_LoadVertices(firstvertex, numvertices, true, 1);
+ DPSOFTRAST_Draw_VertexShader();
+ DPSOFTRAST_Draw_ProjectVertices(dpsoftrast.draw.screencoord4f, dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], numvertices);
+ DPSOFTRAST_Draw_ProcessTriangles(firstvertex, numvertices, numtriangles, element3i, element3s, 3);
+}
+
+void DPSOFTRAST_Init(int width, int height, unsigned int *colorpixels, unsigned int *depthpixels)
+{
+ union
+ {
+ int i;
+ unsigned char b[4];
+ }
+ u;
+ u.i = 1;
+ memset(&dpsoftrast, 0, sizeof(dpsoftrast));
+ dpsoftrast.bigendian = u.b[3];
+ dpsoftrast.fb_width = width;
+ dpsoftrast.fb_height = height;
+ dpsoftrast.fb_depthpixels = depthpixels;
+ dpsoftrast.fb_colorpixels[0] = colorpixels;
+ dpsoftrast.fb_colorpixels[1] = NULL;
+ dpsoftrast.fb_colorpixels[1] = NULL;
+ dpsoftrast.fb_colorpixels[1] = NULL;
+ dpsoftrast.texture_firstfree = 1;
+ dpsoftrast.texture_end = 1;
+ dpsoftrast.texture_max = 0;
+ dpsoftrast.user.colormask[0] = 1;
+ dpsoftrast.user.colormask[1] = 1;
+ dpsoftrast.user.colormask[2] = 1;
+ dpsoftrast.user.colormask[3] = 1;
+ dpsoftrast.user.blendfunc[0] = GL_ONE;
+ dpsoftrast.user.blendfunc[1] = GL_ZERO;
+ dpsoftrast.user.depthmask = true;
+ dpsoftrast.user.depthtest = true;
+ dpsoftrast.user.depthfunc = GL_LEQUAL;
+ dpsoftrast.user.scissortest = false;
+ dpsoftrast.user.cullface = GL_BACK;
+ dpsoftrast.user.alphatest = false;
+ dpsoftrast.user.alphafunc = GL_GREATER;
+ dpsoftrast.user.alphavalue = 0.5f;
+ dpsoftrast.user.scissor[0] = 0;
+ dpsoftrast.user.scissor[1] = 0;
+ dpsoftrast.user.scissor[2] = dpsoftrast.fb_width;
+ dpsoftrast.user.scissor[3] = dpsoftrast.fb_height;
+ dpsoftrast.user.viewport[0] = 0;
+ dpsoftrast.user.viewport[1] = 0;
+ dpsoftrast.user.viewport[2] = dpsoftrast.fb_width;
+ dpsoftrast.user.viewport[3] = dpsoftrast.fb_height;
+ dpsoftrast.user.depthrange[0] = 0;
+ dpsoftrast.user.depthrange[1] = 1;
+ dpsoftrast.user.polygonoffset[0] = 0;
+ dpsoftrast.user.polygonoffset[1] = 0;
+ dpsoftrast.user.color[0] = 1;
+ dpsoftrast.user.color[1] = 1;
+ dpsoftrast.user.color[2] = 1;
+ dpsoftrast.user.color[3] = 1;
+ dpsoftrast.validate = -1;
+ DPSOFTRAST_Validate(-1);
+ dpsoftrast.validate = 0;
+}
+
+void DPSOFTRAST_Shutdown(void)
+{
+ int i;
+ for (i = 0;i < dpsoftrast.texture_end;i++)
+ if (dpsoftrast.texture[i].bytes)
+ free(dpsoftrast.texture[i].bytes);
+ if (dpsoftrast.texture)
+ free(dpsoftrast.texture);
+ memset(&dpsoftrast, 0, sizeof(dpsoftrast));
+}
--- /dev/null
+
+#ifndef DPSOFTRAST_H
+#define DPSOFTRAST_H
+
+#include <stdlib.h>
+
+#define DPSOFTRAST_MAXMIPMAPS 16
+#define DPSOFTRAST_TEXTURE_MAXSIZE (1<<(DPSOFTRAST_MAXMIPMAPS - 1))
+#define DPSOFTRAST_MAXTEXTUREUNITS 32
+#define DPSOFTRAST_MAXTEXCOORDARRAYS 8
+
+// type of pixels in texture (some of these are converted to BGRA8 on update)
+#define DPSOFTRAST_TEXTURE_FORMAT_BGRA8 0
+#define DPSOFTRAST_TEXTURE_FORMAT_DEPTH 1
+#define DPSOFTRAST_TEXTURE_FORMAT_RGBA8 2
+#define DPSOFTRAST_TEXTURE_FORMAT_ALPHA8 3
+#define DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK 3
+
+// modifier flags for texture (can not be changed after creation)
+#define DPSOFTRAST_TEXTURE_FLAG_MIPMAP 4
+#define DPSOFTRAST_TEXTURE_FLAG_CUBEMAP 8
+#define DPSOFTRAST_TEXTURE_FLAG_USEALPHA 16
+#define DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE 32
+
+typedef enum DPSOFTRAST_TEXTURE_FILTER_e
+{
+ DPSOFTRAST_TEXTURE_FILTER_NEAREST = 0,
+ DPSOFTRAST_TEXTURE_FILTER_LINEAR = 1,
+ DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE = 2,
+ DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE = 3,
+}
+DPSOFTRAST_TEXTURE_FILTER;
+
+void DPSOFTRAST_Init(int width, int height, unsigned int *colorpixels, unsigned int *depthpixels);
+void DPSOFTRAST_Shutdown(void);
+
+int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth);
+void DPSOFTRAST_Texture_Free(int index);
+void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight);
+void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels);
+int DPSOFTRAST_Texture_GetWidth(int index, int mip);
+int DPSOFTRAST_Texture_GetHeight(int index, int mip);
+int DPSOFTRAST_Texture_GetDepth(int index, int mip);
+unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip);
+void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter);
+
+void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3);
+void DPSOFTRAST_Viewport(int x, int y, int width, int height);
+void DPSOFTRAST_ClearColor(float r, float g, float b, float a);
+void DPSOFTRAST_ClearDepth(float d);
+void DPSOFTRAST_ColorMask(int r, int g, int b, int a);
+void DPSOFTRAST_DepthTest(int enable);
+void DPSOFTRAST_ScissorTest(int enable);
+void DPSOFTRAST_Scissor(float x, float y, float width, float height);
+
+void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate);
+void DPSOFTRAST_BlendSubtract(int enable);
+void DPSOFTRAST_DepthMask(int enable);
+void DPSOFTRAST_DepthFunc(int comparemode);
+void DPSOFTRAST_DepthRange(float range0, float range1);
+void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
+void DPSOFTRAST_CullFace(int mode);
+void DPSOFTRAST_AlphaTest(float enable);
+void DPSOFTRAST_AlphaFunc(int alphafunc, float alphavalue);
+void DPSOFTRAST_Color4f(float r, float g, float b, float a);
+void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
+void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
+void DPSOFTRAST_SetTexture(int unitnum, int index);
+
+void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride);
+void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride);
+void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride);
+void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf);
+
+typedef enum gl20_texunit_e
+{
+ // postprocess shaders, and generic shaders:
+ GL20TU_FIRST = 0,
+ GL20TU_SECOND = 1,
+ GL20TU_GAMMARAMPS = 2,
+ // standard material properties
+ GL20TU_NORMAL = 0,
+ GL20TU_COLOR = 1,
+ GL20TU_GLOSS = 2,
+ GL20TU_GLOW = 3,
+ // material properties for a second material
+ GL20TU_SECONDARY_NORMAL = 4,
+ GL20TU_SECONDARY_COLOR = 5,
+ GL20TU_SECONDARY_GLOSS = 6,
+ GL20TU_SECONDARY_GLOW = 7,
+ // material properties for a colormapped material
+ // conflicts with secondary material
+ GL20TU_PANTS = 4,
+ GL20TU_SHIRT = 7,
+ // fog fade in the distance
+ GL20TU_FOGMASK = 8,
+ // compiled ambient lightmap and deluxemap
+ GL20TU_LIGHTMAP = 9,
+ GL20TU_DELUXEMAP = 10,
+ // refraction, used by water shaders
+ GL20TU_REFRACTION = 3,
+ // reflection, used by water shaders, also with normal material rendering
+ // conflicts with secondary material
+ GL20TU_REFLECTION = 7,
+ // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
+ // conflicts with lightmap/deluxemap
+ GL20TU_ATTENUATION = 9,
+ GL20TU_CUBE = 10,
+ GL20TU_SHADOWMAP2D = 15,
+ GL20TU_CUBEPROJECTION = 12,
+ // rtlight prepass data (screenspace depth and normalmap)
+ GL20TU_SCREENDEPTH = 13,
+ GL20TU_SCREENNORMALMAP = 14,
+ // lightmap prepass data (screenspace diffuse and specular from lights)
+ GL20TU_SCREENDIFFUSE = 11,
+ GL20TU_SCREENSPECULAR = 12,
+ // fake reflections
+ GL20TU_REFLECTMASK = 5,
+ GL20TU_REFLECTCUBE = 6,
+ GL20TU_FOGHEIGHTTEXTURE = 14
+}
+gl20_texunit;
+
+// this enum selects which of the glslshadermodeinfo entries should be used
+typedef enum shadermode_e
+{
+ SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
+ SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
+ SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
+ SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
+ SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
+ SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
+ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
+ SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
+ SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
+ SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
+ SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
+ SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
+ SHADERMODE_COUNT
+}
+shadermode_t;
+
+typedef enum shaderpermutation_e
+{
+ SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
+ SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+ SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
+ SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
+ SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
+ SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
+ SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
+ SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
+ SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
+ SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
+ SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
+ SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
+ SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+ SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
+ SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+ SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
+ SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+ SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
+ SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
+ SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+}
+shaderpermutation_t;
+
+typedef enum DPSOFTRAST_UNIFORM_e
+{
+ DPSOFTRAST_UNIFORM_Texture_First,
+ DPSOFTRAST_UNIFORM_Texture_Second,
+ DPSOFTRAST_UNIFORM_Texture_GammaRamps,
+ DPSOFTRAST_UNIFORM_Texture_Normal,
+ DPSOFTRAST_UNIFORM_Texture_Color,
+ DPSOFTRAST_UNIFORM_Texture_Gloss,
+ DPSOFTRAST_UNIFORM_Texture_Glow,
+ DPSOFTRAST_UNIFORM_Texture_SecondaryNormal,
+ DPSOFTRAST_UNIFORM_Texture_SecondaryColor,
+ DPSOFTRAST_UNIFORM_Texture_SecondaryGloss,
+ DPSOFTRAST_UNIFORM_Texture_SecondaryGlow,
+ DPSOFTRAST_UNIFORM_Texture_Pants,
+ DPSOFTRAST_UNIFORM_Texture_Shirt,
+ DPSOFTRAST_UNIFORM_Texture_FogHeightTexture,
+ DPSOFTRAST_UNIFORM_Texture_FogMask,
+ DPSOFTRAST_UNIFORM_Texture_Lightmap,
+ DPSOFTRAST_UNIFORM_Texture_Deluxemap,
+ DPSOFTRAST_UNIFORM_Texture_Attenuation,
+ DPSOFTRAST_UNIFORM_Texture_Cube,
+ DPSOFTRAST_UNIFORM_Texture_Refraction,
+ DPSOFTRAST_UNIFORM_Texture_Reflection,
+ DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
+ DPSOFTRAST_UNIFORM_Texture_CubeProjection,
+ DPSOFTRAST_UNIFORM_Texture_ScreenDepth,
+ DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
+ DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
+ DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
+ DPSOFTRAST_UNIFORM_Texture_ReflectMask,
+ DPSOFTRAST_UNIFORM_Texture_ReflectCube,
+ DPSOFTRAST_UNIFORM_Alpha,
+ DPSOFTRAST_UNIFORM_BloomBlur_Parameters,
+ DPSOFTRAST_UNIFORM_ClientTime,
+ DPSOFTRAST_UNIFORM_Color_Ambient,
+ DPSOFTRAST_UNIFORM_Color_Diffuse,
+ DPSOFTRAST_UNIFORM_Color_Specular,
+ DPSOFTRAST_UNIFORM_Color_Glow,
+ DPSOFTRAST_UNIFORM_Color_Pants,
+ DPSOFTRAST_UNIFORM_Color_Shirt,
+ DPSOFTRAST_UNIFORM_DeferredColor_Ambient,
+ DPSOFTRAST_UNIFORM_DeferredColor_Diffuse,
+ DPSOFTRAST_UNIFORM_DeferredColor_Specular,
+ DPSOFTRAST_UNIFORM_DeferredMod_Diffuse,
+ DPSOFTRAST_UNIFORM_DeferredMod_Specular,
+ DPSOFTRAST_UNIFORM_DistortScaleRefractReflect,
+ DPSOFTRAST_UNIFORM_EyePosition,
+ DPSOFTRAST_UNIFORM_FogColor,
+ DPSOFTRAST_UNIFORM_FogHeightFade,
+ DPSOFTRAST_UNIFORM_FogPlane,
+ DPSOFTRAST_UNIFORM_FogPlaneViewDist,
+ DPSOFTRAST_UNIFORM_FogRangeRecip,
+ DPSOFTRAST_UNIFORM_LightColor,
+ DPSOFTRAST_UNIFORM_LightDir,
+ DPSOFTRAST_UNIFORM_LightPosition,
+ DPSOFTRAST_UNIFORM_OffsetMapping_Scale,
+ DPSOFTRAST_UNIFORM_PixelSize,
+ DPSOFTRAST_UNIFORM_ReflectColor,
+ DPSOFTRAST_UNIFORM_ReflectFactor,
+ DPSOFTRAST_UNIFORM_ReflectOffset,
+ DPSOFTRAST_UNIFORM_RefractColor,
+ DPSOFTRAST_UNIFORM_Saturation,
+ DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect,
+ DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect,
+ DPSOFTRAST_UNIFORM_ScreenToDepth,
+ DPSOFTRAST_UNIFORM_ShadowMap_Parameters,
+ DPSOFTRAST_UNIFORM_ShadowMap_TextureScale,
+ DPSOFTRAST_UNIFORM_SpecularPower,
+ DPSOFTRAST_UNIFORM_UserVec1,
+ DPSOFTRAST_UNIFORM_UserVec2,
+ DPSOFTRAST_UNIFORM_UserVec3,
+ DPSOFTRAST_UNIFORM_UserVec4,
+ DPSOFTRAST_UNIFORM_ViewTintColor,
+ DPSOFTRAST_UNIFORM_ViewToLightM1,
+ DPSOFTRAST_UNIFORM_ViewToLightM2,
+ DPSOFTRAST_UNIFORM_ViewToLightM3,
+ DPSOFTRAST_UNIFORM_ViewToLightM4,
+ DPSOFTRAST_UNIFORM_ModelToLightM1,
+ DPSOFTRAST_UNIFORM_ModelToLightM2,
+ DPSOFTRAST_UNIFORM_ModelToLightM3,
+ DPSOFTRAST_UNIFORM_ModelToLightM4,
+ DPSOFTRAST_UNIFORM_TexMatrixM1,
+ DPSOFTRAST_UNIFORM_TexMatrixM2,
+ DPSOFTRAST_UNIFORM_TexMatrixM3,
+ DPSOFTRAST_UNIFORM_TexMatrixM4,
+ DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1,
+ DPSOFTRAST_UNIFORM_BackgroundTexMatrixM2,
+ DPSOFTRAST_UNIFORM_BackgroundTexMatrixM3,
+ DPSOFTRAST_UNIFORM_BackgroundTexMatrixM4,
+ DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1,
+ DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM2,
+ DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM3,
+ DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM4,
+ DPSOFTRAST_UNIFORM_ModelViewMatrixM1,
+ DPSOFTRAST_UNIFORM_ModelViewMatrixM2,
+ DPSOFTRAST_UNIFORM_ModelViewMatrixM3,
+ DPSOFTRAST_UNIFORM_ModelViewMatrixM4,
+ DPSOFTRAST_UNIFORM_PixelToScreenTexCoord,
+ DPSOFTRAST_UNIFORM_ModelToReflectCubeM1,
+ DPSOFTRAST_UNIFORM_ModelToReflectCubeM2,
+ DPSOFTRAST_UNIFORM_ModelToReflectCubeM3,
+ DPSOFTRAST_UNIFORM_ModelToReflectCubeM4,
+ DPSOFTRAST_UNIFORM_ShadowMapMatrixM1,
+ DPSOFTRAST_UNIFORM_ShadowMapMatrixM2,
+ DPSOFTRAST_UNIFORM_ShadowMapMatrixM3,
+ DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
+ DPSOFTRAST_UNIFORM_BloomColorSubtract,
+ DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
+ DPSOFTRAST_UNIFORM_TOTAL
+}
+DPSOFTRAST_UNIFORM;
+
+void DPSOFTRAST_SetShader(unsigned int mode, unsigned int permutation);
+#define DPSOFTRAST_Uniform1fARB(index, v0) DPSOFTRAST_Uniform4fARB(index, v0, 0, 0, 0)
+#define DPSOFTRAST_Uniform2fARB(index, v0, v1) DPSOFTRAST_Uniform4fARB(index, v0, v1, 0, 0)
+#define DPSOFTRAST_Uniform3fARB(index, v0, v1, v2) DPSOFTRAST_Uniform4fARB(index, v0, v1, v2, 0)
+void DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3);
+void DPSOFTRAST_Uniform4fvARB(DPSOFTRAST_UNIFORM index, const float *v);
+void DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v);
+void DPSOFTRAST_Uniform1iARB(DPSOFTRAST_UNIFORM index, int i0);
+
+void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s);
+
+#endif // DPSOFTRAST_H
#include "ft2.h"
#include "csprogs.h"
#include "cl_video.h"
+#include "dpsoftrast.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
}
shadermodeinfo_t;
-typedef enum shaderpermutation_e
-{
- SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
- SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
- SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
- SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
- SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
- SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
- SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
- SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
- SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
- SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
- SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
- SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
- SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
- SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
- SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
- SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
- SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
- SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
- SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
- SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
- SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
- SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
- SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
-}
-shaderpermutation_t;
-
// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
{
{"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
};
-// this enum selects which of the glslshadermodeinfo entries should be used
-typedef enum shadermode_e
-{
- SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
- SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
- SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
- SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
- SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
- SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
- SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
- SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
- SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
- SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
- SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
- SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
- SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
- SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
- SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
- SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
- SHADERMODE_COUNT
-}
-shadermode_t;
-
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
{
}
#endif
+void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+{
+ DPSOFTRAST_SetShader(mode, permutation);
+ DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+ DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
+}
+
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL11:
R_Mesh_TexBind(0, first );
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+ R_Mesh_TexBind(GL20TU_FIRST , first );
+ R_Mesh_TexBind(GL20TU_SECOND, second);
+ break;
}
}
case RENDERPATH_GL11:
R_Mesh_TexBind(0, 0);
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+ break;
}
}
break;
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+ break;
}
}
}
else
{
- if (mode == SHADERMODE_LIGHTDIRECTION)
+ if (mode == SHADERMODE_LIGHTDIRECTION)
{
hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
case RENDERPATH_GL13:
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+ R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
+ R_SetupShader_SetPermutationSoft(mode, permutation);
+ {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
+ if (mode == SHADERMODE_LIGHTSOURCE)
+ {
+ {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+
+ // additive passes are only darkened by fog, not tinted
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ }
+ else
+ {
+ if (mode == SHADERMODE_FLATCOLOR)
+ {
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+ }
+ else if (mode == SHADERMODE_LIGHTDIRECTION)
+ {
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+ }
+ else
+ {
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ }
+ // additive passes are only darkened by fog, not tinted
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+ else
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+ }
+ {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
+ {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
+ {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+ if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
+ {
+ if (rsurface.texture->pantstexture)
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+ else
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
+ }
+ if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
+ {
+ if (rsurface.texture->shirttexture)
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+ else
+ DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
+ }
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+ // R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
+ // R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
+ // R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
+ R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
+ R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
+ R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
+ R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
+ R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
+ R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
+ R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
+ R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
+ R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
+ R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+ R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
+ R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
+ R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+ R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+ R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
+ if (rsurfacepass == RSURFPASS_BACKGROUND)
+ {
+ if(DPSOFTRAST_UNIFORM_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+ else if(DPSOFTRAST_UNIFORM_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+ if(DPSOFTRAST_UNIFORM_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+ }
+ else
+ {
+ if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+ }
+// R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
+// R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
+ R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
+ R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
+ if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
+ {
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
+ if (rsurface.rtlight)
+ {
+ R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
+ }
+ }
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationGLSL(mode, permutation);
+ DPSOFTRAST_Uniform3fARB( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+ DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
+ DPSOFTRAST_Uniform3fARB( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
+ DPSOFTRAST_Uniform3fARB( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
+ DPSOFTRAST_Uniform3fARB( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ DPSOFTRAST_Uniform2fARB( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ DPSOFTRAST_Uniform4fARB( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+ DPSOFTRAST_Uniform1fARB( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform2fARB( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+ R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
+ R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
+ R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
+ R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
+ R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
+ break;
}
}
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 1);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
r_numqueries = 0;
case RENDERPATH_GL11:
wanttangents = false;
break;
+ case RENDERPATH_SOFT:
+ break;
}
if (r_shownormals.integer)
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
// non-flipped y coordinates
fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
case RENDERPATH_GL11:
qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+ DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+ break;
}
}
}
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
break;
}
GL_CullFace(GL_NONE);
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
break;
}
GL_CullFace(r_refdef.view.cullface_back);
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
permutation =
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+ R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
+ R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
+ R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
+ R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+ DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
+ DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+ break;
default:
break;
}
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
if(v_glslgamma.integer && !vid_gammatables_trivial)
{
if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
return;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ return;
}
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
break;
case RENDERPATH_GL13:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13: