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Burningsvideo 0.52

- scissor for 2D
- downscaled internal rendertargets,interlaced drawing
- supertuxkart gui ok

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6154 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
engineer_apple
2020-11-10 18:49:39 +00:00
parent 6805226b5b
commit 5cb28ea357
59 changed files with 2115 additions and 1848 deletions

View File

@@ -89,11 +89,16 @@ public:
//! draws an indexed triangle list
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) _IRR_OVERRIDE_;
virtual void OnSetMaterial(const SBurningShaderMaterial& material) _IRR_OVERRIDE_;
private:
void scanline_bilinear ();
// fragment shader
typedef void (CTRTextureGouraudNoZ2::* tFragmentShader) ();
void fragment_bilinear();
void fragment_no_filter();
tFragmentShader fragmentShader;
};
//! constructor
@@ -103,13 +108,32 @@ CTRTextureGouraudNoZ2::CTRTextureGouraudNoZ2(CBurningVideoDriver* driver)
#ifdef _DEBUG
setDebugName("CTRTextureGouraudNoZ2");
#endif
fragmentShader = &CTRTextureGouraudNoZ2::fragment_bilinear;
}
/*!
*/
void CTRTextureGouraudNoZ2::scanline_bilinear ( )
void CTRTextureGouraudNoZ2::OnSetMaterial(const SBurningShaderMaterial& material)
{
if (material.org.TextureLayer[0].BilinearFilter ||
material.org.TextureLayer[0].TrilinearFilter ||
material.org.TextureLayer[0].AnisotropicFilter
)
{
fragmentShader = &CTRTextureGouraudNoZ2::fragment_bilinear;
}
else
{
fragmentShader = &CTRTextureGouraudNoZ2::fragment_no_filter;
}
}
/*!
*/
void CTRTextureGouraudNoZ2::fragment_bilinear()
{
tVideoSample *dst;
@@ -149,7 +173,7 @@ void CTRTextureGouraudNoZ2::scanline_bilinear ( )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
@@ -168,7 +192,7 @@ void CTRTextureGouraudNoZ2::scanline_bilinear ( )
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
subPixel = ((f32) xStart) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
@@ -200,7 +224,7 @@ void CTRTextureGouraudNoZ2::scanline_bilinear ( )
tFixPoint ty0;
tFixPoint r0, g0, b0;
for ( s32 i = 0; i <= dx; ++i )
for ( s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
{
#ifdef CMP_Z
if ( line.z[0] < z[i] )
@@ -208,7 +232,7 @@ void CTRTextureGouraudNoZ2::scanline_bilinear ( )
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
scissor_test_x
{
#ifdef INVERSE_W
inversew = fix_inverse32 ( line.w[0] );
@@ -248,6 +272,146 @@ void CTRTextureGouraudNoZ2::scanline_bilinear ( )
}
/*!
*/
void CTRTextureGouraudNoZ2::fragment_no_filter()
{
tVideoSample* dst;
#ifdef USE_ZBUFFER
fp24* z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC;
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left(line.x[0]);
xEnd = fill_convention_right(line.x[1]);
dx = xEnd - xStart;
if (dx < 0)
return;
// slopes
const f32 invDeltaX = fill_step_x(line.x[1] - line.x[0]);
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC = (line.c[1] - line.c[0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ((f32)xStart) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0] += slopeC * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + (line.y * RenderTarget->getDimension().Width) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*)DepthBuffer->lock() + (line.y * RenderTarget->getDimension().Width) + xStart;
#endif
f32 inversew = FIX_POINT_F32_MUL;
tFixPoint tx0;
tFixPoint ty0;
//tFixPoint r0, g0, b0;
for (s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
{
#ifdef CMP_Z
if (line.z[0] < z[i])
#endif
#ifdef CMP_W
if (line.w[0] >= z[i])
#endif
//scissor_test_x
{
#ifdef INVERSE_W
inversew = fix_inverse32(line.w[0]);
#endif
tx0 = tofix(line.t[0][0].x,inversew);
ty0 = tofix(line.t[0][0].y,inversew);
//skybox
dst[i] = getTexel_plain(&IT[0], tx0, ty0);
//getSample_texture ( r0, g0, b0, IT+0, tx0, ty0 );
//dst[i] = fix_to_sample( r0, g0, b0 );
#ifdef WRITE_Z
z[i] = line.z[0];
#endif
#ifdef WRITE_W
z[i] = line.w[0];
#endif
}
#ifdef IPOL_Z
line.z[0] += slopeZ;
#endif
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_C0
line.c[0] += slopeC;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1];
#endif
}
}
void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
{
// sort on height, y
@@ -258,10 +422,11 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
const f32 ca = c->Pos.y - a->Pos.y;
const f32 ba = b->Pos.y - a->Pos.y;
const f32 cb = c->Pos.y - b->Pos.y;
// calculate delta y of the edges
scan.invDeltaY[0] = reciprocal_zero( ca );
scan.invDeltaY[1] = reciprocal_zero( ba );
scan.invDeltaY[2] = reciprocal_zero( cb );
scan.invDeltaY[0] = fill_step_y( ca );
scan.invDeltaY[1] = fill_step_y( ba );
scan.invDeltaY[2] = fill_step_y( cb );
if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
return;
@@ -315,7 +480,7 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
#endif
// rasterize upper sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[1] )
if (F32_GREATER_0(scan.invDeltaY[1]) )
{
// calculate slopes for top edge
scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
@@ -385,7 +550,7 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
#endif
// rasterize the edge scanlines
for( line.y = yStart; line.y <= yEnd; ++line.y)
for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
{
line.x[scan.left] = scan.x[0];
line.x[scan.right] = scan.x[1];
@@ -415,8 +580,11 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
line.t[1][scan.right] = scan.t[1][1];
#endif
// render a scanline
scanline_bilinear ( );
interlace_scanline
scissor_test_y
(this->*fragmentShader) ();
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
@@ -450,10 +618,10 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
}
// rasterize lower sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[2] )
if (F32_GREATER_0(scan.invDeltaY[2]) )
{
// advance to middle point
if( (f32) 0.0 != scan.invDeltaY[1] )
if(F32_GREATER_0(scan.invDeltaY[1]) )
{
temp[0] = b->Pos.y - a->Pos.y; // dy
@@ -545,7 +713,7 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
#endif
// rasterize the edge scanlines
for( line.y = yStart; line.y <= yEnd; ++line.y)
for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
{
line.x[scan.left] = scan.x[0];
line.x[scan.right] = scan.x[1];
@@ -576,7 +744,9 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
#endif
// render a scanline
scanline_bilinear ();
interlace_scanline
scissor_test_y
(this->*fragmentShader) ();
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];