Merging r6364 through r6379 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6380 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@@ -26,11 +26,11 @@
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// define render case
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#ifdef BURNINGVIDEO_RENDERER_FAST
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#define SUBTEXEL
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#define INVERSE_W
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#define SUBTEXEL
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#define INVERSE_W
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#else
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#define SUBTEXEL
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#define INVERSE_W
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#define SUBTEXEL
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#define INVERSE_W
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#endif
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//#define USE_ZBUFFER
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@@ -43,42 +43,37 @@
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//#define IPOL_T1
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#if BURNING_MATERIAL_MAX_COLORS < 1
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#undef IPOL_C0
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#undef IPOL_C0
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#endif
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// apply global override
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#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
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#undef INVERSE_W
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#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
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#undef IPOL_W
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#endif
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#undef INVERSE_W
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#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
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#undef IPOL_W
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#endif
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#endif
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#ifndef SOFTWARE_DRIVER_2_SUBTEXEL
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#undef SUBTEXEL
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#undef SUBTEXEL
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#endif
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#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
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#define IPOL_Z
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#define IPOL_Z
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#ifdef CMP_W
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#undef CMP_W
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#define CMP_Z
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#endif
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#ifdef CMP_W
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#undef CMP_W
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#define CMP_Z
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#endif
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#ifdef WRITE_W
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#undef WRITE_W
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#define WRITE_Z
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#endif
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#ifdef WRITE_W
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#undef WRITE_W
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#define WRITE_Z
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#endif
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#endif
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namespace irr
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{
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namespace video
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{
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burning_namespace_start
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class CTRTextureGouraudNoZ2 : public IBurningShader
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{
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@@ -89,32 +84,34 @@ public:
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//! draws an indexed triangle list
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) IRR_OVERRIDE;
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virtual void OnSetMaterial(const SBurningShaderMaterial& material) IRR_OVERRIDE;
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virtual void OnSetMaterialBurning(const SBurningShaderMaterial& material) IRR_OVERRIDE;
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virtual bool canWireFrame() IRR_OVERRIDE { return true; }
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private:
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// fragment shader
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typedef void (CTRTextureGouraudNoZ2::* tFragmentShader) ();
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void fragment_bilinear();
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void fragment_no_filter();
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void fragment_linear();
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void fragment_nearest();
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tFragmentShader fragmentShader;
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};
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//! constructor
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CTRTextureGouraudNoZ2::CTRTextureGouraudNoZ2(CBurningVideoDriver* driver)
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: IBurningShader(driver)
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: IBurningShader(driver,EMT_SOLID)
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{
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#ifdef _DEBUG
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#ifdef _DEBUG
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setDebugName("CTRTextureGouraudNoZ2");
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#endif
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#endif
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fragmentShader = &CTRTextureGouraudNoZ2::fragment_bilinear;
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fragmentShader = &CTRTextureGouraudNoZ2::fragment_linear;
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}
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/*!
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*/
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void CTRTextureGouraudNoZ2::OnSetMaterial(const SBurningShaderMaterial& material)
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void CTRTextureGouraudNoZ2::OnSetMaterialBurning(const SBurningShaderMaterial& material)
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{
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if (material.org.TextureLayer[0].BilinearFilter ||
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@@ -122,23 +119,23 @@ void CTRTextureGouraudNoZ2::OnSetMaterial(const SBurningShaderMaterial& material
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material.org.TextureLayer[0].AnisotropicFilter
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)
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{
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fragmentShader = &CTRTextureGouraudNoZ2::fragment_bilinear;
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fragmentShader = &CTRTextureGouraudNoZ2::fragment_linear;
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}
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else
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{
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fragmentShader = &CTRTextureGouraudNoZ2::fragment_no_filter;
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fragmentShader = &CTRTextureGouraudNoZ2::fragment_nearest;
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}
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}
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/*!
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*/
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void CTRTextureGouraudNoZ2::fragment_bilinear()
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void CTRTextureGouraudNoZ2::fragment_linear()
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{
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tVideoSample *dst;
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tVideoSample* dst;
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#ifdef USE_ZBUFFER
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fp24 *z;
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fp24* z;
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#endif
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s32 xStart;
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@@ -164,16 +161,15 @@ void CTRTextureGouraudNoZ2::fragment_bilinear()
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#endif
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// apply top-left fill-convention, left
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xStart = fill_convention_left( line.x[0] );
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xEnd = fill_convention_right( line.x[1] );
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xStart = fill_convention_left(line.x[0]);
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xEnd = fill_convention_right(line.x[1]);
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dx = xEnd - xStart;
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if ( dx < 0 )
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if (dx < 0)
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return;
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// slopes
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const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] );
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const f32 invDeltaX = fill_step_x(line.x[1] - line.x[0]);
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#ifdef IPOL_Z
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slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
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@@ -211,10 +207,10 @@ void CTRTextureGouraudNoZ2::fragment_bilinear()
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#endif
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SOFTWARE_DRIVER_2_CLIPCHECK;
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dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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dst = (tVideoSample*)RenderTarget->getData() + (line.y * RenderTarget->getDimension().Width) + xStart;
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#ifdef USE_ZBUFFER
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z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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z = (fp24*)DepthBuffer->lock() + (line.y * RenderTarget->getDimension().Width) + xStart;
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#endif
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@@ -224,34 +220,37 @@ void CTRTextureGouraudNoZ2::fragment_bilinear()
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tFixPoint ty0;
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tFixPoint r0, g0, b0;
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for ( s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
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for (s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
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{
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//if test active only first pixel
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if ((0 == EdgeTestPass) & (i > line.x_edgetest)) break;
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#ifdef CMP_Z
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if ( line.z[0] < z[i] )
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if (line.z[0] < z[i])
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#endif
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#ifdef CMP_W
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if ( line.w[0] >= z[i] )
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if (line.w[0] >= z[i])
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#endif
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scissor_test_x
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{
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#ifdef INVERSE_W
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inversew = fix_inverse32 ( line.w[0] );
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#endif
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tx0 = tofix ( line.t[0][0].x,inversew);
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ty0 = tofix ( line.t[0][0].y,inversew);
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//skybox
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//dst[i] = getTexel_plain ( &IT[0], tx0, ty0 );
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if_scissor_test_x
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{
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#ifdef INVERSE_W
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inversew = fix_inverse32(line.w[0]);
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#endif
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tx0 = tofix(line.t[0][0].x,inversew);
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ty0 = tofix(line.t[0][0].y,inversew);
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//skybox
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//dst[i] = getTexel_plain ( &IT[0], tx0, ty0 );
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getSample_texture ( r0, g0, b0, IT+0, tx0, ty0 );
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dst[i] = fix_to_sample( r0, g0, b0 );
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getSample_texture(r0, g0, b0, IT + 0, tx0, ty0);
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dst[i] = fix_to_sample(r0, g0, b0);
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#ifdef WRITE_Z
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z[i] = line.z[0];
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#endif
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#ifdef WRITE_W
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z[i] = line.w[0];
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#endif
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}
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#ifdef WRITE_Z
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z[i] = line.z[0];
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#endif
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#ifdef WRITE_W
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z[i] = line.w[0];
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#endif
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}
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#ifdef IPOL_Z
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line.z[0] += slopeZ;
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@@ -274,7 +273,7 @@ void CTRTextureGouraudNoZ2::fragment_bilinear()
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/*!
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*/
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void CTRTextureGouraudNoZ2::fragment_no_filter()
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void CTRTextureGouraudNoZ2::fragment_nearest()
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{
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tVideoSample* dst;
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@@ -372,25 +371,25 @@ void CTRTextureGouraudNoZ2::fragment_no_filter()
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#ifdef CMP_W
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if (line.w[0] >= z[i])
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#endif
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//scissor_test_x
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//scissor_test_x
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{
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#ifdef INVERSE_W
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#ifdef INVERSE_W
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inversew = fix_inverse32(line.w[0]);
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#endif
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tx0 = tofix(line.t[0][0].x,inversew);
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ty0 = tofix(line.t[0][0].y,inversew);
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#endif
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tx0 = tofix(line.t[0][0].x, inversew);
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ty0 = tofix(line.t[0][0].y, inversew);
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//skybox
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dst[i] = getTexel_plain(&IT[0], tx0, ty0);
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//getSample_texture ( r0, g0, b0, IT+0, tx0, ty0 );
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//dst[i] = fix_to_sample( r0, g0, b0 );
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#ifdef WRITE_Z
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#ifdef WRITE_Z
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z[i] = line.z[0];
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#endif
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#ifdef WRITE_W
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#endif
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#ifdef WRITE_W
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z[i] = line.w[0];
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#endif
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#endif
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}
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#ifdef IPOL_Z
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@@ -415,20 +414,20 @@ void CTRTextureGouraudNoZ2::fragment_no_filter()
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void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
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{
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// sort on height, y
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if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
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if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);
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if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
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if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);
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if (F32_A_GREATER_B(b->Pos.y, c->Pos.y)) swapVertexPointer(&b, &c);
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if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);
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const f32 ca = c->Pos.y - a->Pos.y;
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const f32 ba = b->Pos.y - a->Pos.y;
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const f32 cb = c->Pos.y - b->Pos.y;
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// calculate delta y of the edges
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scan.invDeltaY[0] = fill_step_y( ca );
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scan.invDeltaY[1] = fill_step_y( ba );
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scan.invDeltaY[2] = fill_step_y( cb );
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scan.invDeltaY[0] = fill_step_y(ca);
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scan.invDeltaY[1] = fill_step_y(ba);
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scan.invDeltaY[2] = fill_step_y(cb);
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if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
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if (F32_LOWER_EQUAL_0(scan.invDeltaY[0]))
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return;
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// find if the major edge is left or right aligned
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@@ -439,7 +438,7 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
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temp[2] = b->Pos.x - a->Pos.x;
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temp[3] = ba;
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scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > 0.f ? 0 : 1;
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scan.left = (temp[0] * temp[3] - temp[1] * temp[2]) < 0.f ? 1 : 0;
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scan.right = 1 - scan.left;
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// calculate slopes for the major edge
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@@ -480,7 +479,7 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// rasterize upper sub-triangle
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if (F32_GREATER_0(scan.invDeltaY[1]) )
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if (F32_GREATER_0(scan.invDeltaY[1]))
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{
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// calculate slopes for top edge
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scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
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@@ -512,11 +511,11 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// apply top-left fill convention, top part
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yStart = fill_convention_left( a->Pos.y );
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yEnd = fill_convention_right( b->Pos.y );
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yStart = fill_convention_top(a->Pos.y);
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yEnd = fill_convention_down(b->Pos.y);
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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - a->Pos.y;
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subPixel = ((f32)yStart) - a->Pos.y;
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// correct to pixel center
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scan.x[0] += scan.slopeX[0] * subPixel;
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@@ -550,7 +549,9 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// rasterize the edge scanlines
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for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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line.x_edgetest = fill_convention_edge(scan.slopeX[scan.left]);
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for (line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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@@ -582,9 +583,10 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
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// render a scanline
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interlace_scanline
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scissor_test_y
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if_interlace_scanline
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if_scissor_test_y
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(this->*fragmentShader) ();
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if (EdgeTestPass & edge_test_first_line) break;
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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@@ -618,10 +620,10 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
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}
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// rasterize lower sub-triangle
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if (F32_GREATER_0(scan.invDeltaY[2]) )
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if (F32_GREATER_0(scan.invDeltaY[2]))
|
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{
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// advance to middle point
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if(F32_GREATER_0(scan.invDeltaY[1]) )
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if (F32_GREATER_0(scan.invDeltaY[1]))
|
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{
|
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temp[0] = b->Pos.y - a->Pos.y; // dy
|
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@@ -674,12 +676,12 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
|
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#endif
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// apply top-left fill convention, top part
|
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yStart = fill_convention_left( b->Pos.y );
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yEnd = fill_convention_right( c->Pos.y );
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yStart = fill_convention_top(b->Pos.y);
|
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yEnd = fill_convention_down(c->Pos.y);
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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - b->Pos.y;
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subPixel = ((f32)yStart) - b->Pos.y;
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// correct to pixel center
|
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scan.x[0] += scan.slopeX[0] * subPixel;
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@@ -713,7 +715,9 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
|
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#endif
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// rasterize the edge scanlines
|
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for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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line.x_edgetest = fill_convention_edge(scan.slopeX[scan.left]);
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|
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for (line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
|
||||
{
|
||||
line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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@@ -744,9 +748,10 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
|
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#endif
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// render a scanline
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interlace_scanline
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scissor_test_y
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if_interlace_scanline
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||||
if_scissor_test_y
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||||
(this->*fragmentShader) ();
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if (EdgeTestPass & edge_test_first_line) break;
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|
||||
scan.x[0] += scan.slopeX[0];
|
||||
scan.x[1] += scan.slopeX[1];
|
||||
@@ -782,30 +787,21 @@ void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, co
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
burning_namespace_end
|
||||
|
||||
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
burning_namespace_start
|
||||
|
||||
//! creates a flat triangle renderer
|
||||
IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver)
|
||||
{
|
||||
// ETR_TEXTURE_GOURAUD_NOZ
|
||||
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||||
return new CTRTextureGouraudNoZ2( driver );
|
||||
#else
|
||||
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||||
return new CTRTextureGouraudNoZ2(driver);
|
||||
#else
|
||||
return 0;
|
||||
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||||
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
|
||||
burning_namespace_end
|
||||
|
Reference in New Issue
Block a user