Use edge walking for triangle rasterization (#280)

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Anders Jenbo 2025-06-11 21:56:12 +02:00 committed by GitHub
parent 319317819c
commit 7732a3ccfd
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@ -123,9 +123,6 @@ void Direct3DRMSoftwareRenderer::DrawTriangleClipped(const D3DRMVERTEX (&v)[3],
}
}
/**
* @todo pre-compute a blending table when running in 256 colors since the game always uses an alpha of 152
*/
void Direct3DRMSoftwareRenderer::BlendPixel(Uint8* pixelAddr, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
Uint32 dstPixel = 0;
@ -143,7 +140,17 @@ void Direct3DRMSoftwareRenderer::BlendPixel(Uint8* pixelAddr, Uint8 r, Uint8 g,
Uint8 outA = static_cast<Uint8>(a + dstA * invAlpha);
Uint32 blended = SDL_MapRGBA(m_format, m_palette, outR, outG, outB, outA);
memcpy(pixelAddr, &blended, m_bytesPerPixel);
switch (m_bytesPerPixel) {
case 1:
*pixelAddr = static_cast<Uint8>(blended);
break;
case 2:
*reinterpret_cast<Uint16*>(pixelAddr) = static_cast<Uint16>(blended);
break;
case 4:
*reinterpret_cast<Uint32*>(pixelAddr) = blended;
break;
}
}
SDL_Color Direct3DRMSoftwareRenderer::ApplyLighting(
@ -201,14 +208,34 @@ SDL_Color Direct3DRMSoftwareRenderer::ApplyLighting(
};
}
inline float EdgeFloat(float x0, float y0, float x1, float y1, float x, float y)
{
return (x - x0) * (y1 - y0) - (y - y0) * (x1 - x0);
}
struct VertexXY {
float x, y, z, w;
SDL_Color color;
float u_over_w, v_over_w;
float one_over_w;
};
inline float EdgeDouble(double x0, double y0, double x1, double y1, double x, double y)
VertexXY InterpolateVertex(float y, const VertexXY& v0, const VertexXY& v1)
{
return (x - x0) * (y1 - y0) - (y - y0) * (x1 - x0);
float dy = v1.y - v0.y;
if (fabsf(dy) < 1e-6f) {
dy = 1e-6f;
}
float t = (y - v0.y) / dy;
VertexXY r;
r.x = v0.x + t * (v1.x - v0.x);
r.z = v0.z + t * (v1.z - v0.z);
r.w = v0.w + t * (v1.w - v0.w);
r.color.r = static_cast<Uint8>(v0.color.r + t * (v1.color.r - v0.color.r));
r.color.g = static_cast<Uint8>(v0.color.g + t * (v1.color.g - v0.color.g));
r.color.b = static_cast<Uint8>(v0.color.b + t * (v1.color.b - v0.color.b));
r.color.a = static_cast<Uint8>(v0.color.a + t * (v1.color.a - v0.color.a));
r.u_over_w = v0.u_over_w + t * (v1.u_over_w - v0.u_over_w);
r.v_over_w = v0.v_over_w + t * (v1.v_over_w - v0.v_over_w);
r.one_over_w = v0.one_over_w + t * (v1.one_over_w - v0.one_over_w);
return r;
}
void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
@ -234,23 +261,10 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
return;
}
int minX = std::clamp((int) std::floor(std::min({p0.x, p1.x, p2.x})), 0, (int) m_width - 1);
int maxX = std::clamp((int) std::ceil(std::max({p0.x, p1.x, p2.x})), 0, (int) m_width - 1);
if (minX > maxX) {
return;
}
int minY = std::clamp((int) std::floor(std::min({p0.y, p1.y, p2.y})), 0, (int) m_height - 1);
int maxY = std::clamp((int) std::ceil(std::max({p0.y, p1.y, p2.y})), 0, (int) m_height - 1);
if (minY > maxY) {
return;
}
// Cull backfaces
float area = EdgeFloat(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y);
if (area >= 0) {
if ((p2.x - p0.x) * (p1.y - p0.y) - (p2.y - p0.y) * (p1.x - p0.x) >= 0) {
return;
}
float invArea = 1.0f / area;
Uint8 r, g, b;
SDL_Color c0 = ApplyLighting(v0.position, v0.normal, appearance);
@ -278,22 +292,64 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
Uint8* pixels = (Uint8*) DDBackBuffer->pixels;
int pitch = DDBackBuffer->pitch;
VertexXY verts[3] = {
{p0.x, p0.y, p0.z, p0.w, c0, v0.texCoord.u, v0.texCoord.v},
{p1.x, p1.y, p1.z, p1.w, c1, v1.texCoord.u, v1.texCoord.v},
{p2.x, p2.y, p2.z, p2.w, c2, v2.texCoord.u, v2.texCoord.v}
};
verts[0].u_over_w = v0.texCoord.u / p0.w;
verts[0].v_over_w = v0.texCoord.v / p0.w;
verts[0].one_over_w = 1.0f / p0.w;
verts[1].u_over_w = v1.texCoord.u / p1.w;
verts[1].v_over_w = v1.texCoord.v / p1.w;
verts[1].one_over_w = 1.0f / p1.w;
verts[2].u_over_w = v2.texCoord.u / p2.w;
verts[2].v_over_w = v2.texCoord.v / p2.w;
verts[2].one_over_w = 1.0f / p2.w;
// Sort verts
if (verts[0].y > verts[1].y) {
std::swap(verts[0], verts[1]);
}
if (verts[1].y > verts[2].y) {
std::swap(verts[1], verts[2]);
}
if (verts[0].y > verts[1].y) {
std::swap(verts[0], verts[1]);
}
int minY = std::max(0, (int) std::ceil(verts[0].y));
int maxY = std::min((int) m_height - 1, (int) std::floor(verts[2].y));
for (int y = minY; y <= maxY; ++y) {
for (int x = minX; x <= maxX; ++x) {
float px = x + 0.5f;
float py = y + 0.5f;
float w0 = EdgeDouble(p1.x, p1.y, p2.x, p2.y, px, py) * invArea;
if (w0 < 0.0f || w0 > 1.0f) {
continue;
}
VertexXY left, right;
if (y < verts[1].y) {
left = InterpolateVertex(y, verts[0], verts[1]);
right = InterpolateVertex(y, verts[0], verts[2]);
}
else {
left = InterpolateVertex(y, verts[1], verts[2]);
right = InterpolateVertex(y, verts[0], verts[2]);
}
float w1 = EdgeDouble(p2.x, p2.y, p0.x, p0.y, px, py) * invArea;
if (w1 < 0.0f || w1 > 1.0f - w0) {
continue;
}
if (left.x > right.x) {
std::swap(left, right);
}
float w2 = 1.0f - w0 - w1;
float z = w0 * p0.z + w1 * p1.z + w2 * p2.z;
int startX = std::max(0, (int) std::ceil(left.x));
int endX = std::min((int) m_width - 1, (int) std::floor(right.x));
float span = right.x - left.x;
if (span == 0.0f) {
continue;
}
for (int x = startX; x <= endX; ++x) {
float t = (x - left.x) / span;
float z = left.z + t * (right.z - left.z);
int zidx = y * m_width + x;
float& zref = m_zBuffer[zidx];
@ -301,16 +357,18 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
continue;
}
Uint8 r, g, b;
if (appearance.flat) {
r = c0.r;
g = c0.g;
b = c0.b;
}
else {
r = static_cast<Uint8>(w0 * c0.r + w1 * c1.r + w2 * c2.r);
g = static_cast<Uint8>(w0 * c0.g + w1 * c1.g + w2 * c2.g);
b = static_cast<Uint8>(w0 * c0.b + w1 * c1.b + w2 * c2.b);
r = static_cast<Uint8>(left.color.r + t * (right.color.r - left.color.r));
g = static_cast<Uint8>(left.color.g + t * (right.color.g - left.color.g));
b = static_cast<Uint8>(left.color.b + t * (right.color.b - left.color.b));
}
Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel;
if (appearance.color.a == 255) {
@ -318,21 +376,17 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
if (texels) {
// Perspective correct interpolate texture coords
float invW = w0 / p0.w + w1 / p1.w + w2 / p2.w;
if (invW == 0.0) {
continue;
}
invW = 1.0 / invW;
float u = static_cast<float>(
((w0 * v0.texCoord.u / p0.w) + (w1 * v1.texCoord.u / p1.w) + (w2 * v2.texCoord.u / p2.w)) * invW
);
float v = static_cast<float>(
((w0 * v0.texCoord.v / p0.w) + (w1 * v1.texCoord.v / p1.w) + (w2 * v2.texCoord.v / p2.w)) * invW
);
float one_over_w = left.one_over_w + t * (right.one_over_w - left.one_over_w);
float u_over_w = left.u_over_w + t * (right.u_over_w - left.u_over_w);
float v_over_w = left.v_over_w + t * (right.v_over_w - left.v_over_w);
float inv_w = 1.0f / one_over_w;
float u = u_over_w * inv_w;
float v = v_over_w * inv_w;
// Tile textures
u = u - std::floor(u);
v = v - std::floor(v);
u -= std::floor(u);
v -= std::floor(v);
int texX = static_cast<int>(u * texWidthScale);
int texY = static_cast<int>(v * texHeightScale);
@ -347,10 +401,6 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
case 2:
texelColor = *(Uint16*) texelAddr;
break;
case 3:
// Manually build the 24-bit color (assuming byte order)
texelColor = texelAddr[0] | (texelAddr[1] << 8) | (texelAddr[2] << 16);
break;
case 4:
texelColor = *(Uint32*) texelAddr;
break;
@ -366,7 +416,17 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
}
Uint32 finalColor = SDL_MapRGBA(m_format, m_palette, r, g, b, 255);
memcpy(pixelAddr, &finalColor, m_bytesPerPixel);
switch (m_bytesPerPixel) {
case 1:
*pixelAddr = static_cast<Uint8>(finalColor);
break;
case 2:
*reinterpret_cast<Uint16*>(pixelAddr) = static_cast<Uint16>(finalColor);
break;
case 4:
*reinterpret_cast<Uint32*>(pixelAddr) = finalColor;
break;
}
}
else {
// Transparent alpha blending with vertex alpha