gpmark

diff src/render3d.cpp @ 0:5019d031b485

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 05 Jun 2013 22:33:37 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/render3d.cpp	Wed Jun 05 22:33:37 2013 +0300
     1.3 @@ -0,0 +1,1785 @@
     1.4 +#include <math.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <string.h>
     1.7 +
     1.8 +#include "engine3d.h"
     1.9 +#include "render3d.h"
    1.10 +#include "main.h"
    1.11 +
    1.12 +unsigned char ball_c[256];
    1.13 +unsigned int ball_p[256];
    1.14 +
    1.15 +extern unsigned short swp[MAXDATA];
    1.16 +int zdata[MAXDATA];
    1.17 +
    1.18 +extern point3d fpts[MAXDATA];
    1.19 +extern point3d norms[MAXDATA];
    1.20 +extern point3d pt_norms[MAXDATA];
    1.21 +extern point2d spts[MAXDATA];
    1.22 +extern point3d spls[MAXDATA];
    1.23 +tcord point_tc[MAXDATA];
    1.24 +
    1.25 +unsigned int RenderMode = ENVMAP;
    1.26 +
    1.27 +unsigned int zbuffer[ScreenSize];
    1.28 +
    1.29 +int pdiv[4096];
    1.30 +
    1.31 +extern int prticks;
    1.32 +int zb = 1;
    1.33 +
    1.34 +int mlk = 8;
    1.35 +
    1.36 +void initRender3D()
    1.37 +{
    1.38 +    int fp = 16;
    1.39 +    int i;
    1.40 +    for (i=0; i<4096; i++)
    1.41 +    {
    1.42 +        if ((i-2048)!=0)
    1.43 +            pdiv[i] = (1<<fp)/(i-2048);
    1.44 +        else
    1.45 +            pdiv[i] = (1<<fp);
    1.46 +    }
    1.47 +}
    1.48 +
    1.49 +static inline void drawpoint(point2d point, unsigned short *vram)
    1.50 +{
    1.51 +    if (point.x>=0 && point.x<ScreenWidth && point.y>=0 && point.y<ScreenHeight)
    1.52 +		*(vram + point.x + point.y * ScreenWidth) = 0xFFFF;
    1.53 +}
    1.54 +
    1.55 +
    1.56 +static inline void drawline (line2d line, unsigned short *vram)
    1.57 +{
    1.58 +
    1.59 +	int x1 = spts[line.p0].x;
    1.60 +	int y1 = spts[line.p0].y;
    1.61 +	int x2 = spts[line.p1].x;
    1.62 +	int y2 = spts[line.p1].y;
    1.63 +	int c = line.c;
    1.64 +
    1.65 +	int dx, dy, n, l;
    1.66 +	int x00, y00;
    1.67 +	int fp = 12;
    1.68 +	int vramofs;
    1.69 +
    1.70 +	int x, y;
    1.71 +
    1.72 +	dx = x2 - x1;
    1.73 +	dy = y2 - y1;
    1.74 +
    1.75 +	if (abs(dy) < abs(dx))
    1.76 +	{
    1.77 +		if (x1>x2)
    1.78 +		{
    1.79 +			n = x1; x1 = x2; x2 = n;
    1.80 +			n = y1; y1 = y2; y2 = n;
    1.81 +		}
    1.82 +
    1.83 +        if (dx!=0) l = ((dy<<fp)*pdiv[dx+2048])>>16;
    1.84 +        y00 = y1<<fp;
    1.85 +		for (x=x1; x<x2; x++)
    1.86 +		{
    1.87 +			vramofs = ((y00 += l)>>fp)*ScreenWidth + x;
    1.88 +            if (vramofs>=0 && vramofs<ScreenSize) *(vram + vramofs) = c;
    1.89 +		}
    1.90 +	}
    1.91 +	else
    1.92 +	{
    1.93 +		if (y1>y2)
    1.94 +		{
    1.95 +			n = y1; y1 = y2; y2 = n;
    1.96 +			n = x1; x1 = x2; x2 = n;
    1.97 +		}
    1.98 +
    1.99 +        if (dy!=0) l = ((dx<<fp)*pdiv[dy+2048])>>16;
   1.100 +        x00 = x1<<fp;
   1.101 +
   1.102 +		for (y=y1; y<y2; y++)
   1.103 +		{
   1.104 +			vramofs = y*ScreenWidth + ((x00 += l)>>fp);
   1.105 +            if (vramofs>=0 && vramofs<ScreenSize)  * (vram + vramofs) = c;
   1.106 +		}
   1.107 +
   1.108 +	}
   1.109 +}
   1.110 +
   1.111 +
   1.112 +static inline void DrawFlatTriangle (poly2d poly, unsigned short *vram, unsigned short shade[])
   1.113 +{
   1.114 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
   1.115 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
   1.116 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
   1.117 +int c = shade[poly.c];
   1.118 +
   1.119 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
   1.120 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
   1.121 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
   1.122 +
   1.123 +//156-187
   1.124 +// ===== Sort =====
   1.125 +
   1.126 +int temp;
   1.127 +if (y1<y0)
   1.128 +{
   1.129 +    temp = x0; x0 = x1; x1 = temp;
   1.130 +    temp = y0; y0 = y1; y1 = temp;
   1.131 +}
   1.132 +if (y2<y0)
   1.133 +{
   1.134 +    temp = x0; x0 = x2; x2 = temp;
   1.135 +    temp = y0; y0 = y2; y2 = temp;
   1.136 +}
   1.137 +if (y2<y1)
   1.138 +{
   1.139 +    temp = x1; x1 = x2; x2 = temp;
   1.140 +    temp = y1; y1 = y2; y2 = temp;
   1.141 +}
   1.142 +
   1.143 +// ===== Interpolation variables =====
   1.144 +
   1.145 +int n, fp = 8;
   1.146 +int lx01=0, lx12=0, lx02=0;
   1.147 +
   1.148 +int dx01 = x1 - x0;
   1.149 +int dy01 = y1 - y0;
   1.150 +
   1.151 +    if (dy01!=0)
   1.152 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
   1.153 +
   1.154 +int dx12 = x2 - x1;
   1.155 +int dy12 = y2 - y1;
   1.156 +
   1.157 +    if (dy12!=0)
   1.158 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
   1.159 +
   1.160 +int dx02 = x2 - x0;
   1.161 +int dy02 = y2 - y0;
   1.162 +
   1.163 +    if (dy02!=0)
   1.164 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
   1.165 +
   1.166 +int vramofs;
   1.167 +int x, y;
   1.168 +
   1.169 +int x01 = x0<<fp;
   1.170 +int x02 = x01;
   1.171 +
   1.172 +int sx1, sx2;
   1.173 +
   1.174 +    int yp = y0 * ScreenWidth;
   1.175 +    for (y = y0; y<y1; y++)
   1.176 +    {
   1.177 +        sx1 = x01>>fp;
   1.178 +        sx2 = x02>>fp;
   1.179 +
   1.180 +        if (sx1>sx2)
   1.181 +        {
   1.182 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.183 +        }
   1.184 +
   1.185 +        yp+=ScreenWidth;
   1.186 +        vramofs = yp + sx1;
   1.187 +        for (x = sx1; x<sx2; x++)
   1.188 +        {
   1.189 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
   1.190 +                *(vram+vramofs)=c;
   1.191 +            vramofs++;
   1.192 +        }
   1.193 +        x01+=lx01;
   1.194 +        x02+=lx02;
   1.195 +    }
   1.196 +
   1.197 +    x01 = x1<<fp;
   1.198 +
   1.199 +    yp = y1 * ScreenWidth;
   1.200 +    for (y = y1; y<y2; y++)
   1.201 +    {
   1.202 +        sx1 = x01>>fp;
   1.203 +        sx2 = x02>>fp;
   1.204 +
   1.205 +        if (sx1>sx2)
   1.206 +        {
   1.207 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.208 +        }
   1.209 +
   1.210 +        yp+=ScreenWidth;
   1.211 +        vramofs = yp + sx1;
   1.212 +        for (x = sx1; x<sx2; x++)
   1.213 +        {
   1.214 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
   1.215 +                *(vram+vramofs)=c;
   1.216 +            vramofs++;
   1.217 +        }
   1.218 +        x01+=lx12;
   1.219 +        x02+=lx02;
   1.220 +    }
   1.221 +}
   1.222 +
   1.223 +
   1.224 +static inline void DrawFlatTriangleZB (poly2d poly, unsigned short *vram, unsigned short shade[])
   1.225 +{
   1.226 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
   1.227 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
   1.228 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
   1.229 +int c = shade[poly.c];
   1.230 +
   1.231 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
   1.232 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
   1.233 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
   1.234 +
   1.235 +int z0 = fpts[poly.p0].z;
   1.236 +int z1 = fpts[poly.p1].z;
   1.237 +int z2 = fpts[poly.p2].z;
   1.238 +
   1.239 +// ===== Sort =====
   1.240 +
   1.241 +int temp;
   1.242 +if (y1<y0)
   1.243 +{
   1.244 +    temp = x0; x0 = x1; x1 = temp;
   1.245 +    temp = y0; y0 = y1; y1 = temp;
   1.246 +    temp = z0; z0 = z1; z1 = temp;
   1.247 +}
   1.248 +if (y2<y0)
   1.249 +{
   1.250 +    temp = x0; x0 = x2; x2 = temp;
   1.251 +    temp = y0; y0 = y2; y2 = temp;
   1.252 +    temp = z0; z0 = z2; z2 = temp;
   1.253 +}
   1.254 +if (y2<y1)
   1.255 +{
   1.256 +    temp = x1; x1 = x2; x2 = temp;
   1.257 +    temp = y1; y1 = y2; y2 = temp;
   1.258 +    temp = z1; z1 = z2; z2 = temp;
   1.259 +}
   1.260 +
   1.261 +// ===== Interpolation variables =====
   1.262 +
   1.263 +int n, fp = 8;
   1.264 +int lx01=0, lx12=0, lx02=0;
   1.265 +int lz01=0, lz12=0, lz02=0;
   1.266 +
   1.267 +
   1.268 +int dx01 = x1 - x0;
   1.269 +int dy01 = y1 - y0;
   1.270 +int dz01 = z1 - z0;
   1.271 +
   1.272 +    if (dy01!=0)
   1.273 +    {
   1.274 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
   1.275 +        lz01 = (dz01*pdiv[dy01+2048])>>16;
   1.276 +    }
   1.277 +
   1.278 +int dx12 = x2 - x1;
   1.279 +int dy12 = y2 - y1;
   1.280 +int dz12 = z2 - z1;
   1.281 +
   1.282 +    if (dy12!=0)
   1.283 +    {
   1.284 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
   1.285 +        lz12 = (dz12*pdiv[dy12+2048])>>16;
   1.286 +    }
   1.287 +
   1.288 +int dx02 = x2 - x0;
   1.289 +int dy02 = y2 - y0;
   1.290 +int dz02 = z2 - z0;
   1.291 +
   1.292 +    if (dy02!=0)
   1.293 +    {
   1.294 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
   1.295 +        lz02 = (dz02*pdiv[dy02+2048])>>16;
   1.296 +    }
   1.297 +
   1.298 +int vramofs;
   1.299 +int x, y;
   1.300 +
   1.301 +int x01 = x0<<fp;
   1.302 +int x02 = x01;
   1.303 +int z01 = z0;
   1.304 +int z02 = z01;
   1.305 +
   1.306 +int dz;
   1.307 +int sx1, sx2;
   1.308 +int sz1, sz2;
   1.309 +
   1.310 +    int yp = y0 * ScreenWidth;
   1.311 +    for (y = y0; y<y1; y++)
   1.312 +    {
   1.313 +        sx1 = x01>>fp;
   1.314 +        sx2 = x02>>fp;
   1.315 +        sz1 = z01;
   1.316 +        sz2 = z02;
   1.317 +
   1.318 +        if (sx1>sx2)
   1.319 +        {
   1.320 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.321 +            temp = sz1; sz1 = sz2; sz2 = temp;
   1.322 +        }
   1.323 +        if (sx2!=sx1) dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
   1.324 +
   1.325 +        yp+=ScreenWidth;
   1.326 +        vramofs = yp + sx1;
   1.327 +        for (x = sx1; x<sx2; x++)
   1.328 +        {
   1.329 +            sz1+=dz;
   1.330 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
   1.331 +            {
   1.332 +                zbuffer[vramofs] = sz1;
   1.333 +                *(vram+vramofs)=c;
   1.334 +            }
   1.335 +
   1.336 +
   1.337 +            vramofs++;
   1.338 +        }
   1.339 +        x01+=lx01;
   1.340 +        x02+=lx02;
   1.341 +        z01+=lz01;
   1.342 +        z02+=lz02;
   1.343 +    }
   1.344 +
   1.345 +    x01 = x1<<fp;
   1.346 +    z01 = z1;
   1.347 +
   1.348 +    yp = y1 * ScreenWidth;
   1.349 +    for (y = y1; y<y2; y++)
   1.350 +    {
   1.351 +        sx1 = x01>>fp;
   1.352 +        sx2 = x02>>fp;
   1.353 +        sz1 = z01;
   1.354 +        sz2 = z02;
   1.355 +
   1.356 +        if (sx1>sx2)
   1.357 +        {
   1.358 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.359 +            temp = sz1; sz1 = sz2; sz2 = temp;
   1.360 +        }
   1.361 +
   1.362 +        if (sx2!=sx1) dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
   1.363 +
   1.364 +        yp+=ScreenWidth;
   1.365 +        vramofs = yp + sx1;
   1.366 +        for (x = sx1; x<sx2; x++)
   1.367 +        {
   1.368 +            sz1+=dz;
   1.369 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
   1.370 +            {
   1.371 +                zbuffer[vramofs] = sz1;
   1.372 +                *(vram+vramofs)=c;
   1.373 +            }
   1.374 +            vramofs++;
   1.375 +        }
   1.376 +        x01+=lx12;
   1.377 +        x02+=lx02;
   1.378 +        z01+=lz12;
   1.379 +        z02+=lz02;
   1.380 +    }
   1.381 +}
   1.382 +
   1.383 +static inline void DrawGouraudTriangle (poly2d poly, unsigned short *vram, unsigned short shade[])
   1.384 +{
   1.385 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
   1.386 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
   1.387 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
   1.388 +
   1.389 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
   1.390 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
   1.391 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
   1.392 +
   1.393 +int c;
   1.394 +int c0 = spts[poly.p0].c;
   1.395 +int c1 = spts[poly.p1].c;
   1.396 +int c2 = spts[poly.p2].c;
   1.397 +
   1.398 +// ===== Sort =====
   1.399 +
   1.400 +int temp;
   1.401 +if (y1<y0)
   1.402 +{
   1.403 +    temp = c0; c0 = c1; c1 = temp;
   1.404 +    temp = x0; x0 = x1; x1 = temp;
   1.405 +    temp = y0; y0 = y1; y1 = temp;
   1.406 +}
   1.407 +if (y2<y0)
   1.408 +{
   1.409 +    temp = c0; c0 = c2; c2 = temp;
   1.410 +    temp = x0; x0 = x2; x2 = temp;
   1.411 +    temp = y0; y0 = y2; y2 = temp;
   1.412 +}
   1.413 +if (y2<y1)
   1.414 +{
   1.415 +    temp = c1; c1 = c2; c2 = temp;
   1.416 +    temp = x1; x1 = x2; x2 = temp;
   1.417 +    temp = y1; y1 = y2; y2 = temp;
   1.418 +}
   1.419 +
   1.420 +// ===== Interpolation variables =====
   1.421 +
   1.422 +int n;
   1.423 +int fp = 8;
   1.424 +int lx01=0, lx12=0, lx02=0;
   1.425 +int lc01=0, lc12=0, lc02=0;
   1.426 +
   1.427 +int dx01 = x1 - x0;
   1.428 +int dy01 = y1 - y0;
   1.429 +int dc01 = c1 - c0;
   1.430 +
   1.431 +    if (dy01!=0)
   1.432 +    {
   1.433 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
   1.434 +        lc01 = ((dc01<<fp)*pdiv[dy01+2048])>>16;
   1.435 +    }
   1.436 +
   1.437 +int dx12 = x2 - x1;
   1.438 +int dy12 = y2 - y1;
   1.439 +int dc12 = c2 - c1;
   1.440 +
   1.441 +    if (dy12!=0)
   1.442 +    {
   1.443 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
   1.444 +        lc12 = ((dc12<<fp)*pdiv[dy12+2048])>>16;
   1.445 +    }
   1.446 +
   1.447 +int dx02 = x2 - x0;
   1.448 +int dy02 = y2 - y0;
   1.449 +int dc02 = c2 - c0;
   1.450 +
   1.451 +    if (dy02!=0)
   1.452 +    {
   1.453 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
   1.454 +        lc02 = ((dc02<<fp)*pdiv[dy02+2048])>>16;
   1.455 +    }
   1.456 +
   1.457 +int vramofs;
   1.458 +int x, y;
   1.459 +
   1.460 +int x01 = x0<<fp;
   1.461 +int x02 = x01;
   1.462 +int c01 = c0<<fp;
   1.463 +int c02 = c01;
   1.464 +
   1.465 +int dc;
   1.466 +int sc1, sc2;
   1.467 +int sx1, sx2;
   1.468 +
   1.469 +    int yp = y0 * ScreenWidth;
   1.470 +    for (y = y0; y<y1; y++)
   1.471 +    {
   1.472 +        sx1 = x01>>fp;
   1.473 +        sx2 = x02>>fp;
   1.474 +        sc1 = c01;
   1.475 +        sc2 = c02;
   1.476 +
   1.477 +        if (sx1>sx2)
   1.478 +        {
   1.479 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.480 +            temp = sc1; sc1 = sc2; sc2 = temp;
   1.481 +        }
   1.482 +
   1.483 +        if (sx2!=sx1)
   1.484 +            dc = ((sc2 - sc1)*pdiv[(sx2-sx1)+2048])>>16;
   1.485 +
   1.486 +        yp+=ScreenWidth;
   1.487 +        vramofs = yp + sx1;
   1.488 +        for (x = sx1; x<sx2; x++)
   1.489 +        {
   1.490 +            sc1+=dc;
   1.491 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
   1.492 +            {
   1.493 +                c = sc1>>fp;
   1.494 +                if (c<0) c = 0;
   1.495 +                *(vram+vramofs)=shade[c];
   1.496 +            }
   1.497 +            vramofs++;
   1.498 +        }
   1.499 +        x01+=lx01;
   1.500 +        x02+=lx02;
   1.501 +        c01+=lc01;
   1.502 +        c02+=lc02;
   1.503 +    }
   1.504 +
   1.505 +    x01 = x1<<fp;
   1.506 +    c01 = c1<<fp;
   1.507 +
   1.508 +    yp = y1 * ScreenWidth;
   1.509 +    for (y = y1; y<y2; y++)
   1.510 +    {
   1.511 +        sx1 = x01>>fp;
   1.512 +        sx2 = x02>>fp;
   1.513 +        sc1 = c01;
   1.514 +        sc2 = c02;
   1.515 +
   1.516 +        if (sx1>sx2)
   1.517 +        {
   1.518 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.519 +            temp = sc1; sc1 = sc2; sc2 = temp;
   1.520 +        }
   1.521 +
   1.522 +        if (sx2!=sx1)
   1.523 +            dc = ((sc2 - sc1)*pdiv[(sx2-sx1)+2048])>>16;
   1.524 +
   1.525 +        yp+=ScreenWidth;
   1.526 +        vramofs = yp + sx1;
   1.527 +        for (x = sx1; x<sx2; x++)
   1.528 +        {
   1.529 +            sc1+=dc;
   1.530 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
   1.531 +            {
   1.532 +                c = sc1>>fp;
   1.533 +                if (c<0) c = 0;
   1.534 +                *(vram+vramofs)=shade[c];
   1.535 +            }
   1.536 +            vramofs++;
   1.537 +        }
   1.538 +        x01+=lx12;
   1.539 +        x02+=lx02;
   1.540 +        c01+=lc12;
   1.541 +        c02+=lc02;
   1.542 +    }
   1.543 +}
   1.544 +
   1.545 +static inline void DrawGouraudTriangleZB (poly2d poly, unsigned short *vram, unsigned short shade[])
   1.546 +{
   1.547 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
   1.548 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
   1.549 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
   1.550 +
   1.551 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
   1.552 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
   1.553 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
   1.554 +
   1.555 +int c;
   1.556 +int c0 = spts[poly.p0].c;
   1.557 +int c1 = spts[poly.p1].c;
   1.558 +int c2 = spts[poly.p2].c;
   1.559 +
   1.560 +int z0 = fpts[poly.p0].z;
   1.561 +int z1 = fpts[poly.p1].z;
   1.562 +int z2 = fpts[poly.p2].z;
   1.563 +
   1.564 +// ===== Sort =====
   1.565 +
   1.566 +int temp;
   1.567 +if (y1<y0)
   1.568 +{
   1.569 +    temp = c0; c0 = c1; c1 = temp;
   1.570 +    temp = z0; z0 = z1; z1 = temp;
   1.571 +    temp = x0; x0 = x1; x1 = temp;
   1.572 +    temp = y0; y0 = y1; y1 = temp;
   1.573 +}
   1.574 +if (y2<y0)
   1.575 +{
   1.576 +    temp = c0; c0 = c2; c2 = temp;
   1.577 +    temp = z0; z0 = z2; z2 = temp;
   1.578 +    temp = x0; x0 = x2; x2 = temp;
   1.579 +    temp = y0; y0 = y2; y2 = temp;
   1.580 +}
   1.581 +if (y2<y1)
   1.582 +{
   1.583 +    temp = c1; c1 = c2; c2 = temp;
   1.584 +    temp = z1; z1 = z2; z2 = temp;
   1.585 +    temp = x1; x1 = x2; x2 = temp;
   1.586 +    temp = y1; y1 = y2; y2 = temp;
   1.587 +}
   1.588 +
   1.589 +// ===== Interpolation variables =====
   1.590 +
   1.591 +int n;
   1.592 +int fp = 8;
   1.593 +int lx01=0, lx12=0, lx02=0;
   1.594 +int lc01=0, lc12=0, lc02=0;
   1.595 +int lz01=0, lz12=0, lz02=0;
   1.596 +
   1.597 +int dx01 = x1 - x0;
   1.598 +int dy01 = y1 - y0;
   1.599 +int dc01 = c1 - c0;
   1.600 +int dz01 = z1 - z0;
   1.601 +
   1.602 +    if (dy01!=0)
   1.603 +    {
   1.604 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
   1.605 +        lc01 = ((dc01<<fp)*pdiv[dy01+2048])>>16;
   1.606 +        lz01 = (dz01*pdiv[dy01+2048])>>16;
   1.607 +    }
   1.608 +
   1.609 +int dx12 = x2 - x1;
   1.610 +int dy12 = y2 - y1;
   1.611 +int dc12 = c2 - c1;
   1.612 +int dz12 = z2 - z1;
   1.613 +
   1.614 +    if (dy12!=0)
   1.615 +    {
   1.616 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
   1.617 +        lc12 = ((dc12<<fp)*pdiv[dy12+2048])>>16;
   1.618 +        lz12 = (dz12*pdiv[dy12+2048])>>16;
   1.619 +    }
   1.620 +
   1.621 +int dx02 = x2 - x0;
   1.622 +int dy02 = y2 - y0;
   1.623 +int dc02 = c2 - c0;
   1.624 +int dz02 = z2 - z0;
   1.625 +
   1.626 +    if (dy02!=0)
   1.627 +    {
   1.628 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
   1.629 +        lc02 = ((dc02<<fp)*pdiv[dy02+2048])>>16;
   1.630 +        lz02 = (dz02*pdiv[dy02+2048])>>16;
   1.631 +    }
   1.632 +
   1.633 +int vramofs;
   1.634 +int x, y;
   1.635 +
   1.636 +int x01 = x0<<fp;
   1.637 +int x02 = x01;
   1.638 +int c01 = c0<<fp;
   1.639 +int c02 = c01;
   1.640 +int z01 = z0;
   1.641 +int z02 = z01;
   1.642 +
   1.643 +int dc, dz;
   1.644 +int sc1, sc2;
   1.645 +int sx1, sx2;
   1.646 +int sz1, sz2;
   1.647 +
   1.648 +    int yp = y0 * ScreenWidth;
   1.649 +    for (y = y0; y<y1; y++)
   1.650 +    {
   1.651 +        sx1 = x01>>fp;
   1.652 +        sx2 = x02>>fp;
   1.653 +        sc1 = c01;
   1.654 +        sc2 = c02;
   1.655 +        sz1 = z01;
   1.656 +        sz2 = z02;
   1.657 +
   1.658 +        if (sx1>sx2)
   1.659 +        {
   1.660 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.661 +            temp = sc1; sc1 = sc2; sc2 = temp;
   1.662 +            temp = sz1; sz1 = sz2; sz2 = temp;
   1.663 +        }
   1.664 +
   1.665 +        if (sx2!=sx1)
   1.666 +        {
   1.667 +            dc = ((sc2 - sc1)*pdiv[(sx2-sx1)+2048])>>16;
   1.668 +            dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
   1.669 +        }
   1.670 +
   1.671 +        yp+=ScreenWidth;
   1.672 +        vramofs = yp + sx1;
   1.673 +        for (x = sx1; x<sx2; x++)
   1.674 +        {
   1.675 +            sc1+=dc;
   1.676 +            sz1+=dz;
   1.677 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
   1.678 +            {
   1.679 +                c = sc1>>fp;
   1.680 +                if (c<0) c=0;
   1.681 +                zbuffer[vramofs] = sz1;
   1.682 +                *(vram+vramofs)=shade[c];
   1.683 +            }
   1.684 +            vramofs++;
   1.685 +        }
   1.686 +        x01+=lx01;
   1.687 +        x02+=lx02;
   1.688 +        c01+=lc01;
   1.689 +        c02+=lc02;
   1.690 +        z01+=lz01;
   1.691 +        z02+=lz02;
   1.692 +    }
   1.693 +
   1.694 +    x01 = x1<<fp;
   1.695 +    c01 = c1<<fp;
   1.696 +    z01 = z1;
   1.697 +
   1.698 +    yp = y1 * ScreenWidth;
   1.699 +    for (y = y1; y<y2; y++)
   1.700 +    {
   1.701 +        sx1 = x01>>fp;
   1.702 +        sx2 = x02>>fp;
   1.703 +        sc1 = c01;
   1.704 +        sc2 = c02;
   1.705 +        sz1 = z01;
   1.706 +        sz2 = z02;
   1.707 +
   1.708 +        if (sx1>sx2)
   1.709 +        {
   1.710 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.711 +            temp = sc1; sc1 = sc2; sc2 = temp;
   1.712 +            temp = sz1; sz1 = sz2; sz2 = temp;
   1.713 +        }
   1.714 +
   1.715 +        if (sx2!=sx1)
   1.716 +        {
   1.717 +            dc = ((sc2 - sc1)*pdiv[(sx2-sx1)+2048])>>16;
   1.718 +            dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
   1.719 +        }
   1.720 +
   1.721 +        yp+=ScreenWidth;
   1.722 +        vramofs = yp + sx1;
   1.723 +        for (x = sx1; x<sx2; x++)
   1.724 +        {
   1.725 +            sc1+=dc;
   1.726 +            sz1+=dz;
   1.727 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
   1.728 +            {
   1.729 +                c = sc1>>fp;
   1.730 +                if (c<0) c=0;
   1.731 +                zbuffer[vramofs] = sz1;
   1.732 +                *(vram+vramofs)=shade[c];
   1.733 +            }
   1.734 +            vramofs++;
   1.735 +        }
   1.736 +        x01+=lx12;
   1.737 +        x02+=lx02;
   1.738 +        c01+=lc12;
   1.739 +        c02+=lc02;
   1.740 +        z01+=lz12;
   1.741 +        z02+=lz02;
   1.742 +    }
   1.743 +}
   1.744 +
   1.745 +static inline void DrawTextureTriangle(poly2d poly, unsigned short *vram, int tshr, unsigned short texture[])
   1.746 +{
   1.747 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
   1.748 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
   1.749 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
   1.750 +
   1.751 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
   1.752 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
   1.753 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
   1.754 +
   1.755 +int c;
   1.756 +
   1.757 +int u0 = poly.tc0.u; int v0 = poly.tc0.v;
   1.758 +int u1 = poly.tc1.u; int v1 = poly.tc1.v;
   1.759 +int u2 = poly.tc2.u; int v2 = poly.tc2.v;
   1.760 +
   1.761 +// ===== Sort =====
   1.762 +
   1.763 +int temp;
   1.764 +if (y1<y0)
   1.765 +{
   1.766 +    temp = u0; u0 = u1; u1 = temp;
   1.767 +    temp = v0; v0 = v1; v1 = temp;
   1.768 +    temp = x0; x0 = x1; x1 = temp;
   1.769 +    temp = y0; y0 = y1; y1 = temp;
   1.770 +}
   1.771 +if (y2<y0)
   1.772 +{
   1.773 +    temp = u0; u0 = u2; u2 = temp;
   1.774 +    temp = v0; v0 = v2; v2 = temp;
   1.775 +    temp = x0; x0 = x2; x2 = temp;
   1.776 +    temp = y0; y0 = y2; y2 = temp;
   1.777 +}
   1.778 +if (y2<y1)
   1.779 +{
   1.780 +    temp = u1; u1 = u2; u2 = temp;
   1.781 +    temp = v1; v1 = v2; v2 = temp;
   1.782 +    temp = x1; x1 = x2; x2 = temp;
   1.783 +    temp = y1; y1 = y2; y2 = temp;
   1.784 +}
   1.785 +
   1.786 +// ===== Interpolation variables =====
   1.787 +
   1.788 +int n;
   1.789 +int fp = 8;
   1.790 +int lx01=0, lx12=0, lx02=0;
   1.791 +int lu01=0, lu12=0, lu02=0;
   1.792 +int lv01=0, lv12=0, lv02=0;
   1.793 +
   1.794 +int dx01 = x1 - x0;
   1.795 +int dy01 = y1 - y0;
   1.796 +int du01 = u1 - u0;
   1.797 +int dv01 = v1 - v0;
   1.798 +
   1.799 +    if (dy01!=0)
   1.800 +    {
   1.801 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
   1.802 +        lu01 = ((du01<<fp)*pdiv[dy01+2048])>>16;
   1.803 +        lv01 = ((dv01<<fp)*pdiv[dy01+2048])>>16;
   1.804 +    }
   1.805 +
   1.806 +int dx12 = x2 - x1;
   1.807 +int dy12 = y2 - y1;
   1.808 +int du12 = u2 - u1;
   1.809 +int dv12 = v2 - v1;
   1.810 +
   1.811 +    if (dy12!=0)
   1.812 +    {
   1.813 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
   1.814 +        lu12 = ((du12<<fp)*pdiv[dy12+2048])>>16;
   1.815 +        lv12 = ((dv12<<fp)*pdiv[dy12+2048])>>16;
   1.816 +    }
   1.817 +
   1.818 +int dx02 = x2 - x0;
   1.819 +int dy02 = y2 - y0;
   1.820 +int du02 = u2 - u0;
   1.821 +int dv02 = v2 - v0;
   1.822 +
   1.823 +    if (dy02!=0)
   1.824 +    {
   1.825 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
   1.826 +        lu02 = ((du02<<fp)*pdiv[dy02+2048])>>16;
   1.827 +        lv02 = ((dv02<<fp)*pdiv[dy02+2048])>>16;
   1.828 +    }
   1.829 +
   1.830 +int vramofs;
   1.831 +int x, y;
   1.832 +
   1.833 +int x01 = x0<<fp;
   1.834 +int x02 = x01;
   1.835 +int u01 = u0<<fp;
   1.836 +int u02 = u01;
   1.837 +int v01 = v0<<fp;
   1.838 +int v02 = v01;
   1.839 +
   1.840 +int du, dv;
   1.841 +int su1, su2;
   1.842 +int sv1, sv2;
   1.843 +int sx1, sx2;
   1.844 +
   1.845 +int px, py;
   1.846 +
   1.847 +    int yp = y0 * ScreenWidth;
   1.848 +    for (y = y0; y<y1; y++)
   1.849 +    {
   1.850 +        sx1 = x01>>fp;
   1.851 +        sx2 = x02>>fp;
   1.852 +        su1 = u01;
   1.853 +        su2 = u02;
   1.854 +        sv1 = v01;
   1.855 +        sv2 = v02;
   1.856 +
   1.857 +        if (sx1>sx2)
   1.858 +        {
   1.859 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.860 +            temp = su1; su1 = su2; su2 = temp;
   1.861 +            temp = sv1; sv1 = sv2; sv2 = temp;
   1.862 +        }
   1.863 +
   1.864 +        if (sx2!=sx1)
   1.865 +        {
   1.866 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
   1.867 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
   1.868 +        }
   1.869 +
   1.870 +        yp+=ScreenWidth;
   1.871 +        vramofs = yp + sx1;
   1.872 +        for (x = sx1; x<sx2; x++)
   1.873 +        {
   1.874 +            su1+=du;
   1.875 +            sv1+=dv;
   1.876 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
   1.877 +            {
   1.878 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
   1.879 +                *(vram+vramofs) = c;
   1.880 +            }
   1.881 +            vramofs++;
   1.882 +        }
   1.883 +        x01+=lx01;
   1.884 +        x02+=lx02;
   1.885 +        u01+=lu01;
   1.886 +        u02+=lu02;
   1.887 +        v01+=lv01;
   1.888 +        v02+=lv02;
   1.889 +    }
   1.890 +
   1.891 +    x01 = x1<<fp;
   1.892 +    u01 = u1<<fp;
   1.893 +    v01 = v1<<fp;
   1.894 +
   1.895 +    yp = y1 * ScreenWidth;
   1.896 +    for (y = y1; y<y2; y++)
   1.897 +    {
   1.898 +        sx1 = x01>>fp;
   1.899 +        sx2 = x02>>fp;
   1.900 +        su1 = u01;
   1.901 +        su2 = u02;
   1.902 +        sv1 = v01;
   1.903 +        sv2 = v02;
   1.904 +
   1.905 +        if (sx1>sx2)
   1.906 +        {
   1.907 +            temp = sx1; sx1 = sx2; sx2 = temp;
   1.908 +            temp = su1; su1 = su2; su2 = temp;
   1.909 +            temp = sv1; sv1 = sv2; sv2 = temp;
   1.910 +        }
   1.911 +
   1.912 +        if (sx2!=sx1)
   1.913 +        {
   1.914 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
   1.915 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
   1.916 +        }
   1.917 +
   1.918 +        yp+=ScreenWidth;
   1.919 +        vramofs = yp + sx1;
   1.920 +        for (x = sx1; x<sx2; x++)
   1.921 +        {
   1.922 +            su1+=du;
   1.923 +            sv1+=dv;
   1.924 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
   1.925 +            {
   1.926 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
   1.927 +                *(vram+vramofs) = c;
   1.928 +            }
   1.929 +            vramofs++;
   1.930 +        }
   1.931 +        x01+=lx12;
   1.932 +        x02+=lx02;
   1.933 +        u01+=lu12;
   1.934 +        u02+=lu02;
   1.935 +        v01+=lv12;
   1.936 +        v02+=lv02;
   1.937 +    }
   1.938 +}
   1.939 +
   1.940 +static inline void DrawTextureTriangleZB(poly2d poly, unsigned short *vram, int tshr, unsigned short texture[])
   1.941 +{
   1.942 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
   1.943 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
   1.944 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
   1.945 +
   1.946 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
   1.947 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
   1.948 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
   1.949 +
   1.950 +int c;
   1.951 +
   1.952 +int u0 = poly.tc0.u; int v0 = poly.tc0.v;
   1.953 +int u1 = poly.tc1.u; int v1 = poly.tc1.v;
   1.954 +int u2 = poly.tc2.u; int v2 = poly.tc2.v;
   1.955 +
   1.956 +int z0 = fpts[poly.p0].z;
   1.957 +int z1 = fpts[poly.p1].z;
   1.958 +int z2 = fpts[poly.p2].z;
   1.959 +
   1.960 +// ===== Sort =====
   1.961 +
   1.962 +int temp;
   1.963 +if (y1<y0)
   1.964 +{
   1.965 +    temp = u0; u0 = u1; u1 = temp;
   1.966 +    temp = v0; v0 = v1; v1 = temp;
   1.967 +    temp = z0; z0 = z1; z1 = temp;
   1.968 +    temp = x0; x0 = x1; x1 = temp;
   1.969 +    temp = y0; y0 = y1; y1 = temp;
   1.970 +}
   1.971 +if (y2<y0)
   1.972 +{
   1.973 +    temp = u0; u0 = u2; u2 = temp;
   1.974 +    temp = v0; v0 = v2; v2 = temp;
   1.975 +    temp = z0; z0 = z2; z2 = temp;
   1.976 +    temp = x0; x0 = x2; x2 = temp;
   1.977 +    temp = y0; y0 = y2; y2 = temp;
   1.978 +}
   1.979 +if (y2<y1)
   1.980 +{
   1.981 +    temp = u1; u1 = u2; u2 = temp;
   1.982 +    temp = v1; v1 = v2; v2 = temp;
   1.983 +    temp = z1; z1 = z2; z2 = temp;
   1.984 +    temp = x1; x1 = x2; x2 = temp;
   1.985 +    temp = y1; y1 = y2; y2 = temp;
   1.986 +}
   1.987 +
   1.988 +// ===== Interpolation variables =====
   1.989 +
   1.990 +int n;
   1.991 +int fp = 8;
   1.992 +int lx01=0, lx12=0, lx02=0;
   1.993 +int lu01=0, lu12=0, lu02=0;
   1.994 +int lv01=0, lv12=0, lv02=0;
   1.995 +int lz01=0, lz12=0, lz02=0;
   1.996 +
   1.997 +int dx01 = x1 - x0;
   1.998 +int dy01 = y1 - y0;
   1.999 +int du01 = u1 - u0;
  1.1000 +int dv01 = v1 - v0;
  1.1001 +int dz01 = z1 - z0;
  1.1002 +
  1.1003 +    if (dy01!=0)
  1.1004 +    {
  1.1005 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
  1.1006 +        lu01 = ((du01<<fp)*pdiv[dy01+2048])>>16;
  1.1007 +        lv01 = ((dv01<<fp)*pdiv[dy01+2048])>>16;
  1.1008 +        lz01 = (dz01*pdiv[dy01+2048])>>16;
  1.1009 +    }
  1.1010 +
  1.1011 +int dx12 = x2 - x1;
  1.1012 +int dy12 = y2 - y1;
  1.1013 +int du12 = u2 - u1;
  1.1014 +int dv12 = v2 - v1;
  1.1015 +int dz12 = z2 - z1;
  1.1016 +
  1.1017 +    if (dy12!=0)
  1.1018 +    {
  1.1019 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
  1.1020 +        lu12 = ((du12<<fp)*pdiv[dy12+2048])>>16;
  1.1021 +        lv12 = ((dv12<<fp)*pdiv[dy12+2048])>>16;
  1.1022 +        lz12 = (dz12*pdiv[dy12+2048])>>16;
  1.1023 +    }
  1.1024 +
  1.1025 +int dx02 = x2 - x0;
  1.1026 +int dy02 = y2 - y0;
  1.1027 +int du02 = u2 - u0;
  1.1028 +int dv02 = v2 - v0;
  1.1029 +int dz02 = z2 - z0;
  1.1030 +
  1.1031 +    if (dy02!=0)
  1.1032 +    {
  1.1033 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
  1.1034 +        lu02 = ((du02<<fp)*pdiv[dy02+2048])>>16;
  1.1035 +        lv02 = ((dv02<<fp)*pdiv[dy02+2048])>>16;
  1.1036 +        lz02 = (dz02*pdiv[dy02+2048])>>16;
  1.1037 +    }
  1.1038 +
  1.1039 +int vramofs;
  1.1040 +int x, y;
  1.1041 +
  1.1042 +int x01 = x0<<fp;
  1.1043 +int x02 = x01;
  1.1044 +int u01 = u0<<fp;
  1.1045 +int u02 = u01;
  1.1046 +int v01 = v0<<fp;
  1.1047 +int v02 = v01;
  1.1048 +int z01 = z0;
  1.1049 +int z02 = z01;
  1.1050 +
  1.1051 +int du, dv, dz;
  1.1052 +int su1, su2;
  1.1053 +int sv1, sv2;
  1.1054 +int sx1, sx2;
  1.1055 +int sz1, sz2;
  1.1056 +
  1.1057 +int px, py;
  1.1058 +
  1.1059 +    int yp = y0 * ScreenWidth;
  1.1060 +    for (y = y0; y<y1; y++)
  1.1061 +    {
  1.1062 +        sx1 = x01>>fp;
  1.1063 +        sx2 = x02>>fp;
  1.1064 +        su1 = u01;
  1.1065 +        su2 = u02;
  1.1066 +        sv1 = v01;
  1.1067 +        sv2 = v02;
  1.1068 +        sz1 = z01;
  1.1069 +        sz2 = z02;
  1.1070 +
  1.1071 +        if (sx1>sx2)
  1.1072 +        {
  1.1073 +            temp = sx1; sx1 = sx2; sx2 = temp;
  1.1074 +            temp = su1; su1 = su2; su2 = temp;
  1.1075 +            temp = sv1; sv1 = sv2; sv2 = temp;
  1.1076 +            temp = sz1; sz1 = sz2; sz2 = temp;
  1.1077 +        }
  1.1078 +
  1.1079 +        if (sx2!=sx1)
  1.1080 +        {
  1.1081 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1082 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1083 +            dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1084 +        }
  1.1085 +
  1.1086 +        yp+=ScreenWidth;
  1.1087 +        vramofs = yp + sx1;
  1.1088 +        for (x = sx1; x<sx2; x++)
  1.1089 +        {
  1.1090 +            su1+=du;
  1.1091 +            sv1+=dv;
  1.1092 +            sz1+=dz;
  1.1093 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
  1.1094 +            {
  1.1095 +                zbuffer[vramofs] = sz1;
  1.1096 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
  1.1097 +                *(vram+vramofs) = c;
  1.1098 +            }
  1.1099 +            vramofs++;
  1.1100 +        }
  1.1101 +        x01+=lx01;
  1.1102 +        x02+=lx02;
  1.1103 +        u01+=lu01;
  1.1104 +        u02+=lu02;
  1.1105 +        v01+=lv01;
  1.1106 +        v02+=lv02;
  1.1107 +        z01+=lz01;
  1.1108 +        z02+=lz02;
  1.1109 +    }
  1.1110 +
  1.1111 +    x01 = x1<<fp;
  1.1112 +    u01 = u1<<fp;
  1.1113 +    v01 = v1<<fp;
  1.1114 +    z01 = z1;
  1.1115 +
  1.1116 +    yp = y1 * ScreenWidth;
  1.1117 +    for (y = y1; y<y2; y++)
  1.1118 +    {
  1.1119 +        sx1 = x01>>fp;
  1.1120 +        sx2 = x02>>fp;
  1.1121 +        su1 = u01;
  1.1122 +        su2 = u02;
  1.1123 +        sv1 = v01;
  1.1124 +        sv2 = v02;
  1.1125 +        sz1 = z01;
  1.1126 +        sz2 = z02;
  1.1127 +
  1.1128 +        if (sx1>sx2)
  1.1129 +        {
  1.1130 +            temp = sx1; sx1 = sx2; sx2 = temp;
  1.1131 +            temp = su1; su1 = su2; su2 = temp;
  1.1132 +            temp = sv1; sv1 = sv2; sv2 = temp;
  1.1133 +            temp = sz1; sz1 = sz2; sz2 = temp;
  1.1134 +        }
  1.1135 +
  1.1136 +        if (sx2!=sx1)
  1.1137 +        {
  1.1138 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1139 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1140 +            dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1141 +        }
  1.1142 +
  1.1143 +        yp+=ScreenWidth;
  1.1144 +        vramofs = yp + sx1;
  1.1145 +        for (x = sx1; x<sx2; x++)
  1.1146 +        {
  1.1147 +            su1+=du;
  1.1148 +            sv1+=dv;
  1.1149 +            sz1+=dz;
  1.1150 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
  1.1151 +            {
  1.1152 +                zbuffer[vramofs] = sz1;
  1.1153 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
  1.1154 +                *(vram+vramofs) = c;
  1.1155 +            }
  1.1156 +            vramofs++;
  1.1157 +        }
  1.1158 +        x01+=lx12;
  1.1159 +        x02+=lx02;
  1.1160 +        u01+=lu12;
  1.1161 +        u02+=lu02;
  1.1162 +        v01+=lv12;
  1.1163 +        v02+=lv02;
  1.1164 +        z01+=lz12;
  1.1165 +        z02+=lz02;
  1.1166 +    }
  1.1167 +}
  1.1168 +
  1.1169 +static inline void DrawEnvmappedTriangle(poly2d poly, unsigned short *vram, int tshr, unsigned short texture[])
  1.1170 +{
  1.1171 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
  1.1172 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
  1.1173 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
  1.1174 +
  1.1175 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
  1.1176 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
  1.1177 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
  1.1178 +
  1.1179 +int c;
  1.1180 +
  1.1181 +int u0 = point_tc[poly.p0].u; int v0 = point_tc[poly.p0].v;
  1.1182 +int u1 = point_tc[poly.p1].u; int v1 = point_tc[poly.p1].v;
  1.1183 +int u2 = point_tc[poly.p2].u; int v2 = point_tc[poly.p2].v;
  1.1184 +
  1.1185 +// ===== Sort =====
  1.1186 +
  1.1187 +int temp;
  1.1188 +if (y1<y0)
  1.1189 +{
  1.1190 +    temp = u0; u0 = u1; u1 = temp;
  1.1191 +    temp = v0; v0 = v1; v1 = temp;
  1.1192 +    temp = x0; x0 = x1; x1 = temp;
  1.1193 +    temp = y0; y0 = y1; y1 = temp;
  1.1194 +}
  1.1195 +if (y2<y0)
  1.1196 +{
  1.1197 +    temp = u0; u0 = u2; u2 = temp;
  1.1198 +    temp = v0; v0 = v2; v2 = temp;
  1.1199 +    temp = x0; x0 = x2; x2 = temp;
  1.1200 +    temp = y0; y0 = y2; y2 = temp;
  1.1201 +}
  1.1202 +if (y2<y1)
  1.1203 +{
  1.1204 +    temp = u1; u1 = u2; u2 = temp;
  1.1205 +    temp = v1; v1 = v2; v2 = temp;
  1.1206 +    temp = x1; x1 = x2; x2 = temp;
  1.1207 +    temp = y1; y1 = y2; y2 = temp;
  1.1208 +}
  1.1209 +
  1.1210 +// ===== Interpolation variables =====
  1.1211 +
  1.1212 +int n;
  1.1213 +int fp = 8;
  1.1214 +int lx01=0, lx12=0, lx02=0;
  1.1215 +int lu01=0, lu12=0, lu02=0;
  1.1216 +int lv01=0, lv12=0, lv02=0;
  1.1217 +
  1.1218 +int dx01 = x1 - x0;
  1.1219 +int dy01 = y1 - y0;
  1.1220 +int du01 = u1 - u0;
  1.1221 +int dv01 = v1 - v0;
  1.1222 +
  1.1223 +    if (dy01!=0)
  1.1224 +    {
  1.1225 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
  1.1226 +        lu01 = ((du01<<fp)*pdiv[dy01+2048])>>16;
  1.1227 +        lv01 = ((dv01<<fp)*pdiv[dy01+2048])>>16;
  1.1228 +    }
  1.1229 +
  1.1230 +int dx12 = x2 - x1;
  1.1231 +int dy12 = y2 - y1;
  1.1232 +int du12 = u2 - u1;
  1.1233 +int dv12 = v2 - v1;
  1.1234 +
  1.1235 +    if (dy12!=0)
  1.1236 +    {
  1.1237 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
  1.1238 +        lu12 = ((du12<<fp)*pdiv[dy12+2048])>>16;
  1.1239 +        lv12 = ((dv12<<fp)*pdiv[dy12+2048])>>16;
  1.1240 +    }
  1.1241 +
  1.1242 +int dx02 = x2 - x0;
  1.1243 +int dy02 = y2 - y0;
  1.1244 +int du02 = u2 - u0;
  1.1245 +int dv02 = v2 - v0;
  1.1246 +
  1.1247 +    if (dy02!=0)
  1.1248 +    {
  1.1249 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
  1.1250 +        lu02 = ((du02<<fp)*pdiv[dy02+2048])>>16;
  1.1251 +        lv02 = ((dv02<<fp)*pdiv[dy02+2048])>>16;
  1.1252 +    }
  1.1253 +
  1.1254 +int vramofs;
  1.1255 +int x, y;
  1.1256 +
  1.1257 +int x01 = x0<<fp;
  1.1258 +int x02 = x01;
  1.1259 +int u01 = u0<<fp;
  1.1260 +int u02 = u01;
  1.1261 +int v01 = v0<<fp;
  1.1262 +int v02 = v01;
  1.1263 +
  1.1264 +int du, dv;
  1.1265 +int su1, su2;
  1.1266 +int sv1, sv2;
  1.1267 +int sx1, sx2;
  1.1268 +
  1.1269 +int px, py;
  1.1270 +
  1.1271 +    int yp = y0 * ScreenWidth;
  1.1272 +    for (y = y0; y<y1; y++)
  1.1273 +    {
  1.1274 +        sx1 = x01>>fp;
  1.1275 +        sx2 = x02>>fp;
  1.1276 +        su1 = u01;
  1.1277 +        su2 = u02;
  1.1278 +        sv1 = v01;
  1.1279 +        sv2 = v02;
  1.1280 +
  1.1281 +        if (sx1>sx2)
  1.1282 +        {
  1.1283 +            temp = sx1; sx1 = sx2; sx2 = temp;
  1.1284 +            temp = su1; su1 = su2; su2 = temp;
  1.1285 +            temp = sv1; sv1 = sv2; sv2 = temp;
  1.1286 +        }
  1.1287 +
  1.1288 +        if (sx2!=sx1)
  1.1289 +        {
  1.1290 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1291 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1292 +        }
  1.1293 +
  1.1294 +        yp+=ScreenWidth;
  1.1295 +        vramofs = yp + sx1;
  1.1296 +        for (x = sx1; x<sx2; x++)
  1.1297 +        {
  1.1298 +            su1+=du;
  1.1299 +            sv1+=dv;
  1.1300 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
  1.1301 +            {
  1.1302 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
  1.1303 +                *(vram+vramofs) = c;
  1.1304 +            }
  1.1305 +            vramofs++;
  1.1306 +        }
  1.1307 +        x01+=lx01;
  1.1308 +        x02+=lx02;
  1.1309 +        u01+=lu01;
  1.1310 +        u02+=lu02;
  1.1311 +        v01+=lv01;
  1.1312 +        v02+=lv02;
  1.1313 +    }
  1.1314 +
  1.1315 +    x01 = x1<<fp;
  1.1316 +    u01 = u1<<fp;
  1.1317 +    v01 = v1<<fp;
  1.1318 +
  1.1319 +    yp = y1 * ScreenWidth;
  1.1320 +    for (y = y1; y<y2; y++)
  1.1321 +    {
  1.1322 +        sx1 = x01>>fp;
  1.1323 +        sx2 = x02>>fp;
  1.1324 +        su1 = u01;
  1.1325 +        su2 = u02;
  1.1326 +        sv1 = v01;
  1.1327 +        sv2 = v02;
  1.1328 +
  1.1329 +        if (sx1>sx2)
  1.1330 +        {
  1.1331 +            temp = sx1; sx1 = sx2; sx2 = temp;
  1.1332 +            temp = su1; su1 = su2; su2 = temp;
  1.1333 +            temp = sv1; sv1 = sv2; sv2 = temp;
  1.1334 +        }
  1.1335 +
  1.1336 +        if (sx2!=sx1)
  1.1337 +        {
  1.1338 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1339 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1340 +        }
  1.1341 +
  1.1342 +        yp+=ScreenWidth;
  1.1343 +        vramofs = yp + sx1;
  1.1344 +        for (x = sx1; x<sx2; x++)
  1.1345 +        {
  1.1346 +            su1+=du;
  1.1347 +            sv1+=dv;
  1.1348 +            if (vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth)
  1.1349 +            {
  1.1350 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
  1.1351 +                *(vram+vramofs) = c;
  1.1352 +            }
  1.1353 +            vramofs++;
  1.1354 +        }
  1.1355 +        x01+=lx12;
  1.1356 +        x02+=lx02;
  1.1357 +        u01+=lu12;
  1.1358 +        u02+=lu02;
  1.1359 +        v01+=lv12;
  1.1360 +        v02+=lv02;
  1.1361 +    }
  1.1362 +}
  1.1363 +
  1.1364 +
  1.1365 +static inline void DrawEnvmappedTriangleZB(poly2d poly, unsigned short *vram, int tshr, unsigned short texture[])
  1.1366 +{
  1.1367 +int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
  1.1368 +int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
  1.1369 +int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;
  1.1370 +
  1.1371 +if ((x0<-mlk || x0>ScreenWidth+mlk || y0<-mlk || y0>ScreenHeight+mlk) && 
  1.1372 +    (x1<-mlk || x1>ScreenWidth+mlk || y1<-mlk || y1>ScreenHeight+mlk) && 
  1.1373 +    (x2<-mlk || x2>ScreenWidth+mlk || y2<-mlk || y2>ScreenHeight+mlk)) return;
  1.1374 +
  1.1375 +int c;
  1.1376 +
  1.1377 +int u0 = point_tc[poly.p0].u; int v0 = point_tc[poly.p0].v;
  1.1378 +int u1 = point_tc[poly.p1].u; int v1 = point_tc[poly.p1].v;
  1.1379 +int u2 = point_tc[poly.p2].u; int v2 = point_tc[poly.p2].v;
  1.1380 +
  1.1381 +int z0 = fpts[poly.p0].z;
  1.1382 +int z1 = fpts[poly.p1].z;
  1.1383 +int z2 = fpts[poly.p2].z;
  1.1384 +
  1.1385 +// ===== Sort =====
  1.1386 +
  1.1387 +int temp;
  1.1388 +if (y1<y0)
  1.1389 +{
  1.1390 +    temp = u0; u0 = u1; u1 = temp;
  1.1391 +    temp = v0; v0 = v1; v1 = temp;
  1.1392 +    temp = z0; z0 = z1; z1 = temp;
  1.1393 +    temp = x0; x0 = x1; x1 = temp;
  1.1394 +    temp = y0; y0 = y1; y1 = temp;
  1.1395 +}
  1.1396 +if (y2<y0)
  1.1397 +{
  1.1398 +    temp = u0; u0 = u2; u2 = temp;
  1.1399 +    temp = v0; v0 = v2; v2 = temp;
  1.1400 +    temp = z0; z0 = z2; z2 = temp;
  1.1401 +    temp = x0; x0 = x2; x2 = temp;
  1.1402 +    temp = y0; y0 = y2; y2 = temp;
  1.1403 +}
  1.1404 +if (y2<y1)
  1.1405 +{
  1.1406 +    temp = u1; u1 = u2; u2 = temp;
  1.1407 +    temp = v1; v1 = v2; v2 = temp;
  1.1408 +    temp = z1; z1 = z2; z2 = temp;
  1.1409 +    temp = x1; x1 = x2; x2 = temp;
  1.1410 +    temp = y1; y1 = y2; y2 = temp;
  1.1411 +}
  1.1412 +
  1.1413 +// ===== Interpolation variables =====
  1.1414 +
  1.1415 +int n;
  1.1416 +int fp = 8;
  1.1417 +int lx01=0, lx12=0, lx02=0;
  1.1418 +int lu01=0, lu12=0, lu02=0;
  1.1419 +int lv01=0, lv12=0, lv02=0;
  1.1420 +int lz01=0, lz12=0, lz02=0;
  1.1421 +
  1.1422 +int dx01 = x1 - x0;
  1.1423 +int dy01 = y1 - y0;
  1.1424 +int du01 = u1 - u0;
  1.1425 +int dv01 = v1 - v0;
  1.1426 +int dz01 = z1 - z0;
  1.1427 +
  1.1428 +    if (dy01!=0)
  1.1429 +    {
  1.1430 +        lx01 = ((dx01<<fp)*pdiv[dy01+2048])>>16;
  1.1431 +        lu01 = ((du01<<fp)*pdiv[dy01+2048])>>16;
  1.1432 +        lv01 = ((dv01<<fp)*pdiv[dy01+2048])>>16;
  1.1433 +        lz01 = (dz01*pdiv[dy01+2048])>>16;
  1.1434 +    }
  1.1435 +
  1.1436 +int dx12 = x2 - x1;
  1.1437 +int dy12 = y2 - y1;
  1.1438 +int du12 = u2 - u1;
  1.1439 +int dv12 = v2 - v1;
  1.1440 +int dz12 = z2 - z1;
  1.1441 +
  1.1442 +    if (dy12!=0)
  1.1443 +    {
  1.1444 +        lx12 = ((dx12<<fp)*pdiv[dy12+2048])>>16;
  1.1445 +        lu12 = ((du12<<fp)*pdiv[dy12+2048])>>16;
  1.1446 +        lv12 = ((dv12<<fp)*pdiv[dy12+2048])>>16;
  1.1447 +        lz12 = (dz12*pdiv[dy12+2048])>>16;
  1.1448 +    }
  1.1449 +
  1.1450 +int dx02 = x2 - x0;
  1.1451 +int dy02 = y2 - y0;
  1.1452 +int du02 = u2 - u0;
  1.1453 +int dv02 = v2 - v0;
  1.1454 +int dz02 = z2 - z0;
  1.1455 +
  1.1456 +    if (dy02!=0)
  1.1457 +    {
  1.1458 +        lx02 = ((dx02<<fp)*pdiv[dy02+2048])>>16;
  1.1459 +        lu02 = ((du02<<fp)*pdiv[dy02+2048])>>16;
  1.1460 +        lv02 = ((dv02<<fp)*pdiv[dy02+2048])>>16;
  1.1461 +        lz02 = (dz02*pdiv[dy02+2048])>>16;
  1.1462 +    }
  1.1463 +
  1.1464 +int vramofs;
  1.1465 +int x, y;
  1.1466 +
  1.1467 +int x01 = x0<<fp;
  1.1468 +int x02 = x01;
  1.1469 +int u01 = u0<<fp;
  1.1470 +int u02 = u01;
  1.1471 +int v01 = v0<<fp;
  1.1472 +int v02 = v01;
  1.1473 +int z01 = z0;
  1.1474 +int z02 = z01;
  1.1475 +
  1.1476 +int du, dv, dz;
  1.1477 +int su1, su2;
  1.1478 +int sv1, sv2;
  1.1479 +int sx1, sx2;
  1.1480 +int sz1, sz2;
  1.1481 +
  1.1482 +int px, py;
  1.1483 +
  1.1484 +    int yp = y0 * ScreenWidth;
  1.1485 +    for (y = y0; y<y1; y++)
  1.1486 +    {
  1.1487 +        sx1 = x01>>fp;
  1.1488 +        sx2 = x02>>fp;
  1.1489 +        su1 = u01;
  1.1490 +        su2 = u02;
  1.1491 +        sv1 = v01;
  1.1492 +        sv2 = v02;
  1.1493 +        sz1 = z01;
  1.1494 +        sz2 = z02;
  1.1495 +
  1.1496 +        if (sx1>sx2)
  1.1497 +        {
  1.1498 +            temp = sx1; sx1 = sx2; sx2 = temp;
  1.1499 +            temp = su1; su1 = su2; su2 = temp;
  1.1500 +            temp = sv1; sv1 = sv2; sv2 = temp;
  1.1501 +            temp = sz1; sz1 = sz2; sz2 = temp;
  1.1502 +        }
  1.1503 +
  1.1504 +        if (sx2!=sx1)
  1.1505 +        {
  1.1506 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1507 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1508 +            dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1509 +        }
  1.1510 +
  1.1511 +        yp+=ScreenWidth;
  1.1512 +        vramofs = yp + sx1;
  1.1513 +        for (x = sx1; x<sx2; x++)
  1.1514 +        {
  1.1515 +            su1+=du;
  1.1516 +            sv1+=dv;
  1.1517 +            sz1+=dz;
  1.1518 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
  1.1519 +            {
  1.1520 +                zbuffer[vramofs] = sz1;
  1.1521 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
  1.1522 +                *(vram+vramofs) = c;
  1.1523 +            }
  1.1524 +            vramofs++;
  1.1525 +        }
  1.1526 +        x01+=lx01;
  1.1527 +        x02+=lx02;
  1.1528 +        u01+=lu01;
  1.1529 +        u02+=lu02;
  1.1530 +        v01+=lv01;
  1.1531 +        v02+=lv02;
  1.1532 +        z01+=lz01;
  1.1533 +        z02+=lz02;
  1.1534 +    }
  1.1535 +
  1.1536 +    x01 = x1<<fp;
  1.1537 +    u01 = u1<<fp;
  1.1538 +    v01 = v1<<fp;
  1.1539 +    z01 = z1;
  1.1540 +
  1.1541 +    yp = y1 * ScreenWidth;
  1.1542 +    for (y = y1; y<y2; y++)
  1.1543 +    {
  1.1544 +        sx1 = x01>>fp;
  1.1545 +        sx2 = x02>>fp;
  1.1546 +        su1 = u01;
  1.1547 +        su2 = u02;
  1.1548 +        sv1 = v01;
  1.1549 +        sv2 = v02;
  1.1550 +        sz1 = z01;
  1.1551 +        sz2 = z02;
  1.1552 +
  1.1553 +        if (sx1>sx2)
  1.1554 +        {
  1.1555 +            temp = sx1; sx1 = sx2; sx2 = temp;
  1.1556 +            temp = su1; su1 = su2; su2 = temp;
  1.1557 +            temp = sv1; sv1 = sv2; sv2 = temp;
  1.1558 +            temp = sz1; sz1 = sz2; sz2 = temp;
  1.1559 +        }
  1.1560 +
  1.1561 +        if (sx2!=sx1)
  1.1562 +        {
  1.1563 +            du = ((su2 - su1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1564 +            dv = ((sv2 - sv1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1565 +            dz = ((sz2 - sz1)*pdiv[(sx2-sx1)+2048])>>16;
  1.1566 +        }
  1.1567 +
  1.1568 +        yp+=ScreenWidth;
  1.1569 +        vramofs = yp + sx1;
  1.1570 +        for (x = sx1; x<sx2; x++)
  1.1571 +        {
  1.1572 +            su1+=du;
  1.1573 +            sv1+=dv;
  1.1574 +            sz1+=dz;
  1.1575 +            if ((vramofs>=0 && vramofs<ScreenSize && x>=0 && x<ScreenWidth) && sz1<zbuffer[vramofs])
  1.1576 +            {
  1.1577 +                zbuffer[vramofs] = sz1;
  1.1578 +                c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
  1.1579 +                *(vram+vramofs) = c;
  1.1580 +            }
  1.1581 +            vramofs++;
  1.1582 +        }
  1.1583 +        x01+=lx12;
  1.1584 +        x02+=lx02;
  1.1585 +        u01+=lu12;
  1.1586 +        u02+=lu02;
  1.1587 +        v01+=lv12;
  1.1588 +        v02+=lv02;
  1.1589 +        z01+=lz12;
  1.1590 +        z02+=lz02;
  1.1591 +    }
  1.1592 +}
  1.1593 +
  1.1594 +void zsort(int zsortdata[], object3d *obj)
  1.1595 +{
  1.1596 +    int i, mz;
  1.1597 +    for (i=0; i<obj->npls; i++)
  1.1598 +    {
  1.1599 +        mz = (fpts[obj->poly[i].p0].z + fpts[obj->poly[i].p1].z + fpts[obj->poly[i].p2].z)>>2;
  1.1600 +        zsortdata[i] = -mz;
  1.1601 +		swp[i] = i;
  1.1602 +    }
  1.1603 +}
  1.1604 +
  1.1605 +
  1.1606 +inline void ClearZbuffer()
  1.1607 +{
  1.1608 +    memset(zbuffer, 0xFFFFFF, sizeof(unsigned int) * ScreenSize);
  1.1609 +}
  1.1610 +
  1.1611 +void Render(object3d *obj, unsigned short shade[], unsigned short texture[], unsigned short texture_size, unsigned short *vram)
  1.1612 +{
  1.1613 +	int i, j;
  1.1614 +    int vx0, vy0, vx1, vy1, n;
  1.1615 +    int tu, tv, s;
  1.1616 +    int texshr = (int)(log(256 / texture_size)/ log(2));
  1.1617 +    
  1.1618 +    int rmode;
  1.1619 +    if (zb==1 && RenderMode>=FLAT) rmode = RenderMode | ZBUFFER;
  1.1620 +        else rmode = RenderMode;
  1.1621 +
  1.1622 +	switch (rmode)
  1.1623 +	{
  1.1624 +
  1.1625 +	case POINTS:
  1.1626 +		for (i=obj->npts-1; i>=0; i--)
  1.1627 +            if (spts[i].x>=0 && spts[i].x<ScreenWidth && spts[i].y>=0 && spts[i].y<ScreenHeight)
  1.1628 +                *(vram + spts[i].x + spts[i].y * ScreenWidth) = 0xFFFF;
  1.1629 +	break;
  1.1630 +
  1.1631 +
  1.1632 +	case WIRE:
  1.1633 +		for (i=obj->nlns-1; i>=0; i--)
  1.1634 +            drawline(obj->line[i], vram);
  1.1635 +	break;
  1.1636 +
  1.1637 +	case FLAT:
  1.1638 +        rotate3d_normals(obj);
  1.1639 +        CalcPolyColor(obj);
  1.1640 +
  1.1641 +        zsort (zdata, obj);
  1.1642 +		quicksort(0, obj->npls - 1, zdata);
  1.1643 +
  1.1644 +        for (i=0; i<obj->npls; i++)
  1.1645 +        {
  1.1646 +            j = swp[i];
  1.1647 +            vx0 = spts[obj->poly[j].p0].x - spts[obj->poly[j].p1].x;
  1.1648 +            vy0 = spts[obj->poly[j].p0].y - spts[obj->poly[j].p1].y;
  1.1649 +            vx1 = spts[obj->poly[j].p2].x - spts[obj->poly[j].p1].x;
  1.1650 +            vy1 = spts[obj->poly[j].p2].y - spts[obj->poly[j].p1].y;
  1.1651 +            n = vx0 * vy1 - vx1 * vy0;
  1.1652 +            if (n<0)
  1.1653 +            {
  1.1654 +                obj->poly[j].c = spls[j].c;
  1.1655 +                DrawFlatTriangle(obj->poly[j], vram, shade);
  1.1656 +            }
  1.1657 +        }
  1.1658 +	break;
  1.1659 +
  1.1660 +	case (FLAT | ZBUFFER):
  1.1661 +        rotate3d_normals(obj);
  1.1662 +        CalcPolyColor(obj);
  1.1663 +
  1.1664 +        ClearZbuffer();
  1.1665 +        for (i=obj->npls-1; i>=0; i--)
  1.1666 +        {
  1.1667 +            obj->poly[i].c = spls[i].c;
  1.1668 +            if (norms[i].z>=0)
  1.1669 +                DrawFlatTriangleZB(obj->poly[i], vram, shade);
  1.1670 +        }
  1.1671 +	break;
  1.1672 +
  1.1673 +	case GOURAUD:
  1.1674 +        rotate3d_pt_normals(obj);
  1.1675 +        CalcPointColor(obj);
  1.1676 +
  1.1677 +        zsort (zdata, obj);
  1.1678 +		quicksort(0, obj->npls - 1, zdata);
  1.1679 +
  1.1680 +        for (i=0; i<obj->npls; i++)
  1.1681 +        {
  1.1682 +            j = swp[i];
  1.1683 +            vx0 = spts[obj->poly[j].p0].x - spts[obj->poly[j].p1].x;
  1.1684 +            vy0 = spts[obj->poly[j].p0].y - spts[obj->poly[j].p1].y;
  1.1685 +            vx1 = spts[obj->poly[j].p2].x - spts[obj->poly[j].p1].x;
  1.1686 +            vy1 = spts[obj->poly[j].p2].y - spts[obj->poly[j].p1].y;
  1.1687 +            n = vx0 * vy1 - vx1 * vy0;
  1.1688 +            if (n<0)
  1.1689 +                DrawGouraudTriangle(obj->poly[j], vram, shade);
  1.1690 +        }
  1.1691 +    break;
  1.1692 +
  1.1693 +	case (GOURAUD | ZBUFFER):
  1.1694 +        rotate3d_normals(obj);
  1.1695 +        rotate3d_pt_normals(obj);
  1.1696 +
  1.1697 +        CalcPointColor(obj);
  1.1698 +        ClearZbuffer();
  1.1699 +        for (i=obj->npls-1; i>=0; i--)
  1.1700 +        {
  1.1701 +            if (norms[i].z>=0)
  1.1702 +                DrawGouraudTriangleZB(obj->poly[i], vram, shade);
  1.1703 +        }
  1.1704 +    break;
  1.1705 +
  1.1706 +	case (TEXTURE):
  1.1707 +        zsort (zdata, obj);
  1.1708 +		quicksort(0, obj->npls - 1, zdata);
  1.1709 +
  1.1710 +        for (i=0; i<obj->npls; i++)
  1.1711 +        {
  1.1712 +            j = swp[i];
  1.1713 +            vx0 = spts[obj->poly[j].p0].x - spts[obj->poly[j].p1].x;
  1.1714 +            vy0 = spts[obj->poly[j].p0].y - spts[obj->poly[j].p1].y;
  1.1715 +            vx1 = spts[obj->poly[j].p2].x - spts[obj->poly[j].p1].x;
  1.1716 +            vy1 = spts[obj->poly[j].p2].y - spts[obj->poly[j].p1].y;
  1.1717 +            n = vx0 * vy1 - vx1 * vy0;
  1.1718 +            if (n<0)
  1.1719 +            {
  1.1720 +                DrawTextureTriangle(obj->poly[j], vram, texshr, texture);
  1.1721 +            }
  1.1722 +        }
  1.1723 +    break;
  1.1724 +
  1.1725 +	case (TEXTURE | ZBUFFER):
  1.1726 +        rotate3d_normals(obj);
  1.1727 +
  1.1728 +        ClearZbuffer();
  1.1729 +        for (i=obj->npls-1; i>=0; i--)
  1.1730 +        {
  1.1731 +            if (norms[i].z>=0)
  1.1732 +                DrawTextureTriangleZB(obj->poly[i], vram, 0, texture);
  1.1733 +        }
  1.1734 +    break;
  1.1735 +
  1.1736 +	case (ENVMAP):
  1.1737 +        rotate3d_pt_normals(obj);
  1.1738 +
  1.1739 +        zsort (zdata, obj);
  1.1740 +		quicksort(0, obj->npls - 1, zdata);
  1.1741 +
  1.1742 +    	for (i=0; i<obj->npts; i++)
  1.1743 +    	{
  1.1744 +            tu = (pt_norms[i].x>>9) + 127;
  1.1745 +            tv = (pt_norms[i].y>>9) + 127;
  1.1746 +    		point_tc[i].u = abs(tu) & 255;
  1.1747 +    		point_tc[i].v = abs(tv) & 255;
  1.1748 +        }
  1.1749 +
  1.1750 +        for (i=0; i<obj->npls; i++)
  1.1751 +        {
  1.1752 +            j = swp[i];
  1.1753 +            vx0 = spts[obj->poly[j].p0].x - spts[obj->poly[j].p1].x;
  1.1754 +            vy0 = spts[obj->poly[j].p0].y - spts[obj->poly[j].p1].y;
  1.1755 +            vx1 = spts[obj->poly[j].p2].x - spts[obj->poly[j].p1].x;
  1.1756 +            vy1 = spts[obj->poly[j].p2].y - spts[obj->poly[j].p1].y;
  1.1757 +            n = vx0 * vy1 - vx1 * vy0;
  1.1758 +            if (n<0)
  1.1759 +                DrawEnvmappedTriangle(obj->poly[j], vram, texshr, texture);
  1.1760 +        }
  1.1761 +    break;
  1.1762 +
  1.1763 +	case (ENVMAP | ZBUFFER):
  1.1764 +        rotate3d_normals(obj);
  1.1765 +        rotate3d_pt_normals(obj);
  1.1766 +
  1.1767 +        ClearZbuffer();
  1.1768 +    	for (i=obj->npts-1; i>=0; i--)
  1.1769 +    	{
  1.1770 +            tu = (pt_norms[i].x>>9) + 127;
  1.1771 +            tv = (pt_norms[i].y>>9) + 127;
  1.1772 +    		point_tc[i].u = abs(tu) & 255;
  1.1773 +    		point_tc[i].v = abs(tv) & 255;
  1.1774 +        }
  1.1775 +
  1.1776 +
  1.1777 +        for (i=obj->npls-1; i>=0; i--)
  1.1778 +        {
  1.1779 +            if (norms[i].z>=0)
  1.1780 +                DrawEnvmappedTriangleZB(obj->poly[i], vram, 2, texture);
  1.1781 +        }
  1.1782 +    break;
  1.1783 +
  1.1784 +	default:
  1.1785 +	break;
  1.1786 +	}
  1.1787 +
  1.1788 +}