ppsspp/GPU/Software/trirast.txt

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2012-11-01 15:19:01 +00:00
function drawPixel( x, y, r, g, b ) {
var offset = ( x + y * canvasWidth ) * 4;
if ( data[ offset + 3 ] ) return;
data[ offset ] = r;
data[ offset + 1 ] = g;
data[ offset + 2 ] = b;
data[ offset + 3 ] = 255;
}
function clearRectangle( x1, y1, x2, y2 ) {
var xmin = Math.max( Math.min( x1, x2 ), 0 );
var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
var ymin = Math.max( Math.min( y1, y2 ), 0 );
var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
for ( var y = ymin; y < ymax; y ++ ) {
for ( var x = xmin; x < xmax; x ++ ) {
data[ offset += 4 ] = 0;
}
offset += linestep;
}
}
function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
// https://gist.github.com/2486101
// explanation: ttp://pouet.net/topic.php?which=8760&page=1
// 28.4 fixed-point coordinates
var x1 = Math.round( 16 * x1 );
var x2 = Math.round( 16 * x2 );
var x3 = Math.round( 16 * x3 );
var y1 = Math.round( 16 * y1 );
var y2 = Math.round( 16 * y2 );
var y3 = Math.round( 16 * y3 );
// Deltas
var dx12 = x1 - x2, dy12 = y2 - y1;
var dx23 = x2 - x3, dy23 = y3 - y2;
var dx31 = x3 - x1, dy31 = y1 - y3;
// Bounding rectangle
var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
rectx1 = Math.min( minx, rectx1 );
rectx2 = Math.max( maxx, rectx2 );
recty1 = Math.min( miny, recty1 );
recty2 = Math.max( maxy, recty2 );
// Block size, standard 8x8 (must be power of two)
var q = blocksize;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
// Constant part of half-edge functions
var c1 = dy12 * ((minx << 4) - x1) + dx12 * ((miny << 4) - y1);
var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2);
var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - y3);
// Correct for fill convention
if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
// Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
// It's a bit subtle. :)
c1 = (c1 - 1) >> 4;
c2 = (c2 - 1) >> 4;
c3 = (c3 - 1) >> 4;
// Set up min/max corners
var qm1 = q - 1; // for convenience
var nmin1 = 0, nmax1 = 0;
var nmin2 = 0, nmax2 = 0;
var nmin3 = 0, nmax3 = 0;
if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
// Loop through blocks
var linestep = (canvasWidth - q) * 4;
var scale = 255.0 / (c1 + c2 + c3);
var cb1 = c1;
var cb2 = c2;
var cb3 = c3;
var qstep = -q;
var e1x = qstep * dy12;
var e2x = qstep * dy23;
var e3x = qstep * dy31;
var x0 = minx;
for (var y0 = miny; y0 < maxy; y0 += q) {
// New block line - keep hunting for tri outer edge in old block line dir
while (x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3) {
x0 += qstep;
cb1 += e1x;
cb2 += e2x;
cb3 += e3x;
}
// Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
qstep = -qstep;
e1x = -e1x;
e2x = -e2x;
e3x = -e3x;
while (1) {
// Step everything
x0 += qstep;
cb1 += e1x;
cb2 += e2x;
cb3 += e3x;
// We're done with this block line when at least one edge completely out
// If an edge function is too small and decreasing in the current traversal
// dir, we're done with this line.
if (x0 < minx || x0 >= maxx) break;
if (cb1 < nmax1) if (e1x < 0) break; else continue;
if (cb2 < nmax2) if (e2x < 0) break; else continue;
if (cb3 < nmax3) if (e3x < 0) break; else continue;
// We can skip this block if it's already fully covered
var blockX = (x0 / q) | 0;
var blockY = (y0 / q) | 0;
var blockInd = blockX + blockY * canvasWBlocks;
if (block_full[blockInd]) continue;
// Offset at top-left corner
var offset = (x0 + y0 * canvasWidth) * 4;
// Accept whole block when fully covered
if (cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3) {
var cy1 = cb1;
var cy2 = cb2;
for ( var iy = 0; iy < q; iy ++ ) {
var cx1 = cy1;
var cx2 = cy2;
for ( var ix = 0; ix < q; ix ++ ) {
if (!data[offset + 3]) {
var u = cx1 * scale; // 0-255!
var v = cx2 * scale; // 0-255!
data[offset] = u;
data[offset + 1] = v;
data[offset + 2] = 0;
data[offset + 3] = 255;
}
cx1 += dy12;
cx2 += dy23;
offset += 4;
}
cy1 += dx12;
cy2 += dx23;
offset += linestep;
}
block_full[blockInd] = 1;
} else { // Partially covered block
var cy1 = cb1;
var cy2 = cb2;
var cy3 = cb3;
for ( var iy = 0; iy < q; iy ++ ) {
var cx1 = cy1;
var cx2 = cy2;
var cx3 = cy3;
for ( var ix = 0; ix < q; ix ++ ) {
if ( (cx1 | cx2 | cx3) >= 0 && !data[offset+3]) {
var u = cx1 * scale; // 0-255!
var v = cx2 * scale; // 0-255!
data[offset] = u;
data[offset + 1] = v;
data[offset + 2] = 0;
data[offset + 3] = 255;
}
cx1 += dy12;
cx2 += dy23;
cx3 += dy31;
offset += 4;
}
cy1 += dx12;
cy2 += dx23;
cy3 += dx31;
offset += linestep;
}
}
}
// Advance to next row of blocks
cb1 += q*dx12;
cb2 += q*dx23;
cb3 += q*dx31;
}
}
function normalToComponent( normal ) {
var component = ( normal + 1 ) * 127;
return component < 0 ? 0 : ( component > 255 ? 255 : component );
}
};