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https://github.com/libretro/scummvm.git
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703 lines
18 KiB
C++
703 lines
18 KiB
C++
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#include "common/endian.h"
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#include "graphics/tinygl/zbuffer.h"
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#include "graphics/tinygl/zgl.h"
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namespace TinyGL {
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static const int NB_INTERP = 8;
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#define SAR_RND_TO_ZERO(v,n) (v / (1 << n))
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template <bool depthWrite>
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FORCEINLINE static void putPixelFlat(FrameBuffer *buffer, int buf, unsigned int *pz, int _a,
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unsigned int &z, int color, int &dzdx) {
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if (buffer->compareDepth(z, pz[_a])) {
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buffer->writePixel(buf + _a, color);
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if (depthWrite) {
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pz[_a] = z;
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}
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}
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z += dzdx;
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}
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template <bool depthWrite>
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FORCEINLINE static void putPixelSmooth(FrameBuffer *buffer, int buf, unsigned int *pz, int _a,
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unsigned int &z, int &tmp, unsigned int &rgb, int &dzdx, unsigned int &drgbdx) {
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if (buffer->compareDepth(z, pz[_a])) {
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tmp = rgb & 0xF81F07E0;
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buffer->writePixel(buf + _a, tmp | (tmp >> 16));
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if (depthWrite) {
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pz[_a] = z;
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}
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}
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z += dzdx;
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rgb = (rgb + drgbdx) & (~0x00200800);
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}
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template <bool depthWrite>
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FORCEINLINE static void putPixelDepth(FrameBuffer *buffer, unsigned int *pz, int _a, unsigned int &z, int &dzdx) {
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if (buffer->compareDepth(z, pz[_a])) {
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if (depthWrite) {
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pz[_a] = z;
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}
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}
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z += dzdx;
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}
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template <bool depthWrite, bool lightsMode, bool smoothMode>
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FORCEINLINE static void putPixelTextureMappingPerspective(FrameBuffer *buffer, int buf,
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Graphics::PixelFormat &textureFormat, Graphics::PixelBuffer &texture, unsigned int *pz, int _a,
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unsigned int &z, unsigned int &t, unsigned int &s, int &tmp, unsigned int &rgba, unsigned int &a,
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int &dzdx, int &dsdx, int &dtdx, unsigned int &drgbdx, unsigned int dadx) {
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if (buffer->compareDepth(z, pz[_a])) {
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unsigned sss = (s & buffer->_textureSizeMask) >> ZB_POINT_ST_FRAC_BITS;
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unsigned ttt = (t & buffer->_textureSizeMask) >> ZB_POINT_ST_FRAC_BITS;
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int pixel = ttt * buffer->_textureSize + sss;
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uint8 c_a, c_r, c_g, c_b;
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uint32 *textureBuffer = (uint32 *)texture.getRawBuffer(pixel);
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uint32 col = *textureBuffer;
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c_a = (col >> textureFormat.aShift) & 0xFF;
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c_r = (col >> textureFormat.rShift) & 0xFF;
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c_g = (col >> textureFormat.gShift) & 0xFF;
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c_b = (col >> textureFormat.bShift) & 0xFF;
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unsigned int l_a = (a / 256);
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c_a = (c_a * l_a) / 256;
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if (lightsMode) {
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tmp = rgba & 0xF81F07E0;
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unsigned int light = tmp | (tmp >> 16);
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unsigned int l_r = (light & 0xF800) >> 8;
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unsigned int l_g = (light & 0x07E0) >> 3;
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unsigned int l_b = (light & 0x001F) << 3;
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c_r = (c_r * l_r) / 256;
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c_g = (c_g * l_g) / 256;
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c_b = (c_b * l_b) / 256;
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}
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buffer->writePixel(buf + _a, c_a, c_r, c_g, c_b);
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if (depthWrite) {
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pz[_a] = z;
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}
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}
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z += dzdx;
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s += dsdx;
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t += dtdx;
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if (smoothMode) {
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a += dadx;
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rgba = (rgba + drgbdx) & (~0x00200800);
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}
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}
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template <bool interpRGB, bool interpZ, bool interpST, bool interpSTZ, int drawLogic, bool depthWrite>
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void FrameBuffer::fillTriangle(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
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Graphics::PixelBuffer texture;
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Graphics::PixelFormat textureFormat;
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float fdzdx = 0, fndzdx = 0, ndszdx = 0, ndtzdx = 0;
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int _drgbdx = 0;
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ZBufferPoint *tp, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
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float fdx1, fdx2, fdy1, fdy2, fz0, d1, d2;
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unsigned int *pz1 = NULL;
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unsigned char *pm1 = NULL;
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int part, update_left, update_right;
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int color = 0;
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int nb_lines, dx1, dy1, tmp, dx2, dy2;
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int error = 0, derror = 0;
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int x1 = 0, dxdy_min = 0, dxdy_max = 0;
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// warning: x2 is multiplied by 2^16
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int x2 = 0, dx2dy2 = 0;
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int z1 = 0, dzdx = 0, dzdy = 0, dzdl_min = 0, dzdl_max = 0;
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int r1 = 0, drdx = 0, drdy = 0, drdl_min = 0, drdl_max = 0;
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int g1 = 0, dgdx = 0, dgdy = 0, dgdl_min = 0, dgdl_max = 0;
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int b1 = 0, dbdx = 0, dbdy = 0, dbdl_min = 0, dbdl_max = 0;
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int a1 = 0, dadx = 0, dady = 0, dadl_min = 0, dadl_max = 0;
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int s1 = 0, dsdx = 0, dsdy = 0, dsdl_min = 0, dsdl_max = 0;
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int t1 = 0, dtdx = 0, dtdy = 0, dtdl_min = 0, dtdl_max = 0;
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float sz1 = 0.0, dszdx = 0, dszdy = 0, dszdl_min = 0.0, dszdl_max = 0.0;
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float tz1 = 0.0, dtzdx = 0, dtzdy = 0, dtzdl_min = 0.0, dtzdl_max = 0.0;
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// we sort the vertex with increasing y
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if (p1->y < p0->y) {
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tp = p0;
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p0 = p1;
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p1 = tp;
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}
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if (p2->y < p0->y) {
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tp = p2;
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p2 = p1;
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p1 = p0;
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p0 = tp;
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} else if (p2->y < p1->y) {
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tp = p1;
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p1 = p2;
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p2 = tp;
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}
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// we compute dXdx and dXdy for all interpolated values
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fdx1 = (float)(p1->x - p0->x);
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fdy1 = (float)(p1->y - p0->y);
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fdx2 = (float)(p2->x - p0->x);
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fdy2 = (float)(p2->y - p0->y);
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fz0 = fdx1 * fdy2 - fdx2 * fdy1;
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if (fz0 == 0)
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return;
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fz0 = (float)(1.0 / fz0);
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fdx1 *= fz0;
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fdy1 *= fz0;
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fdx2 *= fz0;
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fdy2 *= fz0;
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if (interpZ) {
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d1 = (float)(p1->z - p0->z);
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d2 = (float)(p2->z - p0->z);
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dzdx = (int)(fdy2 * d1 - fdy1 * d2);
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dzdy = (int)(fdx1 * d2 - fdx2 * d1);
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}
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if (interpRGB) {
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d1 = (float)(p1->r - p0->r);
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d2 = (float)(p2->r - p0->r);
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drdx = (int)(fdy2 * d1 - fdy1 * d2);
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drdy = (int)(fdx1 * d2 - fdx2 * d1);
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d1 = (float)(p1->g - p0->g);
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d2 = (float)(p2->g - p0->g);
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dgdx = (int)(fdy2 * d1 - fdy1 * d2);
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dgdy = (int)(fdx1 * d2 - fdx2 * d1);
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d1 = (float)(p1->b - p0->b);
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d2 = (float)(p2->b - p0->b);
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dbdx = (int)(fdy2 * d1 - fdy1 * d2);
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dbdy = (int)(fdx1 * d2 - fdx2 * d1);
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d1 = (float)(p1->a - p0->a);
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d2 = (float)(p2->a - p0->a);
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dadx = (int)(fdy2 * d1 - fdy1 * d2);
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dady = (int)(fdx1 * d2 - fdx2 * d1);
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}
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if (interpST) {
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d1 = (float)(p1->s - p0->s);
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d2 = (float)(p2->s - p0->s);
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dsdx = (int)(fdy2 * d1 - fdy1 * d2);
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dsdy = (int)(fdx1 * d2 - fdx2 * d1);
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d1 = (float)(p1->t - p0->t);
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d2 = (float)(p2->t - p0->t);
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dtdx = (int)(fdy2 * d1 - fdy1 * d2);
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dtdy = (int)(fdx1 * d2 - fdx2 * d1);
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}
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if (interpSTZ) {
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float zz;
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zz = (float)p0->z;
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p0->sz = (float)p0->s * zz;
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p0->tz = (float)p0->t * zz;
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zz = (float)p1->z;
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p1->sz = (float)p1->s * zz;
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p1->tz = (float)p1->t * zz;
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zz = (float)p2->z;
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p2->sz = (float)p2->s * zz;
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p2->tz = (float)p2->t * zz;
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d1 = p1->sz - p0->sz;
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d2 = p2->sz - p0->sz;
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dszdx = (fdy2 * d1 - fdy1 * d2);
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dszdy = (fdx1 * d2 - fdx2 * d1);
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d1 = p1->tz - p0->tz;
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d2 = p2->tz - p0->tz;
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dtzdx = (fdy2 * d1 - fdy1 * d2);
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dtzdy = (fdx1 * d2 - fdx2 * d1);
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}
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// screen coordinates
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int pp1 = xsize * p0->y;
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pz1 = zbuf + p0->y * xsize;
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switch (drawLogic) {
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case DRAW_SHADOW_MASK:
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pm1 = shadow_mask_buf + p0->y * xsize;
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break;
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case DRAW_SHADOW:
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pm1 = shadow_mask_buf + p0->y * xsize;
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color = RGB_TO_PIXEL(shadow_color_r, shadow_color_g, shadow_color_b);
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break;
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case DRAW_DEPTH_ONLY:
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break;
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case DRAW_FLAT:
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color = RGB_TO_PIXEL(p2->r, p2->g, p2->b);
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break;
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case DRAW_SMOOTH:
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_drgbdx = (SAR_RND_TO_ZERO(drdx, 6) << 22) & 0xFFC00000;
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_drgbdx |= SAR_RND_TO_ZERO(dgdx, 5) & 0x000007FF;
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_drgbdx |= (SAR_RND_TO_ZERO(dbdx, 7) << 12) & 0x001FF000;
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break;
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default:
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break;
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}
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if ((interpST || interpSTZ) && (drawLogic == DRAW_FLAT || drawLogic == DRAW_SMOOTH)) {
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texture = current_texture;
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textureFormat = texture.getFormat();
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assert(textureFormat.bytesPerPixel == 4);
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fdzdx = (float)dzdx;
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fndzdx = NB_INTERP * fdzdx;
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ndszdx = NB_INTERP * dszdx;
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ndtzdx = NB_INTERP * dtzdx;
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_drgbdx = ((drdx / (1 << 6)) << 22) & 0xFFC00000;
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_drgbdx |= (dgdx / (1 << 5)) & 0x000007FF;
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_drgbdx |= ((dbdx / (1 << 7)) << 12) & 0x001FF000;
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}
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for (part = 0; part < 2; part++) {
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if (part == 0) {
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if (fz0 > 0) {
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update_left = 1;
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update_right = 1;
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l1 = p0;
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l2 = p2;
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pr1 = p0;
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pr2 = p1;
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} else {
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update_left = 1;
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update_right = 1;
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l1 = p0;
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l2 = p1;
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pr1 = p0;
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pr2 = p2;
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}
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nb_lines = p1->y - p0->y;
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} else {
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// second part
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if (fz0 > 0) {
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update_left = 0;
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update_right = 1;
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pr1 = p1;
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pr2 = p2;
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} else {
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update_left = 1;
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update_right = 0;
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l1 = p1;
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l2 = p2;
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}
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nb_lines = p2->y - p1->y + 1;
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}
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// compute the values for the left edge
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if (update_left) {
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dy1 = l2->y - l1->y;
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dx1 = l2->x - l1->x;
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if (dy1 > 0)
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tmp = (dx1 << 16) / dy1;
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else
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tmp = 0;
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x1 = l1->x;
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error = 0;
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derror = tmp & 0x0000ffff;
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dxdy_min = tmp >> 16;
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dxdy_max = dxdy_min + 1;
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if (interpZ) {
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z1 = l1->z;
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dzdl_min = (dzdy + dzdx * dxdy_min);
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dzdl_max = dzdl_min + dzdx;
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}
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if (interpRGB) {
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r1 = l1->r;
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drdl_min = (drdy + drdx * dxdy_min);
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drdl_max = drdl_min + drdx;
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g1 = l1->g;
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dgdl_min = (dgdy + dgdx * dxdy_min);
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dgdl_max = dgdl_min + dgdx;
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b1 = l1->b;
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dbdl_min = (dbdy + dbdx * dxdy_min);
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dbdl_max = dbdl_min + dbdx;
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a1 = l1->a;
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dadl_min = (dady + dadx * dxdy_min);
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dadl_max = dadl_min + dadx;
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}
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if (interpST) {
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s1 = l1->s;
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dsdl_min = (dsdy + dsdx * dxdy_min);
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dsdl_max = dsdl_min + dsdx;
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t1 = l1->t;
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dtdl_min = (dtdy + dtdx * dxdy_min);
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dtdl_max = dtdl_min + dtdx;
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}
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if (interpSTZ) {
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sz1 = l1->sz;
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dszdl_min = (dszdy + dszdx * dxdy_min);
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dszdl_max = dszdl_min + dszdx;
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tz1 = l1->tz;
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dtzdl_min = (dtzdy + dtzdx * dxdy_min);
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dtzdl_max = dtzdl_min + dtzdx;
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}
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}
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// compute values for the right edge
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if (update_right) {
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dx2 = (pr2->x - pr1->x);
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dy2 = (pr2->y - pr1->y);
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if (dy2 > 0)
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dx2dy2 = (dx2 << 16) / dy2;
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else
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dx2dy2 = 0;
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x2 = pr1->x << 16;
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}
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// we draw all the scan line of the part
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while (nb_lines > 0) {
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nb_lines--;
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{
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if (drawLogic == DRAW_DEPTH_ONLY ||
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(drawLogic == DRAW_FLAT && !(interpST || interpSTZ))) {
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int pp;
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int n;
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unsigned int *pz;
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unsigned int z;
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n = (x2 >> 16) - x1;
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pp = pp1 + x1;
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if (interpZ) {
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pz = pz1 + x1;
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z = z1;
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}
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while (n >= 3) {
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if (drawLogic == DRAW_DEPTH_ONLY) {
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putPixelDepth<depthWrite>(this, pz, 0, z, dzdx);
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putPixelDepth<depthWrite>(this, pz, 1, z, dzdx);
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putPixelDepth<depthWrite>(this, pz, 2, z, dzdx);
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putPixelDepth<depthWrite>(this, pz, 3, z, dzdx);
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}
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if (drawLogic == DRAW_FLAT) {
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putPixelFlat<depthWrite>(this, pp, pz, 0, z, color, dzdx);
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putPixelFlat<depthWrite>(this, pp, pz, 1, z, color, dzdx);
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putPixelFlat<depthWrite>(this, pp, pz, 2, z, color, dzdx);
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putPixelFlat<depthWrite>(this, pp, pz, 3, z, color, dzdx);
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}
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if (interpZ) {
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pz += 4;
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}
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pp += 4;
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n -= 4;
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}
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while (n >= 0) {
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if (drawLogic == DRAW_DEPTH_ONLY) {
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putPixelDepth<depthWrite>(this, pz, 0, z, dzdx);
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}
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if (drawLogic == DRAW_FLAT) {
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putPixelFlat<depthWrite>(this, pp, pz, 0, z, color, dzdx);
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}
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if (interpZ) {
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pz += 1;
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}
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pp += 1;
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n -= 1;
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}
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} else if (drawLogic == DRAW_SHADOW_MASK) {
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unsigned char *pm;
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int n;
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n = (x2 >> 16) - x1;
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pm = pm1 + x1;
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while (n >= 3) {
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for (int a = 0; a <= 3; a++) {
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pm[a] = 0xff;
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}
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pm += 4;
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n -= 4;
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}
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while (n >= 0) {
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pm[0] = 0xff;
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pm += 1;
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n -= 1;
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}
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} else if (drawLogic == DRAW_SHADOW) {
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unsigned char *pm;
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int n;
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unsigned int *pz;
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unsigned int z;
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n = (x2 >> 16) - x1;
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int buf = pp1 + x1;
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pm = pm1 + x1;
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pz = pz1 + x1;
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z = z1;
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while (n >= 3) {
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for (int a = 0; a < 4; a++) {
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if (compareDepth(z, pz[a]) && pm[0]) {
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writePixel(buf + a, color);
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if (depthWrite) {
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pz[a] = z;
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}
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}
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z += dzdx;
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}
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pz += 4;
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pm += 4;
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buf += 4;
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n -= 4;
|
|
}
|
|
while (n >= 0) {
|
|
if (compareDepth(z, pz[0]) && pm[0]) {
|
|
writePixel(buf, color);
|
|
if (depthWrite) {
|
|
pz[0] = z;
|
|
}
|
|
}
|
|
pz += 1;
|
|
pm += 1;
|
|
buf += 1;
|
|
n -= 1;
|
|
}
|
|
} else if (drawLogic == DRAW_SMOOTH && !(interpST || interpSTZ)) {
|
|
unsigned int *pz;
|
|
int buf = pp1 + x1;
|
|
unsigned int z, rgb, drgbdx;
|
|
int n;
|
|
n = (x2 >> 16) - x1;
|
|
pz = pz1 + x1;
|
|
z = z1;
|
|
rgb = (r1 << 16) & 0xFFC00000;
|
|
rgb |= (g1 >> 5) & 0x000007FF;
|
|
rgb |= (b1 << 5) & 0x001FF000;
|
|
drgbdx = _drgbdx;
|
|
while (n >= 3) {
|
|
putPixelSmooth<depthWrite>(this, buf, pz, 0, z, tmp, rgb, dzdx, drgbdx);
|
|
putPixelSmooth<depthWrite>(this, buf, pz, 1, z, tmp, rgb, dzdx, drgbdx);
|
|
putPixelSmooth<depthWrite>(this, buf, pz, 2, z, tmp, rgb, dzdx, drgbdx);
|
|
putPixelSmooth<depthWrite>(this, buf, pz, 3, z, tmp, rgb, dzdx, drgbdx);
|
|
pz += 4;
|
|
buf += 4;
|
|
n -= 4;
|
|
}
|
|
while (n >= 0) {
|
|
putPixelSmooth<depthWrite>(this, buf, pz, 0, z, tmp, rgb, dzdx, drgbdx);
|
|
buf += 1;
|
|
pz += 1;
|
|
n -= 1;
|
|
}
|
|
} else if (interpST || interpSTZ) {
|
|
unsigned int *pz;
|
|
unsigned int s, t, z, rgb, a, drgbdx;
|
|
int n;
|
|
float sz, tz, fz, zinv;
|
|
n = (x2 >> 16) - x1;
|
|
fz = (float)z1;
|
|
zinv = (float)(1.0 / fz);
|
|
|
|
int buf = pp1 + x1;
|
|
|
|
pz = pz1 + x1;
|
|
z = z1;
|
|
sz = sz1;
|
|
tz = tz1;
|
|
rgb = (r1 << 16) & 0xFFC00000;
|
|
rgb |= (g1 >> 5) & 0x000007FF;
|
|
rgb |= (b1 << 5) & 0x001FF000;
|
|
a = a1;
|
|
drgbdx = _drgbdx;
|
|
while (n >= (NB_INTERP - 1)) {
|
|
{
|
|
float ss, tt;
|
|
ss = sz * zinv;
|
|
tt = tz * zinv;
|
|
s = (int)ss;
|
|
t = (int)tt;
|
|
dsdx = (int)((dszdx - ss * fdzdx) * zinv);
|
|
dtdx = (int)((dtzdx - tt * fdzdx) * zinv);
|
|
fz += fndzdx;
|
|
zinv = (float)(1.0 / fz);
|
|
}
|
|
for (int _a = 0; _a < 8; _a++) {
|
|
putPixelTextureMappingPerspective<depthWrite, interpRGB, drawLogic == DRAW_SMOOTH>(this, buf, textureFormat, texture,
|
|
pz, _a, z, t, s, tmp, rgb, a, dzdx, dsdx, dtdx, drgbdx, dadx);
|
|
}
|
|
pz += NB_INTERP;
|
|
buf += NB_INTERP;
|
|
n -= NB_INTERP;
|
|
sz += ndszdx;
|
|
tz += ndtzdx;
|
|
}
|
|
|
|
{
|
|
float ss, tt;
|
|
ss = sz * zinv;
|
|
tt = tz * zinv;
|
|
s = (int)ss;
|
|
t = (int)tt;
|
|
dsdx = (int)((dszdx - ss * fdzdx) * zinv);
|
|
dtdx = (int)((dtzdx - tt * fdzdx) * zinv);
|
|
}
|
|
|
|
while (n >= 0) {
|
|
putPixelTextureMappingPerspective<depthWrite, interpRGB, drawLogic == DRAW_SMOOTH>(this, buf, textureFormat, texture,
|
|
pz, 0, z, t, s, tmp, rgb, a, dzdx, dsdx, dtdx, drgbdx, dadx);
|
|
pz += 1;
|
|
buf += 1;
|
|
n -= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// left edge
|
|
error += derror;
|
|
if (error > 0) {
|
|
error -= 0x10000;
|
|
x1 += dxdy_max;
|
|
if (interpZ) {
|
|
z1 += dzdl_max;
|
|
}
|
|
|
|
if (interpRGB) {
|
|
r1 += drdl_max;
|
|
g1 += dgdl_max;
|
|
b1 += dbdl_max;
|
|
a1 += dadl_max;
|
|
}
|
|
|
|
if (interpST) {
|
|
s1 += dsdl_max;
|
|
t1 += dtdl_max;
|
|
}
|
|
|
|
if (interpSTZ) {
|
|
sz1 += dszdl_max;
|
|
tz1 += dtzdl_max;
|
|
}
|
|
} else {
|
|
x1 += dxdy_min;
|
|
if (interpZ) {
|
|
z1 += dzdl_min;
|
|
}
|
|
if (interpRGB) {
|
|
r1 += drdl_min;
|
|
g1 += dgdl_min;
|
|
b1 += dbdl_min;
|
|
a1 += dadl_min;
|
|
}
|
|
if (interpST) {
|
|
s1 += dsdl_min;
|
|
t1 += dtdl_min;
|
|
}
|
|
if (interpSTZ) {
|
|
sz1 += dszdl_min;
|
|
tz1 += dtzdl_min;
|
|
}
|
|
}
|
|
|
|
// right edge
|
|
x2 += dx2dy2;
|
|
|
|
// screen coordinates
|
|
pp1 += xsize;
|
|
pz1 += xsize;
|
|
|
|
if (drawLogic == DRAW_SHADOW || drawLogic == DRAW_SHADOW_MASK)
|
|
pm1 = pm1 + xsize;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FrameBuffer::fillTriangleDepthOnly(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = false;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = false;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_DEPTH_ONLY, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_DEPTH_ONLY, false>(p0, p1, p2);
|
|
}
|
|
|
|
void FrameBuffer::fillTriangleFlat(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = false;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = false;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_FLAT, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_FLAT, false>(p0, p1, p2);
|
|
}
|
|
|
|
// Smooth filled triangle.
|
|
void FrameBuffer::fillTriangleSmooth(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = true;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = false;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SMOOTH, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SMOOTH, false>(p0, p1, p2);
|
|
}
|
|
|
|
void FrameBuffer::fillTriangleTextureMappingPerspectiveSmooth(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = true;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = true;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SMOOTH, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SMOOTH, false>(p0, p1, p2);
|
|
}
|
|
|
|
void FrameBuffer::fillTriangleTextureMappingPerspectiveFlat(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = true;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = true;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_FLAT, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_FLAT, false>(p0, p1, p2);
|
|
}
|
|
|
|
void FrameBuffer::fillTriangleFlatShadowMask(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = false;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = false;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SHADOW_MASK, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SHADOW_MASK, false>(p0, p1, p2);
|
|
}
|
|
|
|
void FrameBuffer::fillTriangleFlatShadow(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
|
|
const bool interpZ = true;
|
|
const bool interpRGB = false;
|
|
const bool interpST = false;
|
|
const bool interpSTZ = false;
|
|
if (_depthWrite)
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SHADOW, true>(p0, p1, p2);
|
|
else
|
|
fillTriangle<interpRGB, interpZ, interpST, interpSTZ, DRAW_SHADOW, false>(p0, p1, p2);
|
|
}
|
|
|
|
} // end of namespace TinyGL
|