void CTRTextureGouraudAddNoZ2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
{
	// sort on height, y
	if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
	if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);
	if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);

	const f32 ca = c->Pos.y - a->Pos.y;
	const f32 ba = b->Pos.y - a->Pos.y;
	const f32 cb = c->Pos.y - b->Pos.y;
	// calculate delta y of the edges
	scan.invDeltaY[0] = core::reciprocal( ca );
	scan.invDeltaY[1] = core::reciprocal( ba );
	scan.invDeltaY[2] = core::reciprocal( cb );

	if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
		return;

	// find if the major edge is left or right aligned
	f32 temp[4];

	temp[0] = a->Pos.x - c->Pos.x;
	temp[1] = -ca;
	temp[2] = b->Pos.x - a->Pos.x;
	temp[3] = ba;

	scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > 0.f ? 0 : 1;
	scan.right = 1 - scan.left;

	// calculate slopes for the major edge
	scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
	scan.x[0] = a->Pos.x;

#ifdef IPOL_Z
	scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
	scan.z[0] = a->Pos.z;
#endif

#ifdef IPOL_W
	scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
	scan.w[0] = a->Pos.w;
#endif

#ifdef IPOL_C0
	scan.slopeC[0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
	scan.c[0] = a->Color[0];
#endif

#ifdef IPOL_T0
	scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
	scan.t[0][0] = a->Tex[0];
#endif

#ifdef IPOL_T1
	scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
	scan.t[1][0] = a->Tex[1];
#endif

	// top left fill convention y run
	s32 yStart;
	s32 yEnd;

#ifdef SUBTEXEL
	f32 subPixel;
#endif

	// rasterize upper sub-triangle
	if ( (f32) 0.0 != scan.invDeltaY[1]  )
	{
		// calculate slopes for top edge
		scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
		scan.x[1] = a->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
		scan.z[1] = a->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
		scan.w[1] = a->Pos.w;
#endif

#ifdef IPOL_C0
		scan.slopeC[1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
		scan.c[1] = a->Color[0];
#endif

#ifdef IPOL_T0
		scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
		scan.t[0][1] = a->Tex[0];
#endif

#ifdef IPOL_T1
		scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
		scan.t[1][1] = a->Tex[1];
#endif

		// apply top-left fill convention, top part
		yStart = core::ceil32( a->Pos.y );
		yEnd = core::ceil32( b->Pos.y ) - 1;

#ifdef SUBTEXEL
		subPixel = ( (f32) yStart ) - a->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;		

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;		
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;		
#endif

#ifdef IPOL_C0
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;		
#endif

#ifdef IPOL_T0
		scan.t[0][0] += scan.slopeT[0][0] * subPixel;
		scan.t[0][1] += scan.slopeT[0][1] * subPixel;		
#endif

#ifdef IPOL_T1
		scan.t[1][0] += scan.slopeT[1][0] * subPixel;
		scan.t[1][1] += scan.slopeT[1][1] * subPixel;		
#endif

#endif

		// rasterize the edge scanlines
		for( line.y = yStart; line.y <= yEnd; ++line.y)
		{
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C0
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t[0][scan.left] = scan.t[0][0];
			line.t[0][scan.right] = scan.t[0][1];
#endif

#ifdef IPOL_T1
			line.t[1][scan.left] = scan.t[1][0];
			line.t[1][scan.right] = scan.t[1][1];
#endif

			// render a scanline
			scanline_bilinear ();

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C0
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t[0][0] += scan.slopeT[0][0];
			scan.t[0][1] += scan.slopeT[0][1];
#endif

#ifdef IPOL_T1
			scan.t[1][0] += scan.slopeT[1][0];
			scan.t[1][1] += scan.slopeT[1][1];
#endif

		}
	}

	// rasterize lower sub-triangle
	if ( (f32) 0.0 != scan.invDeltaY[2] )
	{
		// advance to middle point
		if( (f32) 0.0 != scan.invDeltaY[1] )
		{
			temp[0] = b->Pos.y - a->Pos.y;	// dy

			scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
#ifdef IPOL_Z
			scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
#endif
#ifdef IPOL_W
			scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
#endif
#ifdef IPOL_C0
			scan.c[0] = a->Color[0] + scan.slopeC[0] * temp[0];
#endif
#ifdef IPOL_T0
			scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
#endif
#ifdef IPOL_T1
			scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
#endif

		}

		// calculate slopes for bottom edge
		scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
		scan.x[1] = b->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
		scan.z[1] = b->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
		scan.w[1] = b->Pos.w;
#endif

#ifdef IPOL_C0
		scan.slopeC[1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
		scan.c[1] = b->Color[0];
#endif

#ifdef IPOL_T0
		scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
		scan.t[0][1] = b->Tex[0];
#endif

#ifdef IPOL_T1
		scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
		scan.t[1][1] = b->Tex[1];
#endif

		// apply top-left fill convention, top part
		yStart = core::ceil32( b->Pos.y );
		yEnd = core::ceil32( c->Pos.y ) - 1;

#ifdef SUBTEXEL

		subPixel = ( (f32) yStart ) - b->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;		

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;		
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;		
#endif

#ifdef IPOL_C0
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;		
#endif

#ifdef IPOL_T0
		scan.t[0][0] += scan.slopeT[0][0] * subPixel;
		scan.t[0][1] += scan.slopeT[0][1] * subPixel;		
#endif

#ifdef IPOL_T1
		scan.t[1][0] += scan.slopeT[1][0] * subPixel;
		scan.t[1][1] += scan.slopeT[1][1] * subPixel;		
#endif

#endif

		// rasterize the edge scanlines
		for( line.y = yStart; line.y <= yEnd; ++line.y)
		{
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C0
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t[0][scan.left] = scan.t[0][0];
			line.t[0][scan.right] = scan.t[0][1];
#endif

#ifdef IPOL_T1
			line.t[1][scan.left] = scan.t[1][0];
			line.t[1][scan.right] = scan.t[1][1];
#endif

			// render a scanline
			scanline_bilinear ( );

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C0
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t[0][0] += scan.slopeT[0][0];
			scan.t[0][1] += scan.slopeT[0][1];
#endif

#ifdef IPOL_T1
			scan.t[1][0] += scan.slopeT[1][0];
			scan.t[1][1] += scan.slopeT[1][1];
#endif

		}
	}

}
예제 #2
0
void CTRTextureLightMap2_Add::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
{
	// sort on height, y
	if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
	if ( F32_A_GREATER_B ( a->Pos.y , c->Pos.y ) ) swapVertexPointer(&a, &c);
	if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);


	// calculate delta y of the edges
	scan.invDeltaY[0] = core::reciprocal ( c->Pos.y - a->Pos.y );
	scan.invDeltaY[1] = core::reciprocal ( b->Pos.y - a->Pos.y );
	scan.invDeltaY[2] = core::reciprocal ( c->Pos.y - b->Pos.y );

	if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
		return;


	// find if the major edge is left or right aligned
	f32 temp[4];

	temp[0] = a->Pos.x - c->Pos.x;
	temp[1] = a->Pos.y - c->Pos.y;
	temp[2] = b->Pos.x - a->Pos.x;
	temp[3] = b->Pos.y - a->Pos.y;

	scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > (f32) 0.0 ? 0 : 1;
	scan.right = 1 - scan.left;

	// calculate slopes for the major edge
	scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
	scan.x[0] = a->Pos.x;

#ifdef IPOL_Z
	scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
	scan.z[0] = a->Pos.z;
#endif

#ifdef IPOL_W
	scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
	scan.w[0] = a->Pos.w;
#endif

#ifdef IPOL_C0
	scan.slopeC[0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
	scan.c[0] = a->Color[0];
#endif

#ifdef IPOL_T0
	scan.slopeT0[0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
	scan.t0[0] = a->Tex[0];
#endif

#ifdef IPOL_T1
	scan.slopeT1[0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
	scan.t1[0] = a->Tex[1];
#endif

	// top left fill convention y run
	s32 yStart;
	s32 yEnd;

#ifdef SUBTEXEL
	f32 subPixel;
#endif

	// query access to TexMaps

	lockedSurface = (tVideoSample*)RenderTarget->lock();

#ifdef USE_ZBUFFER
	lockedZBuffer = ZBuffer->lock();
#endif

#ifdef IPOL_T0
	IT[0].data = (tVideoSample*)IT[0].Texture->lock();
#endif

#ifdef IPOL_T1
	IT[1].data = (tVideoSample*)IT[1].Texture->lock();
#endif



	// rasterize upper sub-triangle
	if ( (f32) 0.0 != scan.invDeltaY[1]  )
	{
		// calculate slopes for top edge
		scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
		scan.x[1] = a->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
		scan.z[1] = a->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
		scan.w[1] = a->Pos.w;
#endif

#ifdef IPOL_C0
		scan.slopeC[1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
		scan.c[1] = a->Color[0];
#endif

#ifdef IPOL_T0
		scan.slopeT0[1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
		scan.t0[1] = a->Tex[0];
#endif

#ifdef IPOL_T1
		scan.slopeT1[1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
		scan.t1[1] = a->Tex[1];
#endif

		// apply top-left fill convention, top part
		yStart = core::ceil32( a->Pos.y );
		yEnd = core::ceil32( b->Pos.y ) - 1;

#ifdef SUBTEXEL
		subPixel = ( (f32) yStart ) - a->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;		

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;		
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;		
#endif

#ifdef IPOL_C0
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;		
#endif

#ifdef IPOL_T0
		scan.t0[0] += scan.slopeT0[0] * subPixel;
		scan.t0[1] += scan.slopeT0[1] * subPixel;		
#endif

#ifdef IPOL_T1
		scan.t1[0] += scan.slopeT1[0] * subPixel;
		scan.t1[1] += scan.slopeT1[1] * subPixel;		
#endif

#endif

		// rasterize the edge scanlines
		for( line.y = yStart; line.y <= yEnd; ++line.y)
		{
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C0
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t0[scan.left] = scan.t0[0];
			line.t0[scan.right] = scan.t0[1];
#endif

#ifdef IPOL_T1
			line.t1[scan.left] = scan.t1[0];
			line.t1[scan.right] = scan.t1[1];
#endif

			// render a scanline
			scanline_bilinear ();

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C0
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t0[0] += scan.slopeT0[0];
			scan.t0[1] += scan.slopeT0[1];
#endif

#ifdef IPOL_T1
			scan.t1[0] += scan.slopeT1[0];
			scan.t1[1] += scan.slopeT1[1];
#endif

		}
	}

	// rasterize lower sub-triangle
	if ( (f32) 0.0 != scan.invDeltaY[2] )
	{
		// advance to middle point
		if( (f32) 0.0 != scan.invDeltaY[1] )
		{
			temp[0] = b->Pos.y - a->Pos.y;	// dy

			scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
#ifdef IPOL_Z
			scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
#endif
#ifdef IPOL_W
			scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
#endif
#ifdef IPOL_C0
			scan.c[0] = a->Color[0] + scan.slopeC[0] * temp[0];
#endif
#ifdef IPOL_T0
			scan.t0[0] = a->Tex[0] + scan.slopeT0[0] * temp[0];
#endif
#ifdef IPOL_T1
			scan.t1[0] = a->Tex[1] + scan.slopeT1[0] * temp[0];
#endif

		}

		// calculate slopes for bottom edge
		scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
		scan.x[1] = b->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
		scan.z[1] = b->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
		scan.w[1] = b->Pos.w;
#endif

#ifdef IPOL_C0
		scan.slopeC[1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
		scan.c[1] = b->Color[0];
#endif

#ifdef IPOL_T0
		scan.slopeT0[1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
		scan.t0[1] = b->Tex[0];
#endif

#ifdef IPOL_T1
		scan.slopeT1[1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
		scan.t1[1] = b->Tex[1];
#endif

		// apply top-left fill convention, top part
		yStart = core::ceil32( b->Pos.y );
		yEnd = core::ceil32( c->Pos.y ) - 1;

#ifdef SUBTEXEL

		subPixel = ( (f32) yStart ) - b->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;		

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;		
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;		
#endif

#ifdef IPOL_C0
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;		
#endif

#ifdef IPOL_T0
		scan.t0[0] += scan.slopeT0[0] * subPixel;
		scan.t0[1] += scan.slopeT0[1] * subPixel;		
#endif

#ifdef IPOL_T1
		scan.t1[0] += scan.slopeT1[0] * subPixel;
		scan.t1[1] += scan.slopeT1[1] * subPixel;		
#endif

#endif

		// rasterize the edge scanlines
		for( line.y = yStart; line.y <= yEnd; ++line.y)
		{
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C0
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t0[scan.left] = scan.t0[0];
			line.t0[scan.right] = scan.t0[1];
#endif

#ifdef IPOL_T1
			line.t1[scan.left] = scan.t1[0];
			line.t1[scan.right] = scan.t1[1];
#endif

			// render a scanline
			scanline_bilinear ();

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C0
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t0[0] += scan.slopeT0[0];
			scan.t0[1] += scan.slopeT0[1];
#endif

#ifdef IPOL_T1
			scan.t1[0] += scan.slopeT1[0];
			scan.t1[1] += scan.slopeT1[1];
#endif

		}
	}

	RenderTarget->unlock();

#ifdef USE_ZBUFFER
	ZBuffer->unlock();
#endif

#ifdef IPOL_T0
	IT[0].Texture->unlock();
#endif

#ifdef IPOL_T1
	IT[1].Texture->unlock();
#endif

}
예제 #3
0
void CTRTextureDetailMap2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
{
	sScanConvertData scan;
	sScanLineData line;


	// sort on height, y
	if ( a->Pos.y > b->Pos.y ) swapVertices(&a, &b);
	if ( a->Pos.y > c->Pos.y ) swapVertices(&a, &c);
	if ( b->Pos.y > c->Pos.y ) swapVertices(&b, &c);


	// calculate delta y of the edges
	scan.invDeltaY[0] = c->Pos.y - a->Pos.y;
	scan.invDeltaY[1] = b->Pos.y - a->Pos.y;
	scan.invDeltaY[2] = c->Pos.y - b->Pos.y;

	scan.invDeltaY[0] = inverse32 ( scan.invDeltaY[0] );
	scan.invDeltaY[1] = inverse32 ( scan.invDeltaY[1] );
	scan.invDeltaY[2] = inverse32 ( scan.invDeltaY[2] );

	if ( (f32) 0.0 == scan.invDeltaY[0] )
		return;

	// find if the major edge is left or right aligned
	f32 temp[4];

	temp[0] = a->Pos.x - c->Pos.x;
	temp[1] = a->Pos.y - c->Pos.y;
	temp[2] = b->Pos.x - a->Pos.x;
	temp[3] = b->Pos.y - a->Pos.y;

	scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > (f32) 0.0 ? 0 : 1;
	scan.right = 1 - scan.left;

	// calculate slopes for the major edge
	scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
	scan.x[0] = a->Pos.x;

#ifdef IPOL_Z
	scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
	scan.z[0] = a->Pos.z;
#endif

#ifdef IPOL_W
	scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
	scan.w[0] = a->Pos.w;
#endif

#ifdef IPOL_C
	scan.slopeC[0] = (c->Color - a->Color) * scan.invDeltaY[0];
	scan.c[0] = a->Color;
#endif

#ifdef IPOL_T0
	scan.slopeT0[0] = (c->Tex0 - a->Tex0) * scan.invDeltaY[0];
	scan.t0[0] = a->Tex0;
#endif

#ifdef IPOL_T1
	scan.slopeT1[0] = (c->Tex1 - a->Tex1) * scan.invDeltaY[0];
	scan.t1[0] = a->Tex1;
#endif

	// top left fill convention y run
	s32 yStart;
	s32 yEnd;
	s32 y;

#ifdef SUBTEXEL
	f32 subPixel;
#endif

	lockedSurface = (tVideoSample*)RenderTarget->lock();

#ifdef IPOL_Z
	lockedZBuffer = ZBuffer->lock();
#endif

#ifdef IPOL_T0
	IT[0].data = (tVideoSample*)IT[0].Texture->lock();
#endif

#ifdef IPOL_T1
	IT[1].data = (tVideoSample*)IT[1].Texture->lock();
#endif

	// rasterize upper sub-triangle
	if ( (f32) 0.0 != scan.invDeltaY[1]  )
	{
		// calculate slopes for top edge
		scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
		scan.x[1] = a->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
		scan.z[1] = a->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
		scan.w[1] = a->Pos.w;
#endif

#ifdef IPOL_C
		scan.slopeC[1] = (b->Color - a->Color) * scan.invDeltaY[1];
		scan.c[1] = a->Color;
#endif

#ifdef IPOL_T0
		scan.slopeT0[1] = (b->Tex0 - a->Tex0) * scan.invDeltaY[1];
		scan.t0[1] = a->Tex0;
#endif

#ifdef IPOL_T1
		scan.slopeT1[1] = (b->Tex1 - a->Tex1) * scan.invDeltaY[1];
		scan.t1[1] = a->Tex1;
#endif

		// apply top-left fill convention, top part
		yStart = ceil32( a->Pos.y );
		yEnd = ceil32( b->Pos.y ) - 1;

#ifdef SUBTEXEL
		subPixel = ( (f32) yStart ) - a->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;		

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;		
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;		
#endif

#ifdef IPOL_C
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;		
#endif

#ifdef IPOL_T0
		scan.t0[0] += scan.slopeT0[0] * subPixel;
		scan.t0[1] += scan.slopeT0[1] * subPixel;		
#endif

#ifdef IPOL_T1
		scan.t1[0] += scan.slopeT1[0] * subPixel;
		scan.t1[1] += scan.slopeT1[1] * subPixel;		
#endif

#endif

		// rasterize the edge scanlines
		for( y = yStart; y <= yEnd; ++y)
		{
			line.y = y;

			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t0[scan.left] = scan.t0[0];
			line.t0[scan.right] = scan.t0[1];
#endif

#ifdef IPOL_T1
			line.t1[scan.left] = scan.t1[0];
			line.t1[scan.right] = scan.t1[1];
#endif

			// render a scanline
			scanline_bilinear ( &line );

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t0[0] += scan.slopeT0[0];
			scan.t0[1] += scan.slopeT0[1];
#endif

#ifdef IPOL_T1
			scan.t1[0] += scan.slopeT1[0];
			scan.t1[1] += scan.slopeT1[1];
#endif

		}
	}

	// rasterize lower sub-triangle
	if ( (f32) 0.0 != scan.invDeltaY[2] )
	{
		// advance to middle point
		if( (f32) 0.0 != scan.invDeltaY[1] )
		{
			temp[0] = b->Pos.y - a->Pos.y;	// dy

			scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
#ifdef IPOL_Z
			scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
#endif
#ifdef IPOL_W
			scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
#endif
#ifdef IPOL_C
			scan.c[0] = a->Color + scan.slopeC[0] * temp[0];
#endif
#ifdef IPOL_T0
			scan.t0[0] = a->Tex0 + scan.slopeT0[0] * temp[0];
#endif
#ifdef IPOL_T1
			scan.t1[0] = a->Tex1 + scan.slopeT1[0] * temp[0];
#endif

		}

		// calculate slopes for bottom edge
		scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
		scan.x[1] = b->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
		scan.z[1] = b->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
		scan.w[1] = b->Pos.w;
#endif

#ifdef IPOL_C
		scan.slopeC[1] = (c->Color - b->Color) * scan.invDeltaY[2];
		scan.c[1] = b->Color;
#endif

#ifdef IPOL_T0
		scan.slopeT0[1] = (c->Tex0 - b->Tex0) * scan.invDeltaY[2];
		scan.t0[1] = b->Tex0;
#endif

#ifdef IPOL_T1
		scan.slopeT1[1] = (c->Tex1 - b->Tex1) * scan.invDeltaY[2];
		scan.t1[1] = b->Tex1;
#endif

		// apply top-left fill convention, top part
		yStart = ceil32( b->Pos.y );
		yEnd = ceil32( c->Pos.y ) - 1;

#ifdef SUBTEXEL

		subPixel = ( (f32) yStart ) - b->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;		

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;		
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;		
#endif

#ifdef IPOL_C
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;		
#endif

#ifdef IPOL_T0
		scan.t0[0] += scan.slopeT0[0] * subPixel;
		scan.t0[1] += scan.slopeT0[1] * subPixel;		
#endif

#ifdef IPOL_T1
		scan.t1[0] += scan.slopeT1[0] * subPixel;
		scan.t1[1] += scan.slopeT1[1] * subPixel;		
#endif

#endif

		// rasterize the edge scanlines
		for( y = yStart; y <= yEnd; ++y)
		{
			line.y = y;
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t0[scan.left] = scan.t0[0];
			line.t0[scan.right] = scan.t0[1];
#endif

#ifdef IPOL_T1
			line.t1[scan.left] = scan.t1[0];
			line.t1[scan.right] = scan.t1[1];
#endif

			// render a scanline
			scanline_bilinear ( &line );

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t0[0] += scan.slopeT0[0];
			scan.t0[1] += scan.slopeT0[1];
#endif

#ifdef IPOL_T1
			scan.t1[0] += scan.slopeT1[0];
			scan.t1[1] += scan.slopeT1[1];
#endif

		}
	}

	RenderTarget->unlock();

#ifdef IPOL_Z
	ZBuffer->unlock();
#endif

#ifdef IPOL_T0
	IT[0].Texture->unlock();
#endif

#ifdef IPOL_T1
	IT[1].Texture->unlock();
#endif

}