//! copies this surface into another, scaling it to fit it. void CImage::copyToScalingBoxFilter(IImage* target, SINT32 bias, bool blend) { const dimension2d<UINT32> destSize = target->getDimension(); const Real sourceXStep = (Real)Size.Width / (Real)destSize.Width; const Real sourceYStep = (Real)Size.Height / (Real)destSize.Height; target->lock(); SINT32 fx = ceil32(sourceXStep); SINT32 fy = ceil32(sourceYStep); Real sx; Real sy; sy = 0.f; for (UINT32 y = 0; y != destSize.Height; ++y) { sx = 0.f; for (UINT32 x = 0; x != destSize.Width; ++x) { target->setPixel(x, y, getPixelBox(floor32(sx), floor32(sy), fx, fy, bias), blend); sx += sourceXStep; } sy += sourceYStep; } target->unlock(); }
//! to be called every frame void CFPSCounter::registerFrame(u32 now, u32 primitivesDrawn) { ++FramesCounted; PrimitiveTotal += primitivesDrawn; PrimitivesCounted += primitivesDrawn; Primitive = primitivesDrawn; const u32 milliseconds = now - StartTime; if (milliseconds >= 1500 ) { const f32 invMilli = reciprocal ( (f32) milliseconds ); FPS = ceil32 ( ( 1000 * FramesCounted ) * invMilli ); PrimitiveAverage = ceil32 ( ( 1000 * PrimitivesCounted ) * invMilli ); FramesCounted = 0; PrimitivesCounted = 0; StartTime = now; } }
/*! */ inline void CTRTextureDetailMap2::scanline_bilinear ( sScanLineData * data ) const { tVideoSample *dst; #ifdef IPOL_Z TZBufferType2 *z; #endif s32 xStart; s32 xEnd; s32 dx; f32 invDeltaX; #ifdef SUBTEXEL f32 subPixel; #endif #ifdef IPOL_Z f32 slopeZ; #endif #ifdef IPOL_W f32 slopeW; #endif #ifdef IPOL_C sVec4 slopeC; #endif #ifdef IPOL_T0 sVec2 slopeT0; #endif #ifdef IPOL_T1 sVec2 slopeT1; #endif // apply top-left fill-convention, left xStart = ceil32( data->x[0] ); xEnd = ceil32( data->x[1] ) - 1; dx = xEnd - xStart; if ( dx < 0 ) return; // slopes invDeltaX = data->x[1] - data->x[0]; invDeltaX = inverse32 ( invDeltaX ); #ifdef IPOL_Z slopeZ = (data->z[1] - data->z[0]) * invDeltaX; #endif #ifdef IPOL_W slopeW = (data->w[1] - data->w[0]) * invDeltaX; #endif #ifdef IPOL_C slopeC = (data->c[1] - data->c[0]) * invDeltaX; #endif #ifdef IPOL_T0 slopeT0 = (data->t0[1] - data->t0[0]) * invDeltaX; #endif #ifdef IPOL_T1 slopeT1 = (data->t1[1] - data->t1[0]) * invDeltaX; #endif #ifdef SUBTEXEL subPixel = ( (f32) xStart ) - data->x[0]; #ifdef IPOL_Z data->z[0] += slopeZ * subPixel; #endif #ifdef IPOL_W data->w[0] += slopeW * subPixel; #endif #ifdef IPOL_C data->c[0] += slopeC * subPixel; #endif #ifdef IPOL_T0 data->t0[0] += slopeT0 * subPixel; #endif #ifdef IPOL_T1 data->t1[0] += slopeT1 * subPixel; #endif #endif dst = lockedSurface + ( data->y * SurfaceWidth ) + xStart; #ifdef IPOL_Z z = lockedZBuffer + ( data->y * SurfaceWidth ) + xStart; #endif #ifdef IPOL_W f32 inversew; #endif tFixPoint tx0, tx1; tFixPoint ty0, ty1; tFixPoint r0, g0, b0; tFixPoint r1, g1, b1; tFixPoint r2, g2, b2; for ( s32 i = 0; i <= dx; ++i ) { #ifdef CMP_Z if ( data->z[0] < z[i] ) #endif { #ifdef IPOL_W inversew = inverse32 ( data->w[0] ); tx0 = f32_to_fixPoint ( data->t0[0].x * inversew); ty0 = f32_to_fixPoint ( data->t0[0].y * inversew); tx1 = f32_to_fixPoint ( data->t1[0].x * inversew); ty1 = f32_to_fixPoint ( data->t1[0].y * inversew); #else tx0 = f32_to_fixPoint ( data->t0[0].x ); ty0 = f32_to_fixPoint ( data->t0[0].y ); tx1 = f32_to_fixPoint ( data->t1[0].x ); ty1 = f32_to_fixPoint ( data->t1[0].y ); #endif getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 ); getSample_texture ( r1, g1, b1, &IT[1], tx1,ty1 ); #define FIX_POINT_HALF_COLOR ( (tFixPoint) ( ((f32) COLOR_MAX / 2.f * FIX_POINT_F32_MUL ) ) ) // bias half color r1 += -FIX_POINT_HALF_COLOR; g1 += -FIX_POINT_HALF_COLOR; b1 += -FIX_POINT_HALF_COLOR; r2 = clampfix_mincolor ( clampfix_maxcolor ( r0 + r1 ) ); g2 = clampfix_mincolor ( clampfix_maxcolor ( g0 + g1 ) ); b2 = clampfix_mincolor ( clampfix_maxcolor ( b0 + b1 ) ); dst[i] = fix_to_color ( r2, g2, b2 ); #ifdef WRITE_Z z[i] = data->z[0]; #endif } #ifdef IPOL_Z data->z[0] += slopeZ; #endif #ifdef IPOL_W data->w[0] += slopeW; #endif #ifdef IPOL_C data->c[0] += slopeC; #endif #ifdef IPOL_T0 data->t0[0] += slopeT0; #endif #ifdef IPOL_T1 data->t1[0] += slopeT1; #endif } }
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 }
/*! */ inline void CTRTextureGouraud2::scanline_bilinear ( sScanLineData * data ) const { tVideoSample *dst; #ifdef IPOL_Z TZBufferType2 *z; #endif s32 xStart; s32 xEnd; s32 dx; f32 invDeltaX; #ifdef SUBTEXEL f32 subPixel; #endif #ifdef IPOL_Z f32 slopeZ; #endif #ifdef IPOL_W f32 slopeW; #endif #ifdef IPOL_C sVec4 slopeC; #endif #ifdef IPOL_T0 sVec2 slopeT0; #endif #ifdef IPOL_T1 sVec2 slopeT1; #endif // apply top-left fill-convention, left xStart = ceil32( data->x[0] ); xEnd = ceil32( data->x[1] ) - 1; dx = xEnd - xStart; if ( dx < 0 ) return; // slopes invDeltaX = data->x[1] - data->x[0]; invDeltaX = inverse32 ( invDeltaX ); #ifdef IPOL_Z slopeZ = (data->z[1] - data->z[0]) * invDeltaX; #endif #ifdef IPOL_W slopeW = (data->w[1] - data->w[0]) * invDeltaX; #endif #ifdef IPOL_C slopeC = (data->c[1] - data->c[0]) * invDeltaX; #endif #ifdef IPOL_T0 slopeT0 = (data->t0[1] - data->t0[0]) * invDeltaX; #endif #ifdef IPOL_T1 slopeT1 = (data->t1[1] - data->t1[0]) * invDeltaX; #endif #ifdef SUBTEXEL subPixel = ( (f32) xStart ) - data->x[0]; #ifdef IPOL_Z data->z[0] += slopeZ * subPixel; #endif #ifdef IPOL_W data->w[0] += slopeW * subPixel; #endif #ifdef IPOL_C data->c[0] += slopeC * subPixel; #endif #ifdef IPOL_T0 data->t0[0] += slopeT0 * subPixel; #endif #ifdef IPOL_T1 data->t1[0] += slopeT1 * subPixel; #endif #endif dst = lockedSurface + ( data->y * SurfaceWidth ) + xStart; #ifdef IPOL_Z z = lockedZBuffer + ( data->y * SurfaceWidth ) + xStart; #endif #ifdef IPOL_W f32 inversew; #endif tFixPoint tx0; tFixPoint ty0; tFixPoint r0, g0, b0; #ifdef IPOL_C tFixPoint r1, g1, b1; tFixPoint r2, g2, b2; #endif for ( s32 i = 0; i <= dx; ++i ) { #ifdef CMP_Z if ( data->z[0] < z[i] ) #endif { #ifdef IPOL_W inversew = inverse32 ( data->w[0] ); tx0 = f32_to_fixPoint ( data->t0[0].x * inversew); ty0 = f32_to_fixPoint ( data->t0[0].y * inversew); #ifdef IPOL_C getSample_plain ( r1, g1, b1, data->c[0] * inversew ); #endif #else tx0 = f32_to_fixPoint ( data->t0[0].x ); ty0 = f32_to_fixPoint ( data->t0[0].y ); #ifdef IPOL_C getSample_plain ( r1, g1, b1, data->c[0] ); #endif #endif #ifdef IPOL_C getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 ); r2 = imulFix ( r0, r1 ); g2 = imulFix ( g0, g1 ); b2 = imulFix ( b0, b1 ); dst[i] = fix_to_color ( r2, g2, b2 ); #else getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 ); dst[i] = fix_to_color ( r0, g0, b0 ); #endif #ifdef WRITE_Z z[i] = data->z[0]; #endif } #ifdef IPOL_Z data->z[0] += slopeZ; #endif #ifdef IPOL_W data->w[0] += slopeW; #endif #ifdef IPOL_C data->c[0] += slopeC; #endif #ifdef IPOL_T0 data->t0[0] += slopeT0; #endif #ifdef IPOL_T1 data->t1[0] += slopeT1; #endif } }