shithub: tinygl

ref: 187cf4397cc5b44b2c1794231efda7117c4fc651
dir: /src/ztriangle.h/

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/*
 * We draw a triangle with various GLinterpolations
 */

{
	ZBufferPoint *t, *pr1, *pr2, *l1, *l2;
	GLfloat fdx1, fdx2, fdy1, fdy2, fz, d1, d2;
	GLushort* pz1;
	PIXEL* pp1;
	GLint part, update_left, update_right;

	GLint nb_lines, dx1, dy1, tmp, dx2, dy2;
#if TGL_FEATURE_POLYGON_STIPPLE == 1
	GLushort the_y;
#endif
	GLint error, derror;
	GLint x1, dxdy_min, dxdy_max;
	/* warning: x2 is multiplied by 2^16 */
	GLint x2, dx2dy2;

#ifdef INTERP_Z
	GLint z1, dzdx, dzdy, dzdl_min, dzdl_max;
#endif
#ifdef INTERP_RGB
	GLint r1, drdx, drdy, drdl_min, drdl_max;
	GLint g1, dgdx, dgdy, dgdl_min, dgdl_max;
	GLint b1, dbdx, dbdy, dbdl_min, dbdl_max;
#endif
#ifdef INTERP_ST
	GLint s1, dsdx, dsdy, dsdl_min, dsdl_max;
	GLint t1, dtdx, dtdy, dtdl_min, dtdl_max;
#endif
#ifdef INTERP_STZ
	GLfloat sz1, dszdx, dszdy, dszdl_min, dszdl_max;
	GLfloat tz1, dtzdx, dtzdy, dtzdl_min, dtzdl_max;
#endif

	/* we sort the vertex with increasing y */
	if (p1->y < p0->y) {
		t = p0;
		p0 = p1;
		p1 = t;
	}
	if (p2->y < p0->y) {
		t = p2;
		p2 = p1;
		p1 = p0;
		p0 = t;
	} else if (p2->y < p1->y) {
		t = p1;
		p1 = p2;
		p2 = t;
	}

	/* we compute dXdx and dXdy for all GLinterpolated values */

	fdx1 = p1->x - p0->x;
	fdy1 = p1->y - p0->y;

	fdx2 = p2->x - p0->x;
	fdy2 = p2->y - p0->y;

	fz = fdx1 * fdy2 - fdx2 * fdy1;
	if (fz == 0)
		return;
	fz = 1.0 / fz;

	fdx1 *= fz;
	fdy1 *= fz;
	fdx2 *= fz;
	fdy2 *= fz;

#ifdef INTERP_Z
	d1 = p1->z - p0->z;
	d2 = p2->z - p0->z;
	dzdx = (GLint)(fdy2 * d1 - fdy1 * d2);
	dzdy = (GLint)(fdx1 * d2 - fdx2 * d1);
#endif

#ifdef INTERP_RGB
	d1 = p1->r - p0->r;
	d2 = p2->r - p0->r;
	drdx = (GLint)(fdy2 * d1 - fdy1 * d2);
	drdy = (GLint)(fdx1 * d2 - fdx2 * d1);

	d1 = p1->g - p0->g;
	d2 = p2->g - p0->g;
	dgdx = (GLint)(fdy2 * d1 - fdy1 * d2);
	dgdy = (GLint)(fdx1 * d2 - fdx2 * d1);

	d1 = p1->b - p0->b;
	d2 = p2->b - p0->b;
	dbdx = (GLint)(fdy2 * d1 - fdy1 * d2);
	dbdy = (GLint)(fdx1 * d2 - fdx2 * d1);

#endif

#ifdef INTERP_ST
	d1 = p1->s - p0->s;
	d2 = p2->s - p0->s;
	dsdx = (GLint)(fdy2 * d1 - fdy1 * d2);
	dsdy = (GLint)(fdx1 * d2 - fdx2 * d1);

	d1 = p1->t - p0->t;
	d2 = p2->t - p0->t;
	dtdx = (GLint)(fdy2 * d1 - fdy1 * d2);
	dtdy = (GLint)(fdx1 * d2 - fdx2 * d1);
#endif

#ifdef INTERP_STZ
	{
		GLfloat zz;
		zz = (GLfloat)p0->z;
		p0->sz = (GLfloat)p0->s * zz;
		p0->tz = (GLfloat)p0->t * zz;
		zz = (GLfloat)p1->z;
		p1->sz = (GLfloat)p1->s * zz;
		p1->tz = (GLfloat)p1->t * zz;
		zz = (GLfloat)p2->z;
		p2->sz = (GLfloat)p2->s * zz;
		p2->tz = (GLfloat)p2->t * zz;

		d1 = p1->sz - p0->sz;
		d2 = p2->sz - p0->sz;
		dszdx = (fdy2 * d1 - fdy1 * d2);
		dszdy = (fdx1 * d2 - fdx2 * d1);

		d1 = p1->tz - p0->tz;
		d2 = p2->tz - p0->tz;
		dtzdx = (fdy2 * d1 - fdy1 * d2);
		dtzdy = (fdx1 * d2 - fdx2 * d1);
	}
#endif

	/* screen coordinates */

	pp1 = (PIXEL*)((GLbyte*)zb->pbuf + zb->linesize * p0->y);
#if TGL_FEATURE_POLYGON_STIPPLE == 1
	the_y = p0->y;
#endif
	pz1 = zb->zbuf + p0->y * zb->xsize;

	DRAW_INIT();

	for (part = 0; part < 2; part++) {
		if (part == 0) {
			if (fz > 0) {
				update_left = 1;
				update_right = 1;
				l1 = p0;
				l2 = p2;
				pr1 = p0;
				pr2 = p1;
			} else {
				update_left = 1;
				update_right = 1;
				l1 = p0;
				l2 = p1;
				pr1 = p0;
				pr2 = p2;
			}
			nb_lines = p1->y - p0->y;
		} else {
			/* second part */
			if (fz > 0) {
				update_left = 0;
				update_right = 1;
				pr1 = p1;
				pr2 = p2;
			} else {
				update_left = 1;
				update_right = 0;
				l1 = p1;
				l2 = p2;
			}
			nb_lines = p2->y - p1->y + 1;
		}

		/* compute the values for the left edge */

		if (update_left) {
			dy1 = l2->y - l1->y;
			dx1 = l2->x - l1->x;
			if (dy1 > 0)
				tmp = (dx1 << 16) / dy1;
			else
				tmp = 0;
			x1 = l1->x;
			error = 0;
			derror = tmp & 0x0000ffff;
			dxdy_min = tmp >> 16;
			dxdy_max = dxdy_min + 1;

#ifdef INTERP_Z
			z1 = l1->z;
			dzdl_min = (dzdy + dzdx * dxdy_min);
			dzdl_max = dzdl_min + dzdx;
#endif
#ifdef INTERP_RGB
			r1 = l1->r;
			drdl_min = (drdy + drdx * dxdy_min);
			drdl_max = drdl_min + drdx;

			g1 = l1->g;
			dgdl_min = (dgdy + dgdx * dxdy_min);
			dgdl_max = dgdl_min + dgdx;

			b1 = l1->b;
			dbdl_min = (dbdy + dbdx * dxdy_min);
			dbdl_max = dbdl_min + dbdx;
#endif
#ifdef INTERP_ST
			s1 = l1->s;
			dsdl_min = (dsdy + dsdx * dxdy_min);
			dsdl_max = dsdl_min + dsdx;

			t1 = l1->t;
			dtdl_min = (dtdy + dtdx * dxdy_min);
			dtdl_max = dtdl_min + dtdx;
#endif
#ifdef INTERP_STZ
			sz1 = l1->sz;
			dszdl_min = (dszdy + dszdx * dxdy_min);
			dszdl_max = dszdl_min + dszdx;

			tz1 = l1->tz;
			dtzdl_min = (dtzdy + dtzdx * dxdy_min);
			dtzdl_max = dtzdl_min + dtzdx;
#endif
		}

		/* compute values for the right edge */

		if (update_right) {
			dx2 = (pr2->x - pr1->x);
			dy2 = (pr2->y - pr1->y);
			if (dy2 > 0)
				dx2dy2 = (dx2 << 16) / dy2;
			else
				dx2dy2 = 0;
			x2 = pr1->x << 16;
		}

		/* we draw all the scan line of the part */

		while (nb_lines > 0) {
			nb_lines--;
#ifndef DRAW_LINE
			/* generic draw line */
			{
				register PIXEL* pp;
				register GLint n;
#ifdef INTERP_Z
				register GLushort* pz;
				register GLuint z, zz;
#endif
#ifdef INTERP_RGB
				register GLuint or1, og1, ob1;
#endif
#ifdef INTERP_ST
				register GLuint s, t;
#endif
#ifdef INTERP_STZ
				GLfloat sz, tz;
#endif

				n = (x2 >> 16) - x1;
				/*the_x = x1; //Gek added this to make determining the X coordinate easier!*/
				pp = (PIXEL*)((GLbyte*)pp1 + x1 * PSZB);
#ifdef INTERP_Z
				pz = pz1 + x1;
				z = z1;
#endif
#ifdef INTERP_RGB
				or1 = r1;
				og1 = g1;
				ob1 = b1;
#endif
#ifdef INTERP_ST
				s = s1;
				t = t1;
#endif
#ifdef INTERP_STZ
				sz = sz1;
				tz = tz1;
#endif
				while (n >= 3) {
					PUT_PIXEL(0); /*the_x++;*/
					PUT_PIXEL(1); /*the_x++;*/
					PUT_PIXEL(2); /*the_x++;*/
					PUT_PIXEL(3); /*the_x++;*/
#ifdef INTERP_Z
					pz += 4;
#endif
					pp = (PIXEL*)((GLbyte*)pp + 4 * PSZB);
					n -= 4;
				}
				while (n >= 0) {
					PUT_PIXEL(0); /*the_x++;*/
#ifdef INTERP_Z
					pz += 1;
#endif
					pp = (PIXEL*)((GLbyte*)pp + PSZB);
					n -= 1;
				}
			}
			// the_y++;
#else
			DRAW_LINE(); // the_y++;
#endif

			/* left edge */
			error += derror;
			if (error > 0) {
				error -= 0x10000;
				x1 += dxdy_max;
#ifdef INTERP_Z
				z1 += dzdl_max;
#endif
#ifdef INTERP_RGB
				r1 += drdl_max;
				g1 += dgdl_max;
				b1 += dbdl_max;
#endif
#ifdef INTERP_ST
				s1 += dsdl_max;
				t1 += dtdl_max;
#endif
#ifdef INTERP_STZ
				sz1 += dszdl_max;
				tz1 += dtzdl_max;
#endif
			} else {
				x1 += dxdy_min;
#ifdef INTERP_Z
				z1 += dzdl_min;
#endif
#ifdef INTERP_RGB
				r1 += drdl_min;
				g1 += dgdl_min;
				b1 += dbdl_min;
#endif
#ifdef INTERP_ST
				s1 += dsdl_min;
				t1 += dtdl_min;
#endif
#ifdef INTERP_STZ
				sz1 += dszdl_min;
				tz1 += dtzdl_min;
#endif
			}

			/* right edge */
			x2 += dx2dy2;

			/* screen coordinates */
			pp1 = (PIXEL*)((GLbyte*)pp1 + zb->linesize);
#if TGL_FEATURE_POLYGON_STIPPLE == 1
			the_y++;
#endif
			pz1 += zb->xsize;
		}
	}
}

#undef INTERP_Z
#undef INTERP_RGB
#undef INTERP_ST
#undef INTERP_STZ

#undef DRAW_INIT
#undef DRAW_LINE
#undef PUT_PIXEL