ref: 2bbacdba0601b00ea3c919111dbe6e587fb7c55b
dir: /src/ztriangle.c/
#include <stdlib.h> #include "zbuffer.h" #if TGL_FEATURE_RENDER_BITS == 32 #define THE_X (((unsigned short)(pp-pp1))) #else #error "USE 32 BIT MODE!!!" #endif #define XSTIP(_a) ((THE_X+_a)& 31) #define YSTIP (the_y & 31) #define STIPBIT(_a) (zb->stipplepattern[(XSTIP(_a) + (YSTIP<<5))>>3] & (1<<(XSTIP(_a) & 7))) #define STIPTEST(_a) !(zb->dostipple && !STIPBIT(_a)) #if TGL_FEATURE_POLYGON_STIPPLE #define ZCMP(z,zpix,_a) ((z) >= (zpix) && STIPTEST(_a)) #else #define ZCMP(z,zpix,_a) ((z) >= (zpix)) #endif void ZB_fillTriangleFlat(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { unsigned int color; #define INTERP_Z #define DRAW_INIT() \ { \ color=RGB_TO_PIXEL(p2->r,p2->g,p2->b); \ } #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ pp[_a]=color; \ pz[_a]=zz; \ } \ z+=dzdx; \ } #include "ztriangle.h" } /* * Smooth filled triangle. * The code below is very tricky :) */ void ZB_fillTriangleSmooth(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { //unsigned int color; #define INTERP_Z #define INTERP_RGB #define SAR_RND_TO_ZERO(v,n) (v / (1<<n)) #define DRAW_INIT() \ { \ \ } #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);\ pz[_a]=zz; \ }\ z+=dzdx; \ og1+=dgdx; \ or1+=drdx; \ ob1+=dbdx; \ } #include "ztriangle.h" } //EOF smooth fill triangle void ZB_setTexture(ZBuffer *zb,PIXEL *texture) { zb->current_texture=texture; } //Ignore this it is never used void ZB_fillTriangleMapping(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { PIXEL *texture; #define INTERP_Z #define INTERP_ST #define DRAW_INIT() \ { \ texture=zb->current_texture; \ } #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \ pz[_a]=zz; \ } \ z+=dzdx; \ s+=dsdx; \ t+=dtdx; \ } #include "ztriangle.h" } /* * Texture mapping with perspective correction. * We use the gradient method to make less divisions. * TODO: pipeline the division */ #if 1 //IF 1 void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { PIXEL *texture; float fdzdx,fndzdx,ndszdx,ndtzdx; #define INTERP_Z #define INTERP_STZ #define NB_INTERP 8 #define DRAW_INIT() \ { \ texture=zb->current_texture;\ fdzdx=(float)dzdx;\ fndzdx=NB_INTERP * fdzdx;\ ndszdx=NB_INTERP * dszdx;\ ndtzdx=NB_INTERP * dtzdx;\ } #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ pp[_a]=*(PIXEL *)((char *)texture+ \ (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));\ pz[_a]=zz; \ } \ z+=dzdx; \ s+=dsdx; \ t+=dtdx; \ } #define DRAW_LINE() \ { \ register unsigned short *pz; \ register PIXEL *pp; \ register unsigned int s,t,z,zz; \ register int n,dsdx,dtdx; \ float sz,tz,fz,zinv; \ n=(x2>>16)-x1; \ fz=(float)z1;\ zinv=1.0 / fz;\ pp=(PIXEL *)((char *)pp1 + x1 * PSZB); \ pz=pz1+x1; \ z=z1; \ sz=sz1;\ tz=tz1;\ 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=1.0 / fz;\ }\ PUT_PIXEL(0);/*the_x++;*/ \ PUT_PIXEL(1);/*the_x++;*/ \ PUT_PIXEL(2);/*the_x++;*/ \ PUT_PIXEL(3);/*the_x++;*/ \ PUT_PIXEL(4);/*the_x++;*/ \ PUT_PIXEL(5);/*the_x++;*/ \ PUT_PIXEL(6);/*the_x++;*/ \ PUT_PIXEL(7);/*the_x-=7;*/ \ pz+=NB_INTERP; \ pp=(PIXEL *)((char *)pp + NB_INTERP * PSZB);/*the_x+=NB_INTERP * PSZB;*/\ 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) { \ PUT_PIXEL(0);/*the_x += PSZB;*/ \ pz+=1; \ pp=(PIXEL *)((char *)pp + PSZB);\ n-=1; \ } \ } #include "ztriangle.h" } #endif //if 1 #if 0 /* slow but exact version (only there for reference, incorrect for 24 bits) */ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { PIXEL *texture; #define INTERP_Z #define INTERP_STZ #define DRAW_INIT() \ { \ texture=zb->current_texture; \ } #define PUT_PIXEL(_a) \ { \ float zinv; \ int s,t; \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ zinv= 1.0 / (float) z; \ s= (int) (sz * zinv); \ t= (int) (tz * zinv); \ pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \ pz[_a]=zz; \ } \ z+=dzdx; \ sz+=dszdx; \ tz+=dtzdx; \ } #include "ztriangle.h" } #endif