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Merging r6075 through r6106 from trunk to ogl-es branch.

Burnings renderer changes.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6116 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2020-06-12 20:41:49 +00:00
parent 084e0e669a
commit 20b3d56987
117 changed files with 10384 additions and 3817 deletions

View File

@@ -21,8 +21,11 @@
#undef INVERSE_W
#undef IPOL_C0
#undef IPOL_C1
#undef IPOL_C2
#undef IPOL_T0
#undef IPOL_T1
#undef IPOL_L0
// define render case
#define SUBTEXEL
@@ -34,8 +37,11 @@
#define WRITE_W
#define IPOL_C0
#define IPOL_C1
//#define IPOL_C2
#define IPOL_T0
//#define IPOL_T1
//#define IPOL_L0
// apply global override
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
@@ -46,10 +52,23 @@
#undef SUBTEXEL
#endif
#ifndef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
#if BURNING_MATERIAL_MAX_COLORS < 1
#undef IPOL_C0
#endif
#if BURNING_MATERIAL_MAX_COLORS < 2
#undef IPOL_C1
#endif
#if BURNING_MATERIAL_MAX_COLORS < 3
#undef IPOL_C2
#endif
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT < 1
#undef IPOL_L0
#endif
#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef IPOL_W
@@ -83,14 +102,12 @@ public:
CTRTextureGouraud2(CBurningVideoDriver* driver);
//! draws an indexed triangle list
virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) _IRR_OVERRIDE_;
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) _IRR_OVERRIDE_;
virtual bool canWireFrame () { return true; }
private:
void scanline_bilinear ();
sScanConvertData scan;
sScanLineData line;
void fragmentShader ();
};
//! constructor
@@ -106,7 +123,7 @@ CTRTextureGouraud2::CTRTextureGouraud2(CBurningVideoDriver* driver)
/*!
*/
void CTRTextureGouraud2::scanline_bilinear ()
void CTRTextureGouraud2::fragmentShader ()
{
tVideoSample *dst;
@@ -130,15 +147,19 @@ void CTRTextureGouraud2::scanline_bilinear ()
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC;
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
#ifdef IPOL_L0
sVec3Pack_unpack slopeL[BURNING_MATERIAL_MAX_LIGHT_TANGENT];
#endif
// apply top-left fill-convention, left
xStart = core::ceil32_fast( line.x[0] );
xEnd = core::ceil32_fast( line.x[1] ) - 1;
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
@@ -146,7 +167,7 @@ void CTRTextureGouraud2::scanline_bilinear ()
return;
// slopes
const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] );
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
@@ -155,7 +176,13 @@ void CTRTextureGouraud2::scanline_bilinear ()
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC = (line.c[0][1] - line.c[0][0]) * invDeltaX;
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_C1
slopeC[1] = (line.c[1][1] - line.c[1][0]) * invDeltaX;
#endif
#ifdef IPOL_C2
slopeC[2] = (line.c[2][1] - line.c[2][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
@@ -163,6 +190,10 @@ void CTRTextureGouraud2::scanline_bilinear ()
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef IPOL_L0
slopeL[0] = (line.l[0][1] - line.l[0][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
@@ -173,7 +204,13 @@ void CTRTextureGouraud2::scanline_bilinear ()
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC * subPixel;
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_C1
line.c[1][0] += slopeC[1] * subPixel;
#endif
#ifdef IPOL_C2
line.c[2][0] += slopeC[2] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
@@ -181,8 +218,12 @@ void CTRTextureGouraud2::scanline_bilinear ()
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#ifdef IPOL_L0
line.l[0][0] += slopeL[0] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
@@ -195,18 +236,29 @@ void CTRTextureGouraud2::scanline_bilinear ()
tFixPoint tx0;
tFixPoint ty0;
tFixPoint r0, g0, b0;
#ifdef IPOL_C0
tFixPoint r0, g0, b0;
tFixPoint r1, g1, b1;
#endif
#ifdef BURNINGVIDEO_RENDERER_FAST
#ifdef IPOL_C1
tFixPoint aFog = FIX_POINT_ONE;
#endif
#ifdef IPOL_C2
tFixPoint r3, g3, b3;
#endif
#if defined(BURNINGVIDEO_RENDERER_FAST) && COLOR_MAX==0xff
u32 dIndex = ( line.y & 3 ) << 2;
#endif
for ( s32 i = 0; i <= dx; ++i )
{
//if test active only first pixel
if ( (0 == EdgeTestPass) & i ) break;
#ifdef CMP_Z
if ( line.z[0] < z[i] )
#endif
@@ -221,41 +273,70 @@ void CTRTextureGouraud2::scanline_bilinear ()
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
inversew = fix_inverse32 ( line.w[0] );
#endif
#ifdef IPOL_C1
//complete inside fog
if (TL_Flag & TL_FOG)
{
aFog = tofix(line.c[1][0].a, inversew);
if (aFog <= 0)
{
dst[i] = fog_color_sample;
continue;
}
}
#endif
tx0 = tofix ( line.t[0][0].x, inversew);
ty0 = tofix ( line.t[0][0].y, inversew);
#ifdef IPOL_C0
r1 = tofix ( line.c[0][0].y ,inversew );
g1 = tofix ( line.c[0][0].z ,inversew );
b1 = tofix ( line.c[0][0].w ,inversew );
getSample_texture(r0, g0, b0, &IT[0], tx0, ty0);
vec4_to_fix(r1, g1, b1, line.c[0][0], inversew);
r0 = imulFix_simple(r0, r1);
g0 = imulFix_simple(g0, g1);
b0 = imulFix_simple(b0, b1);
#ifdef IPOL_C1
//specular highlight
if (TL_Flag & TL_SPECULAR)
{
vec4_to_fix(r1, g1, b1, line.c[1][0], inversew*COLOR_MAX);
r0 = clampfix_maxcolor(r1 + r0);
g0 = clampfix_maxcolor(g1 + g0);
b0 = clampfix_maxcolor(b1 + b0);
}
//mix with distance
if (aFog < FIX_POINT_ONE)
{
r0 = fog_color[1] + imulFix(aFog, r0 - fog_color[1]);
g0 = fog_color[2] + imulFix(aFog, g0 - fog_color[2]);
b0 = fog_color[3] + imulFix(aFog, b0 - fog_color[3]);
}
dst[i] = fix_to_sample(r0, g0, b0);
#else
dst[i] = fix_to_sample(
imulFix_simple(r0, r1),
imulFix_simple(g0, g1),
imulFix_simple(b0, b1)
);
#endif
#else
tx0 = tofix(line.t[0][0].x, inversew);
ty0 = tofix(line.t[0][0].y, inversew);
#ifdef IPOL_C0
getTexel_plain2 ( r1, g1, b1, line.c[0][0] );
#endif
#endif
#ifdef IPOL_C0
getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 );
dst[i] = fix_to_color ( imulFix ( r0, r1 ),
imulFix ( g0, g1 ),
imulFix ( b0, b1 )
);
#else
#ifdef BURNINGVIDEO_RENDERER_FAST
#if defined(BURNINGVIDEO_RENDERER_FAST) && COLOR_MAX==0xff
const tFixPointu d = dithermask [ dIndex | ( i ) & 3 ];
dst[i] = getTexel_plain ( &IT[0], d + tx0, d + ty0 );
#else
getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 );
dst[i] = fix_to_color ( r0, g0, b0 );
dst[i] = fix_to_sample( r0, g0, b0 );
#endif
#endif
@@ -269,19 +350,28 @@ void CTRTextureGouraud2::scanline_bilinear ()
line.w[0] += slopeW;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC;
line.c[0][0] += slopeC[0];
#endif
#ifdef IPOL_C1
line.c[1][0] += slopeC[1];
#endif
#ifdef IPOL_C2
line.c[2][0] += slopeC[2];
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1];
#endif
#ifdef IPOL_L0
line.l[0][0] += slopeL[0];
#endif
}
}
void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
void CTRTextureGouraud2::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
{
// sort on height, y
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
@@ -292,9 +382,9 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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 );
scan.invDeltaY[0] = reciprocal_zero( ca );
scan.invDeltaY[1] = reciprocal_zero( ba );
scan.invDeltaY[2] = reciprocal_zero( cb );
if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
return;
@@ -329,6 +419,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][0] = a->Color[0];
#endif
#ifdef IPOL_C1
scan.slopeC[1][0] = (c->Color[1] - a->Color[1]) * scan.invDeltaY[0];
scan.c[1][0] = a->Color[1];
#endif
#ifdef IPOL_C2
scan.slopeC[2][0] = (c->Color[2] - a->Color[2]) * scan.invDeltaY[0];
scan.c[2][0] = a->Color[2];
#endif
#ifdef IPOL_T0
scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
scan.t[0][0] = a->Tex[0];
@@ -339,6 +439,11 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][0] = a->Tex[1];
#endif
#ifdef IPOL_L0
scan.slopeL[0][0] = (c->LightTangent[0] - a->LightTangent[0]) * scan.invDeltaY[0];
scan.l[0][0] = a->LightTangent[0];
#endif
// top left fill convention y run
s32 yStart;
s32 yEnd;
@@ -348,7 +453,7 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
#endif
// rasterize upper sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[1] )
if ( F32_GREATER_0(scan.invDeltaY[1]) )
{
// calculate slopes for top edge
scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
@@ -369,6 +474,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][1] = a->Color[0];
#endif
#ifdef IPOL_C1
scan.slopeC[1][1] = (b->Color[1] - a->Color[1]) * scan.invDeltaY[1];
scan.c[1][1] = a->Color[1];
#endif
#ifdef IPOL_C2
scan.slopeC[2][1] = (b->Color[2] - a->Color[2]) * scan.invDeltaY[1];
scan.c[2][1] = a->Color[2];
#endif
#ifdef IPOL_T0
scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
scan.t[0][1] = a->Tex[0];
@@ -379,9 +494,14 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][1] = a->Tex[1];
#endif
#ifdef IPOL_L0
scan.slopeL[0][1] = (b->LightTangent[0] - a->LightTangent[0]) * scan.invDeltaY[1];
scan.l[0][1] = a->LightTangent[0];
#endif
// apply top-left fill convention, top part
yStart = core::ceil32_fast( a->Pos.y );
yEnd = core::ceil32_fast( b->Pos.y ) - 1;
yStart = fill_convention_left( a->Pos.y );
yEnd = fill_convention_right( b->Pos.y );
#ifdef SUBTEXEL
subPixel = ( (f32) yStart ) - a->Pos.y;
@@ -405,6 +525,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][1] += scan.slopeC[0][1] * subPixel;
#endif
#ifdef IPOL_C1
scan.c[1][0] += scan.slopeC[1][0] * subPixel;
scan.c[1][1] += scan.slopeC[1][1] * subPixel;
#endif
#ifdef IPOL_C2
scan.c[2][0] += scan.slopeC[2][0] * subPixel;
scan.c[2][1] += scan.slopeC[2][1] * subPixel;
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0] * subPixel;
scan.t[0][1] += scan.slopeT[0][1] * subPixel;
@@ -415,6 +545,11 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif
#ifdef IPOL_L0
scan.l[0][0] += scan.slopeL[0][0] * subPixel;
scan.l[0][1] += scan.slopeL[0][1] * subPixel;
#endif
#endif
// rasterize the edge scanlines
@@ -438,6 +573,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
line.c[0][scan.right] = scan.c[0][1];
#endif
#ifdef IPOL_C1
line.c[1][scan.left] = scan.c[1][0];
line.c[1][scan.right] = scan.c[1][1];
#endif
#ifdef IPOL_C2
line.c[2][scan.left] = scan.c[2][0];
line.c[2][scan.right] = scan.c[2][1];
#endif
#ifdef IPOL_T0
line.t[0][scan.left] = scan.t[0][0];
line.t[0][scan.right] = scan.t[0][1];
@@ -448,8 +593,15 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
line.t[1][scan.right] = scan.t[1][1];
#endif
#ifdef IPOL_L0
line.l[0][scan.left] = scan.l[0][0];
line.l[0][scan.right] = scan.l[0][1];
#endif
// render a scanline
scanline_bilinear ();
fragmentShader ();
if ( EdgeTestPass & edge_test_first_line ) break;
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
@@ -469,6 +621,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][1] += scan.slopeC[0][1];
#endif
#ifdef IPOL_C1
scan.c[1][0] += scan.slopeC[1][0];
scan.c[1][1] += scan.slopeC[1][1];
#endif
#ifdef IPOL_C2
scan.c[2][0] += scan.slopeC[2][0];
scan.c[2][1] += scan.slopeC[2][1];
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0];
scan.t[0][1] += scan.slopeT[0][1];
@@ -479,14 +641,19 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][1] += scan.slopeT[1][1];
#endif
#ifdef IPOL_L0
scan.l[0][0] += scan.slopeL[0][0];
scan.l[0][1] += scan.slopeL[0][1];
#endif
}
}
// rasterize lower sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[2] )
if (F32_GREATER_0(scan.invDeltaY[2]) )
{
// advance to middle point
if( (f32) 0.0 != scan.invDeltaY[1] )
if(F32_GREATER_0(scan.invDeltaY[1]) )
{
temp[0] = b->Pos.y - a->Pos.y; // dy
@@ -500,6 +667,12 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
#ifdef IPOL_C0
scan.c[0][0] = a->Color[0] + scan.slopeC[0][0] * temp[0];
#endif
#ifdef IPOL_C1
scan.c[1][0] = a->Color[1] + scan.slopeC[1][0] * temp[0];
#endif
#ifdef IPOL_C2
scan.c[2][0] = a->Color[2] + scan.slopeC[2][0] * temp[0];
#endif
#ifdef IPOL_T0
scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
#endif
@@ -507,6 +680,9 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
#endif
#ifdef IPOL_L0
scan.l[0][0] = sVec3Pack_unpack(a->LightTangent[0]) + scan.slopeL[0][0] * temp[0];
#endif
}
// calculate slopes for bottom edge
@@ -528,6 +704,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][1] = b->Color[0];
#endif
#ifdef IPOL_C1
scan.slopeC[1][1] = (c->Color[1] - b->Color[1]) * scan.invDeltaY[2];
scan.c[1][1] = b->Color[1];
#endif
#ifdef IPOL_C2
scan.slopeC[2][1] = (c->Color[2] - b->Color[2]) * scan.invDeltaY[2];
scan.c[2][1] = b->Color[2];
#endif
#ifdef IPOL_T0
scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
scan.t[0][1] = b->Tex[0];
@@ -538,9 +724,14 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][1] = b->Tex[1];
#endif
#ifdef IPOL_L0
scan.slopeL[0][1] = (c->LightTangent[0] - b->LightTangent[0]) * scan.invDeltaY[2];
scan.l[0][1] = b->LightTangent[0];
#endif
// apply top-left fill convention, top part
yStart = core::ceil32_fast( b->Pos.y );
yEnd = core::ceil32_fast( c->Pos.y ) - 1;
yStart = fill_convention_left( b->Pos.y );
yEnd = fill_convention_right( c->Pos.y );
#ifdef SUBTEXEL
@@ -565,6 +756,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][1] += scan.slopeC[0][1] * subPixel;
#endif
#ifdef IPOL_C1
scan.c[1][0] += scan.slopeC[1][0] * subPixel;
scan.c[1][1] += scan.slopeC[1][1] * subPixel;
#endif
#ifdef IPOL_C1
scan.c[2][0] += scan.slopeC[2][0] * subPixel;
scan.c[2][1] += scan.slopeC[2][1] * subPixel;
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0] * subPixel;
scan.t[0][1] += scan.slopeT[0][1] * subPixel;
@@ -575,6 +776,11 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif
#ifdef IPOL_L0
scan.l[0][0] += scan.slopeL[0][0] * subPixel;
scan.l[0][1] += scan.slopeL[0][1] * subPixel;
#endif
#endif
// rasterize the edge scanlines
@@ -598,6 +804,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
line.c[0][scan.right] = scan.c[0][1];
#endif
#ifdef IPOL_C1
line.c[1][scan.left] = scan.c[1][0];
line.c[1][scan.right] = scan.c[1][1];
#endif
#ifdef IPOL_C2
line.c[2][scan.left] = scan.c[2][0];
line.c[2][scan.right] = scan.c[2][1];
#endif
#ifdef IPOL_T0
line.t[0][scan.left] = scan.t[0][0];
line.t[0][scan.right] = scan.t[0][1];
@@ -608,8 +824,15 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
line.t[1][scan.right] = scan.t[1][1];
#endif
#ifdef IPOL_L0
line.l[0][scan.left] = scan.l[0][0];
line.l[0][scan.right] = scan.l[0][1];
#endif
// render a scanline
scanline_bilinear ( );
fragmentShader ();
if ( EdgeTestPass & edge_test_first_line ) break;
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
@@ -629,6 +852,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.c[0][1] += scan.slopeC[0][1];
#endif
#ifdef IPOL_C1
scan.c[1][0] += scan.slopeC[1][0];
scan.c[1][1] += scan.slopeC[1][1];
#endif
#ifdef IPOL_C2
scan.c[2][0] += scan.slopeC[2][0];
scan.c[2][1] += scan.slopeC[2][1];
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0];
scan.t[0][1] += scan.slopeT[0][1];
@@ -639,6 +872,11 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
scan.t[1][1] += scan.slopeT[1][1];
#endif
#ifdef IPOL_L0
scan.l[0][0] += scan.slopeL[0][0];
scan.l[0][1] += scan.slopeL[0][1];
#endif
}
}
@@ -657,6 +895,7 @@ namespace video
//! creates a flat triangle renderer
IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver)
{
// ETR_TEXTURE_GOURAUD
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
return new CTRTextureGouraud2(driver);
#else