Burningsvideo 0.52
- scissor for 2D - downscaled internal rendertargets,interlaced drawing - supertuxkart gui ok git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6154 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -88,7 +88,7 @@ public:
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private:
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void scanline_bilinear ();
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void fragmentShader();
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};
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//! constructor
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@@ -104,7 +104,7 @@ CTRTextureGouraudAdd2::CTRTextureGouraudAdd2(CBurningVideoDriver* driver)
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/*!
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*/
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void CTRTextureGouraudAdd2::scanline_bilinear ()
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void CTRTextureGouraudAdd2::fragmentShader()
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{
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tVideoSample *dst;
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@@ -144,7 +144,7 @@ void CTRTextureGouraudAdd2::scanline_bilinear ()
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return;
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// slopes
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const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
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const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] );
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#ifdef IPOL_Z
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slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
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@@ -203,7 +203,7 @@ void CTRTextureGouraudAdd2::scanline_bilinear ()
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#endif
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for ( s32 i = 0; i <= dx; ++i )
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for ( s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
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{
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#ifdef CMP_Z
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if ( line.z[0] < z[i] )
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@@ -280,9 +280,9 @@ void CTRTextureGouraudAdd2::drawTriangle(const s4DVertex* burning_restrict a, co
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const f32 ba = b->Pos.y - a->Pos.y;
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const f32 cb = c->Pos.y - b->Pos.y;
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// calculate delta y of the edges
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scan.invDeltaY[0] = reciprocal_zero( ca );
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scan.invDeltaY[1] = reciprocal_zero( ba );
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scan.invDeltaY[2] = reciprocal_zero( cb );
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scan.invDeltaY[0] = fill_step_y( ca );
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scan.invDeltaY[1] = fill_step_y( ba );
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scan.invDeltaY[2] = fill_step_y( cb );
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// find if the major edge is left or right aligned
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f32 temp[4];
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@@ -403,7 +403,7 @@ void CTRTextureGouraudAdd2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// rasterize the edge scanlines
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for( line.y = yStart; line.y <= yEnd; ++line.y)
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for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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@@ -434,7 +434,7 @@ void CTRTextureGouraudAdd2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// render a scanline
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scanline_bilinear ();
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interlace_scanline fragmentShader();
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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@@ -563,7 +563,7 @@ void CTRTextureGouraudAdd2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// rasterize the edge scanlines
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for( line.y = yStart; line.y <= yEnd; ++line.y)
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for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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@@ -594,7 +594,7 @@ void CTRTextureGouraudAdd2::drawTriangle(const s4DVertex* burning_restrict a, co
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#endif
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// render a scanline
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scanline_bilinear ();
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interlace_scanline fragmentShader();
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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