- BurningVideo: 0.50
- 10 year anniversary update - Lighting model reworked. moved to eyespace like openGL. [Specular Highlights, Fog, Sphere/Reflection Map] - increased internal s4DVertex to support 4 Textures and 4 Colors [switchable] - Textures are handled as sRGB during Mipmap Generation. More accurate, less visual disruption - 2D is drawn as 3D like hardware drivers. [switchable]. enables viewport scaling, material2D - Texture Spatial Resolution Limiting working. [lower memory consumption,SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE] - SuperTuxKart 8.0.1 playable git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6086 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@@ -21,8 +21,11 @@
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#undef INVERSE_W
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#undef IPOL_C0
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#undef IPOL_C1
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#undef IPOL_C2
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#undef IPOL_T0
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#undef IPOL_T1
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#undef IPOL_L0
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// define render case
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#define SUBTEXEL
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@@ -34,8 +37,11 @@
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#define WRITE_W
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#define IPOL_C0
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#define IPOL_C1
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//#define IPOL_C2
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#define IPOL_T0
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//#define IPOL_T1
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//#define IPOL_L0
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// apply global override
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#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
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@@ -46,10 +52,23 @@
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#undef SUBTEXEL
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#endif
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#ifndef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
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#if BURNING_MATERIAL_MAX_COLORS < 1
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#undef IPOL_C0
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#endif
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#if BURNING_MATERIAL_MAX_COLORS < 2
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#undef IPOL_C1
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#endif
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#if BURNING_MATERIAL_MAX_COLORS < 3
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#undef IPOL_C2
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#endif
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#if BURNING_MATERIAL_MAX_LIGHT_TANGENT < 1
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#undef IPOL_L0
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#endif
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#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
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#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
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#undef IPOL_W
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@@ -83,14 +102,12 @@ public:
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CTRTextureGouraud2(CBurningVideoDriver* driver);
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//! draws an indexed triangle list
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virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) _IRR_OVERRIDE_;
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) _IRR_OVERRIDE_;
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virtual bool canWireFrame () { return true; }
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private:
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void scanline_bilinear ();
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sScanConvertData scan;
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sScanLineData line;
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void fragmentShader ();
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};
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//! constructor
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@@ -106,7 +123,7 @@ CTRTextureGouraud2::CTRTextureGouraud2(CBurningVideoDriver* driver)
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/*!
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*/
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void CTRTextureGouraud2::scanline_bilinear ()
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void CTRTextureGouraud2::fragmentShader ()
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{
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tVideoSample *dst;
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@@ -130,15 +147,19 @@ void CTRTextureGouraud2::scanline_bilinear ()
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fp24 slopeW;
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#endif
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#ifdef IPOL_C0
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sVec4 slopeC;
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sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
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#endif
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#ifdef IPOL_T0
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sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
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#endif
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#ifdef IPOL_L0
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sVec3Pack_unpack slopeL[BURNING_MATERIAL_MAX_LIGHT_TANGENT];
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#endif
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// apply top-left fill-convention, left
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xStart = core::ceil32_fast( line.x[0] );
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xEnd = core::ceil32_fast( line.x[1] ) - 1;
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xStart = fill_convention_left( line.x[0] );
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xEnd = fill_convention_right( line.x[1] );
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dx = xEnd - xStart;
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@@ -146,7 +167,7 @@ void CTRTextureGouraud2::scanline_bilinear ()
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return;
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// slopes
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const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] );
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const f32 invDeltaX = reciprocal_zero2( 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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@@ -155,7 +176,13 @@ void CTRTextureGouraud2::scanline_bilinear ()
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slopeW = (line.w[1] - line.w[0]) * invDeltaX;
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#endif
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#ifdef IPOL_C0
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slopeC = (line.c[0][1] - line.c[0][0]) * invDeltaX;
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slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_C1
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slopeC[1] = (line.c[1][1] - line.c[1][0]) * invDeltaX;
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#endif
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#ifdef IPOL_C2
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slopeC[2] = (line.c[2][1] - line.c[2][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T0
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slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
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@@ -163,6 +190,10 @@ void CTRTextureGouraud2::scanline_bilinear ()
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#ifdef IPOL_T1
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slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
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#endif
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#ifdef IPOL_L0
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slopeL[0] = (line.l[0][1] - line.l[0][0]) * invDeltaX;
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#endif
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#ifdef SUBTEXEL
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subPixel = ( (f32) xStart ) - line.x[0];
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@@ -173,7 +204,13 @@ void CTRTextureGouraud2::scanline_bilinear ()
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line.w[0] += slopeW * subPixel;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC * subPixel;
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line.c[0][0] += slopeC[0] * subPixel;
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#endif
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#ifdef IPOL_C1
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line.c[1][0] += slopeC[1] * subPixel;
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#endif
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#ifdef IPOL_C2
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line.c[2][0] += slopeC[2] * subPixel;
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0] * subPixel;
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@@ -181,8 +218,12 @@ void CTRTextureGouraud2::scanline_bilinear ()
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1] * subPixel;
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#endif
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#ifdef IPOL_L0
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line.l[0][0] += slopeL[0] * subPixel;
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#endif
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#endif
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SOFTWARE_DRIVER_2_CLIPCHECK;
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dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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#ifdef USE_ZBUFFER
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@@ -195,18 +236,29 @@ void CTRTextureGouraud2::scanline_bilinear ()
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tFixPoint tx0;
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tFixPoint ty0;
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tFixPoint r0, g0, b0;
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#ifdef IPOL_C0
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tFixPoint r0, g0, b0;
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tFixPoint r1, g1, b1;
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#endif
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#ifdef BURNINGVIDEO_RENDERER_FAST
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#ifdef IPOL_C1
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tFixPoint aFog = FIX_POINT_ONE;
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#endif
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#ifdef IPOL_C2
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tFixPoint r3, g3, b3;
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#endif
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#if defined(BURNINGVIDEO_RENDERER_FAST) && COLOR_MAX==0xff
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u32 dIndex = ( line.y & 3 ) << 2;
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#endif
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for ( s32 i = 0; i <= dx; ++i )
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{
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//if test active only first pixel
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if ( (0 == EdgeTestPass) & i ) break;
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#ifdef CMP_Z
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if ( line.z[0] < z[i] )
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#endif
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@@ -221,41 +273,70 @@ void CTRTextureGouraud2::scanline_bilinear ()
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z[i] = line.w[0];
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#endif
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#ifdef INVERSE_W
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inversew = fix_inverse32 ( line.w[0] );
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#endif
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#ifdef IPOL_C1
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//complete inside fog
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if (TL_Flag & TL_FOG)
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{
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aFog = tofix(line.c[1][0].a, inversew);
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if (aFog <= 0)
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{
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dst[i] = fog_color_sample;
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continue;
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}
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}
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#endif
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tx0 = tofix ( line.t[0][0].x, inversew);
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ty0 = tofix ( line.t[0][0].y, inversew);
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#ifdef IPOL_C0
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r1 = tofix ( line.c[0][0].y ,inversew );
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g1 = tofix ( line.c[0][0].z ,inversew );
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b1 = tofix ( line.c[0][0].w ,inversew );
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getSample_texture(r0, g0, b0, &IT[0], tx0, ty0);
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vec4_to_fix(r1, g1, b1, line.c[0][0], inversew);
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r0 = imulFix_simple(r0, r1);
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g0 = imulFix_simple(g0, g1);
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b0 = imulFix_simple(b0, b1);
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#ifdef IPOL_C1
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//specular highlight
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if (TL_Flag & TL_SPECULAR)
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{
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vec4_to_fix(r1, g1, b1, line.c[1][0], inversew*COLOR_MAX);
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r0 = clampfix_maxcolor(r1 + r0);
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g0 = clampfix_maxcolor(g1 + g0);
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b0 = clampfix_maxcolor(b1 + b0);
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}
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//mix with distance
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if (aFog < FIX_POINT_ONE)
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{
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r0 = fog_color[1] + imulFix(aFog, r0 - fog_color[1]);
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g0 = fog_color[2] + imulFix(aFog, g0 - fog_color[2]);
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b0 = fog_color[3] + imulFix(aFog, b0 - fog_color[3]);
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}
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dst[i] = fix_to_sample(r0, g0, b0);
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#else
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dst[i] = fix_to_sample(
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imulFix_simple(r0, r1),
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imulFix_simple(g0, g1),
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imulFix_simple(b0, b1)
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);
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#endif
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#else
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tx0 = tofix(line.t[0][0].x, inversew);
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ty0 = tofix(line.t[0][0].y, inversew);
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#ifdef IPOL_C0
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getTexel_plain2 ( r1, g1, b1, line.c[0][0] );
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#endif
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#endif
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#ifdef IPOL_C0
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getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 );
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dst[i] = fix_to_color ( imulFix ( r0, r1 ),
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imulFix ( g0, g1 ),
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imulFix ( b0, b1 )
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);
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#else
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#ifdef BURNINGVIDEO_RENDERER_FAST
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#if defined(BURNINGVIDEO_RENDERER_FAST) && COLOR_MAX==0xff
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const tFixPointu d = dithermask [ dIndex | ( i ) & 3 ];
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dst[i] = getTexel_plain ( &IT[0], d + tx0, d + ty0 );
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#else
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getSample_texture ( r0, g0, b0, &IT[0], tx0,ty0 );
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dst[i] = fix_to_color ( r0, g0, b0 );
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dst[i] = fix_to_sample( r0, g0, b0 );
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#endif
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#endif
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@@ -269,19 +350,28 @@ void CTRTextureGouraud2::scanline_bilinear ()
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line.w[0] += slopeW;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC;
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line.c[0][0] += slopeC[0];
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#endif
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#ifdef IPOL_C1
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line.c[1][0] += slopeC[1];
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#endif
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#ifdef IPOL_C2
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line.c[2][0] += slopeC[2];
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0];
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#endif
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1];
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#endif
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#ifdef IPOL_L0
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line.l[0][0] += slopeL[0];
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#endif
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}
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}
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void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
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void CTRTextureGouraud2::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
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{
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// sort on height, y
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if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
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@@ -292,9 +382,9 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,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] = core::reciprocal( ca );
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scan.invDeltaY[1] = core::reciprocal( ba );
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scan.invDeltaY[2] = core::reciprocal( cb );
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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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if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
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return;
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@@ -329,6 +419,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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scan.c[0][0] = a->Color[0];
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#endif
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#ifdef IPOL_C1
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scan.slopeC[1][0] = (c->Color[1] - a->Color[1]) * scan.invDeltaY[0];
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scan.c[1][0] = a->Color[1];
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#endif
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#ifdef IPOL_C2
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scan.slopeC[2][0] = (c->Color[2] - a->Color[2]) * scan.invDeltaY[0];
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scan.c[2][0] = a->Color[2];
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#endif
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#ifdef IPOL_T0
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scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
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scan.t[0][0] = a->Tex[0];
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@@ -339,6 +439,11 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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scan.t[1][0] = a->Tex[1];
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#endif
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#ifdef IPOL_L0
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scan.slopeL[0][0] = (c->LightTangent[0] - a->LightTangent[0]) * scan.invDeltaY[0];
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scan.l[0][0] = a->LightTangent[0];
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#endif
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// top left fill convention y run
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s32 yStart;
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s32 yEnd;
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@@ -348,7 +453,7 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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#endif
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// rasterize upper sub-triangle
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if ( (f32) 0.0 != scan.invDeltaY[1] )
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if ( F32_GREATER_0(scan.invDeltaY[1]) )
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{
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// calculate slopes for top edge
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scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
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@@ -369,6 +474,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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scan.c[0][1] = a->Color[0];
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#endif
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#ifdef IPOL_C1
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scan.slopeC[1][1] = (b->Color[1] - a->Color[1]) * scan.invDeltaY[1];
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scan.c[1][1] = a->Color[1];
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#endif
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#ifdef IPOL_C2
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scan.slopeC[2][1] = (b->Color[2] - a->Color[2]) * scan.invDeltaY[1];
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scan.c[2][1] = a->Color[2];
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#endif
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#ifdef IPOL_T0
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scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
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scan.t[0][1] = a->Tex[0];
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@@ -379,9 +494,14 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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scan.t[1][1] = a->Tex[1];
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#endif
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#ifdef IPOL_L0
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scan.slopeL[0][1] = (b->LightTangent[0] - a->LightTangent[0]) * scan.invDeltaY[1];
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scan.l[0][1] = a->LightTangent[0];
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#endif
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// apply top-left fill convention, top part
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yStart = core::ceil32_fast( a->Pos.y );
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yEnd = core::ceil32_fast( b->Pos.y ) - 1;
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yStart = fill_convention_left( a->Pos.y );
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yEnd = fill_convention_right( b->Pos.y );
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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - a->Pos.y;
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@@ -405,6 +525,16 @@ void CTRTextureGouraud2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,co
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scan.c[0][1] += scan.slopeC[0][1] * subPixel;
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#endif
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#ifdef IPOL_C1
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scan.c[1][0] += scan.slopeC[1][0] * subPixel;
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scan.c[1][1] += scan.slopeC[1][1] * subPixel;
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#endif
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#ifdef IPOL_C2
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scan.c[2][0] += scan.slopeC[2][0] * subPixel;
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scan.c[2][1] += scan.slopeC[2][1] * subPixel;
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#endif
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#ifdef IPOL_T0
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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
|
||||
|
Reference in New Issue
Block a user