git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			311 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			311 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #include "IrrCompileConfig.h"
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| #include "CTRTextureGouraud.h"
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| 
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| #ifdef _IRR_COMPILE_WITH_SOFTWARE_
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| 
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| namespace irr
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| {
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| namespace video
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| {
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| 
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| class CTRTextureFlatWire : public CTRTextureGouraud
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| {
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| public:
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| 
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| 	CTRTextureFlatWire(IZBuffer* zbuffer)
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| 		: CTRTextureGouraud(zbuffer)
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| 	{
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| 		#ifdef _DEBUG
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| 		setDebugName("CTRTextureFlatWire");
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| 		#endif
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| 	}
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| 
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| 	//! draws an indexed triangle list
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| 	virtual void drawIndexedTriangleList(S2DVertex* vertices, s32 vertexCount, const u16* indexList, s32 triangleCount) _IRR_OVERRIDE_
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| 	{
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| 		const S2DVertex *v1, *v2, *v3;
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| 
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| 		f32 tmpDiv; // temporary division factor
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| 		f32 longest; // saves the longest span
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| 		s32 height; // saves height of triangle
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| 		u16* targetSurface; // target pointer where to plot pixels
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| 		s32 spanEnd; // saves end of spans
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| 		f32 leftdeltaxf; // amount of pixels to increase on left side of triangle
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| 		f32 rightdeltaxf; // amount of pixels to increase on right side of triangle
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| 		s32 leftx, rightx; // position where we are
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| 		f32 leftxf, rightxf; // same as above, but as f32 values
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| 		s32 span; // current span
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| 		s32 leftTx, rightTx, leftTy, rightTy; // texture interpolating values
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| 		s32 leftTxStep, rightTxStep, leftTyStep, rightTyStep; // texture interpolating values
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| 		core::rect<s32> TriangleRect;
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| 
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| 		s32 leftZValue, rightZValue;
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| 		s32 leftZStep, rightZStep;
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| 		TZBufferType* zTarget; // target of ZBuffer;
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| 
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| 		lockedSurface = (u16*)RenderTarget->getData();
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| 		lockedZBuffer = ZBuffer->lock();
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| 		lockedTexture = (u16*)Texture->getData();
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| 
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| 		for (s32 i=0; i<triangleCount; ++i)
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| 		{
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| 			v1 = &vertices[*indexList];
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| 			++indexList;
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| 			v2 = &vertices[*indexList];
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| 			++indexList;
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| 			v3 = &vertices[*indexList];
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| 			++indexList;
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| 
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| 			// back face culling
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| 
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| 			if (BackFaceCullingEnabled)
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| 			{
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| 				s32 z = ((v3->Pos.X - v1->Pos.X) * (v3->Pos.Y - v2->Pos.Y)) -
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| 					((v3->Pos.Y - v1->Pos.Y) * (v3->Pos.X - v2->Pos.X));
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| 
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| 				if (z < 0)
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| 					continue;
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| 			}
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| 
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| 			//near plane clipping
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| 
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| 			if (v1->ZValue<0 && v2->ZValue<0 && v3->ZValue<0)
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| 				continue;
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| 
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| 			// sort for width for inscreen clipping
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| 
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| 			if (v1->Pos.X > v2->Pos.X)	swapVertices(&v1, &v2);
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| 			if (v1->Pos.X > v3->Pos.X)	swapVertices(&v1, &v3);
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| 			if (v2->Pos.X > v3->Pos.X)	swapVertices(&v2, &v3);
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| 
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| 			if ((v1->Pos.X - v3->Pos.X) == 0)
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| 				continue;
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| 
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| 			TriangleRect.UpperLeftCorner.X = v1->Pos.X;
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| 			TriangleRect.LowerRightCorner.X = v3->Pos.X;
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| 
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| 			// sort for height for faster drawing.
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| 
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| 			if (v1->Pos.Y > v2->Pos.Y)	swapVertices(&v1, &v2);
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| 			if (v1->Pos.Y > v3->Pos.Y)	swapVertices(&v1, &v3);
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| 			if (v2->Pos.Y > v3->Pos.Y)	swapVertices(&v2, &v3);
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| 
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| 			TriangleRect.UpperLeftCorner.Y = v1->Pos.Y;
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| 			TriangleRect.LowerRightCorner.Y = v3->Pos.Y;
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| 
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| 			if (!TriangleRect.isRectCollided(ViewPortRect))
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| 				continue;
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| 
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| 			// calculate height of triangle
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| 			height = v3->Pos.Y - v1->Pos.Y;
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| 			if (!height)
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| 				continue;
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| 
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| 			// calculate longest span
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| 
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| 			longest = (v2->Pos.Y - v1->Pos.Y) / (f32)height * (v3->Pos.X - v1->Pos.X) + (v1->Pos.X - v2->Pos.X);
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| 
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| 			spanEnd = v2->Pos.Y;
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| 			span = v1->Pos.Y;
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| 			leftxf = (f32)v1->Pos.X;
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| 			rightxf = (f32)v1->Pos.X;
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| 
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| 			leftZValue = v1->ZValue;
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| 			rightZValue = v1->ZValue;
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| 
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| 			leftTx = rightTx = v1->TCoords.X;
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| 			leftTy = rightTy = v1->TCoords.Y;
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| 
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| 			targetSurface = lockedSurface + span * SurfaceWidth;
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| 			zTarget = lockedZBuffer + span * SurfaceWidth;
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| 
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| 			if (longest < 0.0f)
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| 			{
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| 				tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y);
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| 				rightdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv;
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| 				rightZStep = (s32)((v2->ZValue - v1->ZValue) * tmpDiv);
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| 				rightTxStep = (s32)((v2->TCoords.X - rightTx) * tmpDiv);
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| 				rightTyStep = (s32)((v2->TCoords.Y - rightTy) * tmpDiv);
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| 
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| 				tmpDiv = 1.0f / (f32)height;
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| 				leftdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv;
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| 				leftZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv);
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| 				leftTxStep = (s32)((v3->TCoords.X - leftTx) * tmpDiv);
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| 				leftTyStep = (s32)((v3->TCoords.Y - leftTy) * tmpDiv);
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| 			}
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| 			else
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| 			{
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| 				tmpDiv = 1.0f / (f32)height;
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| 				rightdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv;
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| 				rightZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv);
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| 				rightTxStep = (s32)((v3->TCoords.X - rightTx) * tmpDiv);
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| 				rightTyStep = (s32)((v3->TCoords.Y - rightTy) * tmpDiv);
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| 
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| 				tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y);
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| 				leftdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv;
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| 				leftZStep = (s32)((v2->ZValue - v1->ZValue) * tmpDiv);
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| 				leftTxStep = (s32)((v2->TCoords.X - leftTx) * tmpDiv);
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| 				leftTyStep = (s32)((v2->TCoords.Y - leftTy) * tmpDiv);
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| 			}
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| 
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| 
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| 			// do it twice, once for the first half of the triangle,
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| 			// end then for the second half.
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| 
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| 			for (s32 triangleHalf=0; triangleHalf<2; ++triangleHalf)
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| 			{
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| 				if (spanEnd > ViewPortRect.LowerRightCorner.Y)
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| 					spanEnd = ViewPortRect.LowerRightCorner.Y;
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| 
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| 				// if the span <0, than we can skip these spans,
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| 				// and proceed to the next spans which are really on the screen.
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| 				if (span < ViewPortRect.UpperLeftCorner.Y)
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| 				{
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| 					// we'll use leftx as temp variable
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| 					if (spanEnd < ViewPortRect.UpperLeftCorner.Y)
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| 					{
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| 						leftx = spanEnd - span;
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| 						span = spanEnd;
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| 					}
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| 					else
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| 					{
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| 						leftx = ViewPortRect.UpperLeftCorner.Y - span;
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| 						span = ViewPortRect.UpperLeftCorner.Y;
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| 					}
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| 
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| 					leftxf += leftdeltaxf*leftx;
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| 					rightxf += rightdeltaxf*leftx;
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| 					targetSurface += SurfaceWidth*leftx;
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| 					zTarget += SurfaceWidth*leftx;
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| 					leftZValue += leftZStep*leftx;
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| 					rightZValue += rightZStep*leftx;
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| 
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| 					leftTx += leftTxStep*leftx;
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| 					leftTy += leftTyStep*leftx;
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| 					rightTx += rightTxStep*leftx;
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| 					rightTy += rightTyStep*leftx;
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| 				}
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| 
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| 
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| 				// the main loop. Go through every span and draw it.
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| 
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| 				while (span < spanEnd)
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| 				{
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| 					leftx = (s32)(leftxf);
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| 					rightx = (s32)(rightxf + 0.5f);
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| 
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| 					// perform some clipping
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| 
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| 					if (leftx>=ViewPortRect.UpperLeftCorner.X &&
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| 						leftx<=ViewPortRect.LowerRightCorner.X)
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| 					{
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| 						if (leftZValue > *(zTarget + leftx))
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| 						{
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| 							*(zTarget + leftx) = leftZValue;
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| 							*(targetSurface + leftx) = lockedTexture[((leftTy>>8)&textureYMask) * lockedTextureWidth + ((rightTx>>8)&textureXMask)];
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| 						}
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| 					}
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| 
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| 
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| 					if (rightx>=ViewPortRect.UpperLeftCorner.X &&
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| 						rightx<=ViewPortRect.LowerRightCorner.X)
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| 					{
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| 						if (rightZValue > *(zTarget + rightx))
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| 						{
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| 							*(zTarget + rightx) = rightZValue;
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| 							*(targetSurface + rightx) = lockedTexture[((rightTy>>8)&textureYMask) * lockedTextureWidth + ((rightTx>>8)&textureXMask)];
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| 						}
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| 
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| 					}
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| 
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| 
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| 					leftxf += leftdeltaxf;
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| 					rightxf += rightdeltaxf;
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| 					++span;
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| 					targetSurface += SurfaceWidth;
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| 					zTarget += SurfaceWidth;
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| 					leftZValue += leftZStep;
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| 					rightZValue += rightZStep;
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| 
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| 					leftTx += leftTxStep;
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| 					leftTy += leftTyStep;
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| 					rightTx += rightTxStep;
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| 					rightTy += rightTyStep;
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| 				}
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| 
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| 				if (triangleHalf>0) // break, we've gout only two halves
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| 					break;
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| 
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| 
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| 				// setup variables for second half of the triangle.
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| 
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| 				if (longest < 0.0f)
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| 				{
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| 					tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y);
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| 
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| 					rightdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv;
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| 					rightxf = (f32)v2->Pos.X;
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| 
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| 					rightZValue = v2->ZValue;
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| 					rightZStep = (s32)((v3->ZValue - v2->ZValue) * tmpDiv);
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| 
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| 					rightTx = v2->TCoords.X;
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| 					rightTy = v2->TCoords.Y;
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| 					rightTxStep = (s32)((v3->TCoords.X - rightTx) * tmpDiv);
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| 					rightTyStep = (s32)((v3->TCoords.Y - rightTy) * tmpDiv);
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| 				}
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| 				else
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| 				{
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| 					tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y);
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| 
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| 					leftdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv;
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| 					leftxf = (f32)v2->Pos.X;
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| 
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| 					leftZValue = v2->ZValue;
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| 					leftZStep = (s32)((v3->ZValue - v2->ZValue) * tmpDiv);
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| 
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| 					leftTx = v2->TCoords.X;
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| 					leftTy = v2->TCoords.Y;
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| 					leftTxStep = (s32)((v3->TCoords.X - leftTx) * tmpDiv);
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| 					leftTyStep = (s32)((v3->TCoords.Y - leftTy) * tmpDiv);
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| 				}
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| 
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| 
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| 				spanEnd = v3->Pos.Y;
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| 			}
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| 
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| 		}
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| 
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| 		ZBuffer->unlock();
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| 	}
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| };
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| 
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| } // end namespace video
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| } // end namespace irr
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| 
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| #endif // _IRR_COMPILE_WITH_SOFTWARE_
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| 
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| namespace irr
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| {
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| namespace video
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| {
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| 
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| //! creates a flat triangle renderer
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| ITriangleRenderer* createTriangleRendererTextureFlatWire(IZBuffer* zbuffer)
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| {
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| 	#ifdef _IRR_COMPILE_WITH_SOFTWARE_
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| 	return new CTRTextureFlatWire(zbuffer);
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| 	#else
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| 	return 0;
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| 	#endif // _IRR_COMPILE_WITH_SOFTWARE_
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| }
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| 
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| } // end namespace video
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| } // end namespace irr
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| 
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| 
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