mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 08:10:32 +01:00
281 lines
7.0 KiB
C++
281 lines
7.0 KiB
C++
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#include "IrrCompileConfig.h"
|
||
|
#include "CTRTextureGouraud.h"
|
||
|
|
||
|
#ifdef _IRR_COMPILE_WITH_SOFTWARE_
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace video
|
||
|
{
|
||
|
|
||
|
class CTRFlatWire : public CTRTextureGouraud
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CTRFlatWire(IZBuffer* zbuffer)
|
||
|
: CTRTextureGouraud(zbuffer)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("CTRWire");
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//! draws an indexed triangle list
|
||
|
virtual void drawIndexedTriangleList(S2DVertex* vertices, s32 vertexCount, const u16* indexList, s32 triangleCount) _IRR_OVERRIDE_
|
||
|
{
|
||
|
const S2DVertex *v1, *v2, *v3;
|
||
|
|
||
|
u16 color;
|
||
|
f32 tmpDiv; // temporary division factor
|
||
|
f32 longest; // saves the longest span
|
||
|
s32 height; // saves height of triangle
|
||
|
u16* targetSurface; // target pointer where to plot pixels
|
||
|
s32 spanEnd; // saves end of spans
|
||
|
f32 leftdeltaxf; // amount of pixels to increase on left side of triangle
|
||
|
f32 rightdeltaxf; // amount of pixels to increase on right side of triangle
|
||
|
s32 leftx, rightx; // position where we are
|
||
|
f32 leftxf, rightxf; // same as above, but as f32 values
|
||
|
s32 span; // current span
|
||
|
core::rect<s32> TriangleRect;
|
||
|
|
||
|
s32 leftZValue, rightZValue;
|
||
|
s32 leftZStep, rightZStep;
|
||
|
TZBufferType* zTarget; // target of ZBuffer;
|
||
|
|
||
|
lockedSurface = (u16*)RenderTarget->getData();
|
||
|
lockedZBuffer = ZBuffer->lock();
|
||
|
|
||
|
for (s32 i=0; i<triangleCount; ++i)
|
||
|
{
|
||
|
v1 = &vertices[*indexList];
|
||
|
++indexList;
|
||
|
v2 = &vertices[*indexList];
|
||
|
++indexList;
|
||
|
v3 = &vertices[*indexList];
|
||
|
++indexList;
|
||
|
|
||
|
// back face culling
|
||
|
|
||
|
if (BackFaceCullingEnabled)
|
||
|
{
|
||
|
s32 z = ((v3->Pos.X - v1->Pos.X) * (v3->Pos.Y - v2->Pos.Y)) -
|
||
|
((v3->Pos.Y - v1->Pos.Y) * (v3->Pos.X - v2->Pos.X));
|
||
|
|
||
|
if (z < 0)
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//near plane clipping
|
||
|
|
||
|
if (v1->ZValue<0 && v2->ZValue<0 && v3->ZValue<0)
|
||
|
continue;
|
||
|
|
||
|
// sort for width for inscreen clipping
|
||
|
|
||
|
if (v1->Pos.X > v2->Pos.X) swapVertices(&v1, &v2);
|
||
|
if (v1->Pos.X > v3->Pos.X) swapVertices(&v1, &v3);
|
||
|
if (v2->Pos.X > v3->Pos.X) swapVertices(&v2, &v3);
|
||
|
|
||
|
if ((v1->Pos.X - v3->Pos.X) == 0)
|
||
|
continue;
|
||
|
|
||
|
TriangleRect.UpperLeftCorner.X = v1->Pos.X;
|
||
|
TriangleRect.LowerRightCorner.X = v3->Pos.X;
|
||
|
|
||
|
// sort for height for faster drawing.
|
||
|
|
||
|
if (v1->Pos.Y > v2->Pos.Y) swapVertices(&v1, &v2);
|
||
|
if (v1->Pos.Y > v3->Pos.Y) swapVertices(&v1, &v3);
|
||
|
if (v2->Pos.Y > v3->Pos.Y) swapVertices(&v2, &v3);
|
||
|
|
||
|
TriangleRect.UpperLeftCorner.Y = v1->Pos.Y;
|
||
|
TriangleRect.LowerRightCorner.Y = v3->Pos.Y;
|
||
|
|
||
|
if (!TriangleRect.isRectCollided(ViewPortRect))
|
||
|
continue;
|
||
|
|
||
|
// calculate height of triangle
|
||
|
height = v3->Pos.Y - v1->Pos.Y;
|
||
|
if (!height)
|
||
|
continue;
|
||
|
|
||
|
// calculate longest span
|
||
|
|
||
|
longest = (v2->Pos.Y - v1->Pos.Y) / (f32)height * (v3->Pos.X - v1->Pos.X) + (v1->Pos.X - v2->Pos.X);
|
||
|
|
||
|
spanEnd = v2->Pos.Y;
|
||
|
span = v1->Pos.Y;
|
||
|
leftxf = (f32)v1->Pos.X;
|
||
|
rightxf = (f32)v1->Pos.X;
|
||
|
|
||
|
leftZValue = v1->ZValue;
|
||
|
rightZValue = v1->ZValue;
|
||
|
|
||
|
color = v1->Color;
|
||
|
|
||
|
targetSurface = lockedSurface + span * SurfaceWidth;
|
||
|
zTarget = lockedZBuffer + span * SurfaceWidth;
|
||
|
|
||
|
if (longest < 0.0f)
|
||
|
{
|
||
|
tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y);
|
||
|
rightdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv;
|
||
|
rightZStep = (s32)((v2->ZValue - v1->ZValue) * tmpDiv);
|
||
|
|
||
|
tmpDiv = 1.0f / (f32)height;
|
||
|
leftdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv;
|
||
|
leftZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tmpDiv = 1.0f / (f32)height;
|
||
|
rightdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv;
|
||
|
rightZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv);
|
||
|
|
||
|
tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y);
|
||
|
leftdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv;
|
||
|
leftZStep = (s32)((v2->ZValue - v1->ZValue) * tmpDiv);
|
||
|
}
|
||
|
|
||
|
|
||
|
// do it twice, once for the first half of the triangle,
|
||
|
// end then for the second half.
|
||
|
|
||
|
for (s32 triangleHalf=0; triangleHalf<2; ++triangleHalf)
|
||
|
{
|
||
|
if (spanEnd > ViewPortRect.LowerRightCorner.Y)
|
||
|
spanEnd = ViewPortRect.LowerRightCorner.Y;
|
||
|
|
||
|
// if the span <0, than we can skip these spans,
|
||
|
// and proceed to the next spans which are really on the screen.
|
||
|
if (span < ViewPortRect.UpperLeftCorner.Y)
|
||
|
{
|
||
|
// we'll use leftx as temp variable
|
||
|
if (spanEnd < ViewPortRect.UpperLeftCorner.Y)
|
||
|
{
|
||
|
leftx = spanEnd - span;
|
||
|
span = spanEnd;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
leftx = ViewPortRect.UpperLeftCorner.Y - span;
|
||
|
span = ViewPortRect.UpperLeftCorner.Y;
|
||
|
}
|
||
|
|
||
|
leftxf += leftdeltaxf*leftx;
|
||
|
rightxf += rightdeltaxf*leftx;
|
||
|
targetSurface += SurfaceWidth*leftx;
|
||
|
zTarget += SurfaceWidth*leftx;
|
||
|
leftZValue += leftZStep*leftx;
|
||
|
rightZValue += rightZStep*leftx;
|
||
|
}
|
||
|
|
||
|
|
||
|
// the main loop. Go through every span and draw it.
|
||
|
|
||
|
while (span < spanEnd)
|
||
|
{
|
||
|
leftx = (s32)(leftxf);
|
||
|
rightx = (s32)(rightxf + 0.5f);
|
||
|
|
||
|
// perform some clipping
|
||
|
|
||
|
if (leftx>=ViewPortRect.UpperLeftCorner.X &&
|
||
|
leftx<=ViewPortRect.LowerRightCorner.X)
|
||
|
{
|
||
|
if (leftZValue > *(zTarget + leftx))
|
||
|
{
|
||
|
*(zTarget + leftx) = leftZValue;
|
||
|
*(targetSurface + leftx) = color;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if (rightx>=ViewPortRect.UpperLeftCorner.X &&
|
||
|
rightx<=ViewPortRect.LowerRightCorner.X)
|
||
|
{
|
||
|
if (rightZValue > *(zTarget + rightx))
|
||
|
{
|
||
|
*(zTarget + rightx) = rightZValue;
|
||
|
*(targetSurface + rightx) = color;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// draw the span
|
||
|
|
||
|
leftxf += leftdeltaxf;
|
||
|
rightxf += rightdeltaxf;
|
||
|
++span;
|
||
|
targetSurface += SurfaceWidth;
|
||
|
zTarget += SurfaceWidth;
|
||
|
leftZValue += leftZStep;
|
||
|
rightZValue += rightZStep;
|
||
|
}
|
||
|
|
||
|
if (triangleHalf>0) // break, we've gout only two halves
|
||
|
break;
|
||
|
|
||
|
|
||
|
// setup variables for second half of the triangle.
|
||
|
|
||
|
if (longest < 0.0f)
|
||
|
{
|
||
|
tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y);
|
||
|
|
||
|
rightdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv;
|
||
|
rightxf = (f32)v2->Pos.X;
|
||
|
|
||
|
rightZValue = v2->ZValue;
|
||
|
rightZStep = (s32)((v3->ZValue - v2->ZValue) * tmpDiv);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y);
|
||
|
|
||
|
leftdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv;
|
||
|
leftxf = (f32)v2->Pos.X;
|
||
|
|
||
|
leftZValue = v2->ZValue;
|
||
|
leftZStep = (s32)((v3->ZValue - v2->ZValue) * tmpDiv);
|
||
|
}
|
||
|
|
||
|
|
||
|
spanEnd = v3->Pos.Y;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
ZBuffer->unlock();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
} // end namespace video
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif // _IRR_COMPILE_WITH_SOFTWARE_
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace video
|
||
|
{
|
||
|
|
||
|
//! creates a flat triangle renderer
|
||
|
ITriangleRenderer* createTriangleRendererFlatWire(IZBuffer* zbuffer)
|
||
|
{
|
||
|
#ifdef _IRR_COMPILE_WITH_SOFTWARE_
|
||
|
return new CTRFlatWire(zbuffer);
|
||
|
#else
|
||
|
return 0;
|
||
|
#endif // _IRR_COMPILE_WITH_SOFTWARE_
|
||
|
}
|
||
|
|
||
|
} // end namespace video
|
||
|
} // end namespace irr
|
||
|
|
||
|
|