irrlicht/source/Irrlicht/CTRTextureBlend.cpp
engineer_apple 86dd0cde26 - 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
2020-02-22 20:48:12 +00:00

2585 lines
52 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#include "IBurningShader.h"
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
// compile flag for this file
#undef USE_ZBUFFER
#undef IPOL_Z
#undef CMP_Z
#undef WRITE_Z
#undef IPOL_W
#undef CMP_W
#undef WRITE_W
#undef SUBTEXEL
#undef INVERSE_W
#undef IPOL_C0
#undef IPOL_T0
#undef IPOL_T1
// define render case
#define SUBTEXEL
#define INVERSE_W
#define USE_ZBUFFER
#define IPOL_W
#define CMP_W
#define WRITE_W
#define IPOL_C0
#define IPOL_T0
//#define IPOL_T1
// apply global override
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef INVERSE_W
#endif
#ifndef SOFTWARE_DRIVER_2_SUBTEXEL
#undef SUBTEXEL
#endif
#if BURNING_MATERIAL_MAX_COLORS < 1
#undef IPOL_C0
#endif
#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef IPOL_W
#endif
#define IPOL_Z
#ifdef CMP_W
#undef CMP_W
#define CMP_Z
#endif
#ifdef WRITE_W
#undef WRITE_W
#define WRITE_Z
#endif
#endif
namespace irr
{
namespace video
{
class CTRTextureBlend : public IBurningShader
{
public:
//! constructor
CTRTextureBlend(CBurningVideoDriver* driver);
//! draws an indexed triangle list
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) _IRR_OVERRIDE_;
virtual void OnSetMaterial(const SBurningShaderMaterial& material) _IRR_OVERRIDE_;
#if defined(PATCH_SUPERTUX_8_0_1)
virtual void setZCompareFunc(u32 func)
{
depth_func = (E_COMPARISON_FUNC)func;
}
virtual void setParam(u32 index, f32 value)
{
SBurningShaderMaterial material;
material.org.ZBuffer = depth_func;
material.org.MaterialTypeParam = value;
OnSetMaterial(material);
}
#endif
private:
// fragment shader
typedef void (CTRTextureBlend::*tFragmentShader) ();
void fragment_dst_color_zero ();
void fragment_dst_color_one ();
void fragment_dst_color_src_alpha ();
void fragment_dst_color_one_minus_dst_alpha ();
void fragment_zero_one_minus_scr_color ();
void fragment_src_color_src_alpha ();
void fragment_one_one_minus_src_alpha ();
void fragment_one_minus_dst_alpha_one();
void fragment_src_alpha_one();
void fragment_src_alpha_one_minus_src_alpha();
tFragmentShader fragmentShader;
E_COMPARISON_FUNC depth_func;
};
//! constructor
CTRTextureBlend::CTRTextureBlend(CBurningVideoDriver* driver)
: IBurningShader(driver)
{
#ifdef _DEBUG
setDebugName("CTRTextureBlend");
#endif
depth_func = ECFN_LESSEQUAL;
fragmentShader = &CTRTextureBlend::fragment_dst_color_zero;
}
/*!
*/
void CTRTextureBlend::OnSetMaterial(const SBurningShaderMaterial& material)
{
int showname = 0;
depth_func = (E_COMPARISON_FUNC)material.org.ZBuffer;
AlphaRef = 0; // tofix(material.org.MaterialTypeParam, FIXPOINT_COLOR_MAX);
E_BLEND_FACTOR srcFact,dstFact;
E_MODULATE_FUNC modulate;
u32 alphaSrc;
unpack_textureBlendFunc ( srcFact, dstFact, modulate, alphaSrc, material.org.MaterialTypeParam);
fragmentShader = 0;
if ( srcFact == EBF_DST_COLOR && dstFact == EBF_ZERO )
{
fragmentShader = &CTRTextureBlend::fragment_dst_color_zero;
}
else if ( srcFact == EBF_DST_COLOR && dstFact == EBF_ONE )
{
fragmentShader = &CTRTextureBlend::fragment_dst_color_one;
}
else if ( srcFact == EBF_DST_COLOR && dstFact == EBF_SRC_ALPHA)
{
fragmentShader = &CTRTextureBlend::fragment_dst_color_src_alpha;
}
else if ( srcFact == EBF_DST_COLOR && dstFact == EBF_ONE_MINUS_DST_ALPHA)
{
fragmentShader = &CTRTextureBlend::fragment_dst_color_one_minus_dst_alpha;
}
else if ( srcFact == EBF_ZERO && dstFact == EBF_ONE_MINUS_SRC_COLOR )
{
fragmentShader = &CTRTextureBlend::fragment_zero_one_minus_scr_color;
}
else if ( srcFact == EBF_ONE && dstFact == EBF_ONE_MINUS_SRC_ALPHA)
{
fragmentShader = &CTRTextureBlend::fragment_one_one_minus_src_alpha;
}
else if ( srcFact == EBF_ONE_MINUS_DST_ALPHA && dstFact == EBF_ONE )
{
fragmentShader = &CTRTextureBlend::fragment_one_minus_dst_alpha_one;
}
else if ( srcFact == EBF_SRC_ALPHA && dstFact == EBF_ONE )
{
fragmentShader = &CTRTextureBlend::fragment_src_alpha_one;
}
else if (srcFact == EBF_SRC_ALPHA && dstFact == EBF_ONE_MINUS_SRC_ALPHA)
{
fragmentShader = &CTRTextureBlend::fragment_src_alpha_one_minus_src_alpha;
}
else if ( srcFact == EBF_SRC_COLOR && dstFact == EBF_SRC_ALPHA )
{
fragmentShader = &CTRTextureBlend::fragment_src_color_src_alpha;
}
else
{
showname = 1;
fragmentShader = &CTRTextureBlend::fragment_dst_color_zero;
}
static const c8 *n[] =
{
"gl_zero",
"gl_one",
"gl_dst_color",
"gl_one_minus_dst_color",
"gl_src_color",
"gl_one_minus_src_color",
"gl_src_alpha",
"gl_one_minus_src_alpha",
"gl_dst_alpha",
"gl_one_minus_dst_alpha",
"gl_src_alpha_saturate"
};
static E_BLEND_FACTOR lsrcFact = EBF_ZERO;
static E_BLEND_FACTOR ldstFact = EBF_ZERO;
if ( showname && ( lsrcFact != srcFact || ldstFact != dstFact ) )
{
char buf[128];
snprintf_irr ( buf, 128, "missing shader: %s %s",n[srcFact], n[dstFact] );
os::Printer::log( buf, ELL_WARNING);
lsrcFact = srcFact;
ldstFact = dstFact;
}
}
/*!
*/
void CTRTextureBlend::fragment_dst_color_src_alpha ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint a0, r0, g0, b0;
tFixPoint r1, g1, b1;
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0,r0,g0,b0,
&IT[0],
tofix(line.t[0][0].x, iw),
tofix(line.t[0][0].y, iw)
);
color_to_fix ( r1, g1, b1, dst[i] );
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex2 ( r0, r1 ) ),
clampfix_maxcolor ( imulFix_tex2 ( g0, g1 ) ),
clampfix_maxcolor ( imulFix_tex2 ( b0, b1 ) )
);
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0,r0,g0,b0,
&IT[0],
tofix ( line.t[0][0].x,iw),
tofix ( line.t[0][0].y,iw)
);
color_to_fix ( r1, g1, b1, dst[i] );
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex2 ( r0, r1 ) ),
clampfix_maxcolor ( imulFix_tex2 ( g0, g1 ) ),
clampfix_maxcolor ( imulFix_tex2 ( b0, b1 ) )
);
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_src_color_src_alpha ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint a0, r0, g0, b0;
tFixPoint r1, g1, b1;
#ifdef IPOL_C0
tFixPoint a2,r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
//solves example 08. todo: depth_write.
#ifdef WRITE_W
//z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0, r0, g0, b0, &IT[0], tofix ( line.t[0][0].x,iw), tofix ( line.t[0][0].y,iw) );
#ifdef IPOL_C0
vec4_to_fix(a2,r2, g2, b2, line.c[0][0], iw);
//a0 = imulFix(a0, a2); why is vertex color enabled and not vertex_alpha?
r0 = imulFix_simple(r0, r2);
g0 = imulFix_simple(g0, g2);
b0 = imulFix_simple(b0, b2);
#endif
color_to_fix ( r1, g1, b1, dst[i] );
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex1( r0, r0 ) + imulFix_tex1( r1, a0 ) ),
clampfix_maxcolor ( imulFix_tex1( g0, g0 ) + imulFix_tex1( g1, a0 ) ),
clampfix_maxcolor ( imulFix_tex1( b0, b0 ) + imulFix_tex1( b1, a0 ) )
);
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0,r0,g0,b0,
&IT[0],
tofix ( line.t[0][0].x,iw),
tofix ( line.t[0][0].y,iw)
);
color_to_fix ( r1, g1, b1, dst[i] );
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex2 ( r0, r1 ) ),
clampfix_maxcolor ( imulFix_tex2 ( g0, g1 ) ),
clampfix_maxcolor ( imulFix_tex2 ( b0, b1 ) )
);
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_one_one_minus_src_alpha()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2 ( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint a0,r0, g0, b0;
tFixPoint r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0, r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
a0 = FIX_POINT_ONE - a0;
color_to_fix1 ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample( imulFix ( r0 + imulFix_simple( r1, a0 ), r2 ),
imulFix ( g0 + imulFix_simple( g1, a0 ), g2 ),
imulFix ( b0 + imulFix_simple( b1, a0 ), b2 )
);
#else
dst[i] = fix_to_sample( r0 + imulFix_simple( r1, a0 ),
g0 + imulFix_simple( g1, a0 ),
b0 + imulFix_simple( b1, a0 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0, r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
a0 = FIX_POINT_ONE - a0;
color_to_fix1 ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample( imulFix ( r0 + imulFix_simple( r1, a0 ), r2 ),
imulFix ( g0 + imulFix_simple( g1, a0 ), g2 ),
imulFix ( b0 + imulFix_simple( b1, a0 ), b2 )
);
#else
dst[i] = fix_to_sample( r0 + imulFix_simple( r1, a0 ),
g0 + imulFix_simple( g1, a0 ),
b0 + imulFix_simple( b1, a0 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_one_minus_dst_alpha_one ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint r0, g0, b0;
tFixPoint a1, r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( a1, r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
a1 = FIX_POINT_ONE - a1;
dst[i] = fix_to_sample( imulFix (imulFix_simple( r0, a1 ) + r1, r2 ),
imulFix (imulFix_simple( g0, a1 ) + g1, g2 ),
imulFix (imulFix_simple( b0, a1 ) + b1, b2 )
);
#else
dst[i] = fix_to_sample(imulFix_simple( r0, a1) + r0,
imulFix_simple( g0, a1) + g0,
imulFix_simple( b0, a1) + b0
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( a1, r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
a1 = FIX_POINT_ONE - a1;
dst[i] = fix_to_sample( imulFix (imulFix_simple( r0, a1 ) + r1, r2 ),
imulFix (imulFix_simple( g0, a1 ) + g1, g2 ),
imulFix (imulFix_simple( b0, a1 ) + b1, b2 )
);
#else
dst[i] = fix_to_sample(imulFix_simple( r0, a1) + r0,
imulFix_simple( g0, a1) + g0,
imulFix_simple( b0, a1) + b0
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_src_alpha_one ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint a0, r0, g0, b0;
tFixPoint r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0, r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
if ( a0 > 0 )
{
fix_color_norm(a0);
color_to_fix ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix4_to_sample( a0,
clampfix_maxcolor (imulFix_simple(r0,a0) + r1),
clampfix_maxcolor (imulFix_simple(g0,a0) + g1),
clampfix_maxcolor (imulFix_simple(b0,a0) + b1)
);
/*
fix_color_norm(a0);
dst[i] = fix4_to_sample ( a0,
imulFix ( imulFix_simple ( r0, a0 ) + r1, r2 ),
imulFix ( imulFix_simple ( g0, a0 ) + g1, g2 ),
imulFix ( imulFix_simple ( b0, a0 ) + b1, b2 )
);
*/
#else
dst[i] = fix4_to_sample( a0,
clampfix_maxcolor (imulFix_simple(r0,a0 ) + r1 ),
clampfix_maxcolor (imulFix_simple(g0,a0 ) + g1 ),
clampfix_maxcolor (imulFix_simple(b0,a0 ) + b1 )
);
#endif
#ifdef WRITE_W
//z[i] = line.w[0];
#endif
}
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( a0, r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
if ( a0 > 0 )
{
fix_color_norm(a0);
color_to_fix ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix4_to_sample( a0,
clampfix_maxcolor ( imulFix (imulFix_simple(r0,a0 ) + r1, r2 ) ),
clampfix_maxcolor ( imulFix (imulFix_simple(g0,a0 ) + g1, g2 ) ),
clampfix_maxcolor ( imulFix (imulFix_simple(b0,a0 ) + b1, b2 ) )
);
/*
fix_color_norm(a0);
dst[i] = fix4_to_sample ( a0,
imulFix ( imulFix_simple ( r0, a0 ) + r1, r2 ),
imulFix ( imulFix_simple ( g0, a0 ) + g1, g2 ),
imulFix ( imulFix_simple ( b0, a0 ) + b1, b2 )
);
*/
#else
dst[i] = fix4_to_sample( a0,
clampfix_maxcolor (imulFix_simple(r0,a0 ) + r1 ),
clampfix_maxcolor (imulFix_simple(g0,a0 ) + g1 ),
clampfix_maxcolor (imulFix_simple(b0,a0 ) + b1 )
);
#endif
#ifdef WRITE_W
z[i] = line.w[0];
#endif
}
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_src_alpha_one_minus_src_alpha()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left(line.x[0]);
xEnd = fill_convention_right(line.x[1]);
dx = xEnd - xStart;
if (dx < 0)
return;
// slopes
const f32 invDeltaX = reciprocal_zero2(line.x[1] - line.x[0]);
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ((f32)xStart) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + (line.y * RenderTarget->getDimension().Width) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*)DepthBuffer->lock() + (line.y * RenderTarget->getDimension().Width) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint a0, r0, g0, b0;
tFixPoint r1, g1, b1;
tFixPoint a2, r2, g2, b2;
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for (i = 0; i <= dx; ++i)
{
#ifdef CMP_W
if (line.w[0] >= z[i])
#endif
{
#ifdef WRITE_W
//z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32(line.w[0]);
#endif
getSample_texture(a0, r0, g0, b0, &IT[0], tofix(line.t[0][0].x, iw), tofix(line.t[0][0].y, iw));
if (a0 > AlphaRef)
{
#ifdef IPOL_C0
vec4_to_fix(a2, r2, g2, b2, line.c[0][0], iw);
//a0 = imulFix(a0, a2); why is vertex color enabled and not vertex_alpha?
r0 = imulFix_simple(r0, r2);
g0 = imulFix_simple(g0, g2);
b0 = imulFix_simple(b0, b2);
#endif
color_to_fix(r1, g1, b1, dst[i]);
fix_color_norm(a0);
r2 = r1 + imulFix(a0, r0 - r1);
g2 = g1 + imulFix(a0, g0 - g1);
b2 = b1 + imulFix(a0, b0 - b1);
dst[i] = fix4_to_sample(a0, r2, g2, b2);
}
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_dst_color_one_minus_dst_alpha ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint r0, g0, b0;
tFixPoint a1, r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( a1, r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
a1 = FIX_POINT_ONE - a1;
dst[i] = fix_to_sample( imulFix ( imulFix ( r1, r0 + a1 ), r2 ),
imulFix ( imulFix ( g1, g0 + a1 ), g2 ),
imulFix ( imulFix ( b1, b0 + a1 ), b2 )
);
#else
dst[i] = fix_to_sample( imulFix ( r1, r0 + a1 ),
imulFix ( g1, g0 + a1 ),
imulFix ( b1, b0 + a1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( a1, r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
a1 = FIX_POINT_ONE - a1;
dst[i] = fix_to_sample( imulFix ( imulFix ( r1, r0 + a1 ), r2 ),
imulFix ( imulFix ( g1, g0 + a1 ), g2 ),
imulFix ( imulFix ( b1, b0 + a1 ), b2 )
);
#else
dst[i] = fix_to_sample( imulFix ( r1, r0 + a1 ),
imulFix ( g1, g0 + a1 ),
imulFix ( b1, b0 + a1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_dst_color_zero ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint r0, g0, b0;
tFixPoint r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample( imulFix (imulFix_simple( r0, r1 ), r2 ),
imulFix (imulFix_simple( g0, g1 ), g2 ),
imulFix (imulFix_simple( b0, b1 ), b2 ) );
#else
dst[i] = fix_to_sample(imulFix_simple( r0, r1 ),
imulFix_simple( g0, g1 ),
imulFix_simple( b0, b1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample( imulFix (imulFix_simple( r0, r1 ), r2 ),
imulFix (imulFix_simple( g0, g1 ), g2 ),
imulFix (imulFix_simple( b0, b1 ), b2 )
);
#else
dst[i] = fix_to_sample(imulFix_simple( r0, r1 ),
imulFix_simple( g0, g1 ),
imulFix_simple( b0, b1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_dst_color_one ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint r0, g0, b0;
tFixPoint r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex1 ( r0, r1 ) + r1 ),
clampfix_maxcolor ( imulFix_tex1 ( g0, g1 ) + g1 ),
clampfix_maxcolor ( imulFix_tex1 ( b0, b1 ) + b1 )
);
#else
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex1 ( r0, r1 ) + r1 ),
clampfix_maxcolor ( imulFix_tex1 ( g0, g1 ) + g1 ),
clampfix_maxcolor ( imulFix_tex1 ( b0, b1 ) + b1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex1 ( r0, r1 ) + r1 ),
clampfix_maxcolor ( imulFix_tex1 ( g0, g1 ) + g1 ),
clampfix_maxcolor ( imulFix_tex1 ( b0, b1 ) + b1 )
);
#else
dst[i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex1 ( r0, r1 ) + r1 ),
clampfix_maxcolor ( imulFix_tex1 ( g0, g1 ) + g1 ),
clampfix_maxcolor ( imulFix_tex1 ( b0, b1 ) + b1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
/*!
*/
void CTRTextureBlend::fragment_zero_one_minus_scr_color ()
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS];
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = fill_convention_left( line.x[0] );
xEnd = fill_convention_right( line.x[1] );
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0] * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
SOFTWARE_DRIVER_2_CLIPCHECK;
dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
f32 iw = FIX_POINT_F32_MUL;
tFixPoint r0, g0, b0;
tFixPoint r1, g1, b1;
#ifdef IPOL_C0
tFixPoint r2, g2, b2;
#endif
s32 i;
switch (depth_func)
{
default:
case ECFN_LESSEQUAL:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample(imulFix( FIX_POINT_ONE - r0, r1 ),
imulFix( FIX_POINT_ONE - g0, g1 ),
imulFix( FIX_POINT_ONE - b0, b1 )
);
#else
dst[i] = fix_to_sample(imulFix( FIX_POINT_ONE - r0, r1 ),
imulFix( FIX_POINT_ONE - g0, g1 ),
imulFix( FIX_POINT_ONE - b0, b1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}
break;
case 2:
for ( i = 0; i <= dx; ++i )
{
#ifdef CMP_W
if ( line.w[0] == z[i] )
#endif
{
#ifdef WRITE_W
z[i] = line.w[0];
#endif
#ifdef INVERSE_W
iw = fix_inverse32 ( line.w[0] );
#endif
getSample_texture ( r0, g0, b0, IT + 0, tofix ( line.t[0][0].x,iw),tofix ( line.t[0][0].y,iw) );
color_to_fix1 ( r1, g1, b1, dst[i] );
#ifdef IPOL_C0
vec4_to_fix( r2, g2, b2, line.c[0][0],iw );
dst[i] = fix_to_sample(imulFix( FIX_POINT_ONE - r0, r1 ),
imulFix( FIX_POINT_ONE - g0, g1 ),
imulFix( FIX_POINT_ONE - b0, b1 )
);
#else
dst[i] = fix_to_sample(imulFix( FIX_POINT_ONE - r0, r1 ),
imulFix( FIX_POINT_ONE - g0, g1 ),
imulFix( FIX_POINT_ONE - b0, b1 )
);
#endif
}
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_C0
line.c[0][0] += slopeC[0];
#endif
}break;
} // zcompare
}
void CTRTextureBlend::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
{
if ( 0 == fragmentShader )
return;
// sort on height, y
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
const f32 ca = c->Pos.y - a->Pos.y;
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] = reciprocal_zero( ca );
scan.invDeltaY[1] = reciprocal_zero( ba );
scan.invDeltaY[2] = reciprocal_zero( cb );
if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
return;
// find if the major edge is left or right aligned
f32 temp[4];
temp[0] = a->Pos.x - c->Pos.x;
temp[1] = -ca;
temp[2] = b->Pos.x - a->Pos.x;
temp[3] = ba;
scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > 0.f ? 0 : 1;
scan.right = 1 - scan.left;
// calculate slopes for the major edge
scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
scan.x[0] = a->Pos.x;
#ifdef IPOL_Z
scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
scan.z[0] = a->Pos.z;
#endif
#ifdef IPOL_W
scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
scan.w[0] = a->Pos.w;
#endif
#ifdef IPOL_C0
scan.slopeC[0][0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
scan.c[0][0] = a->Color[0];
#endif
#ifdef IPOL_T0
scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
scan.t[0][0] = a->Tex[0];
#endif
#ifdef IPOL_T1
scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
scan.t[1][0] = a->Tex[1];
#endif
// top left fill convention y run
s32 yStart;
s32 yEnd;
#ifdef SUBTEXEL
f32 subPixel;
#endif
// rasterize upper sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[1] )
{
// calculate slopes for top edge
scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
scan.x[1] = a->Pos.x;
#ifdef IPOL_Z
scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
scan.z[1] = a->Pos.z;
#endif
#ifdef IPOL_W
scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
scan.w[1] = a->Pos.w;
#endif
#ifdef IPOL_C0
scan.slopeC[0][1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
scan.c[0][1] = a->Color[0];
#endif
#ifdef IPOL_T0
scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
scan.t[0][1] = a->Tex[0];
#endif
#ifdef IPOL_T1
scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
scan.t[1][1] = a->Tex[1];
#endif
// apply top-left fill convention, top part
yStart = fill_convention_left( a->Pos.y );
yEnd = fill_convention_right( b->Pos.y );
#ifdef SUBTEXEL
subPixel = ( (f32) yStart ) - a->Pos.y;
// correct to pixel center
scan.x[0] += scan.slopeX[0] * subPixel;
scan.x[1] += scan.slopeX[1] * subPixel;
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0] * subPixel;
scan.z[1] += scan.slopeZ[1] * subPixel;
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0] * subPixel;
scan.w[1] += scan.slopeW[1] * subPixel;
#endif
#ifdef IPOL_C0
scan.c[0][0] += scan.slopeC[0][0] * subPixel;
scan.c[0][1] += scan.slopeC[0][1] * subPixel;
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0] * subPixel;
scan.t[0][1] += scan.slopeT[0][1] * subPixel;
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0] * subPixel;
scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif
#endif
// rasterize the edge scanlines
for( line.y = yStart; line.y <= yEnd; ++line.y)
{
line.x[scan.left] = scan.x[0];
line.x[scan.right] = scan.x[1];
#ifdef IPOL_Z
line.z[scan.left] = scan.z[0];
line.z[scan.right] = scan.z[1];
#endif
#ifdef IPOL_W
line.w[scan.left] = scan.w[0];
line.w[scan.right] = scan.w[1];
#endif
#ifdef IPOL_C0
line.c[0][scan.left] = scan.c[0][0];
line.c[0][scan.right] = scan.c[0][1];
#endif
#ifdef IPOL_T0
line.t[0][scan.left] = scan.t[0][0];
line.t[0][scan.right] = scan.t[0][1];
#endif
#ifdef IPOL_T1
line.t[1][scan.left] = scan.t[1][0];
line.t[1][scan.right] = scan.t[1][1];
#endif
// render a scanline
(this->*fragmentShader) ();
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0];
scan.z[1] += scan.slopeZ[1];
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0];
scan.w[1] += scan.slopeW[1];
#endif
#ifdef IPOL_C0
scan.c[0][0] += scan.slopeC[0][0];
scan.c[0][1] += scan.slopeC[0][1];
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0];
scan.t[0][1] += scan.slopeT[0][1];
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0];
scan.t[1][1] += scan.slopeT[1][1];
#endif
}
}
// rasterize lower sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[2] )
{
// advance to middle point
if( (f32) 0.0 != scan.invDeltaY[1] )
{
temp[0] = b->Pos.y - a->Pos.y; // dy
scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
#ifdef IPOL_Z
scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
#endif
#ifdef IPOL_W
scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
#endif
#ifdef IPOL_C0
scan.c[0][0] = a->Color[0] + scan.slopeC[0][0] * temp[0];
#endif
#ifdef IPOL_T0
scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
#endif
#ifdef IPOL_T1
scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
#endif
}
// calculate slopes for bottom edge
scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
scan.x[1] = b->Pos.x;
#ifdef IPOL_Z
scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
scan.z[1] = b->Pos.z;
#endif
#ifdef IPOL_W
scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
scan.w[1] = b->Pos.w;
#endif
#ifdef IPOL_C0
scan.slopeC[0][1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
scan.c[0][1] = b->Color[0];
#endif
#ifdef IPOL_T0
scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
scan.t[0][1] = b->Tex[0];
#endif
#ifdef IPOL_T1
scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
scan.t[1][1] = b->Tex[1];
#endif
// apply top-left fill convention, top part
yStart = fill_convention_left( b->Pos.y );
yEnd = fill_convention_right( c->Pos.y );
#ifdef SUBTEXEL
subPixel = ( (f32) yStart ) - b->Pos.y;
// correct to pixel center
scan.x[0] += scan.slopeX[0] * subPixel;
scan.x[1] += scan.slopeX[1] * subPixel;
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0] * subPixel;
scan.z[1] += scan.slopeZ[1] * subPixel;
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0] * subPixel;
scan.w[1] += scan.slopeW[1] * subPixel;
#endif
#ifdef IPOL_C0
scan.c[0][0] += scan.slopeC[0][0] * subPixel;
scan.c[0][1] += scan.slopeC[0][1] * subPixel;
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0] * subPixel;
scan.t[0][1] += scan.slopeT[0][1] * subPixel;
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0] * subPixel;
scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif
#endif
// rasterize the edge scanlines
for( line.y = yStart; line.y <= yEnd; ++line.y)
{
line.x[scan.left] = scan.x[0];
line.x[scan.right] = scan.x[1];
#ifdef IPOL_Z
line.z[scan.left] = scan.z[0];
line.z[scan.right] = scan.z[1];
#endif
#ifdef IPOL_W
line.w[scan.left] = scan.w[0];
line.w[scan.right] = scan.w[1];
#endif
#ifdef IPOL_C0
line.c[0][scan.left] = scan.c[0][0];
line.c[0][scan.right] = scan.c[0][1];
#endif
#ifdef IPOL_T0
line.t[0][scan.left] = scan.t[0][0];
line.t[0][scan.right] = scan.t[0][1];
#endif
#ifdef IPOL_T1
line.t[1][scan.left] = scan.t[1][0];
line.t[1][scan.right] = scan.t[1][1];
#endif
// render a scanline
(this->*fragmentShader) ();
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0];
scan.z[1] += scan.slopeZ[1];
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0];
scan.w[1] += scan.slopeW[1];
#endif
#ifdef IPOL_C0
scan.c[0][0] += scan.slopeC[0][0];
scan.c[0][1] += scan.slopeC[0][1];
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0];
scan.t[0][1] += scan.slopeT[0][1];
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0];
scan.t[1][1] += scan.slopeT[1][1];
#endif
}
}
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
namespace irr
{
namespace video
{
//! creates a flat triangle renderer
IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver)
{
// EMT_ONETEXTURE_BLEND
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
return new CTRTextureBlend(driver);
#else
return 0;
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
}
} // end namespace video
} // end namespace irr