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author | David Walter Seikel | 2016-03-28 22:28:34 +1000 |
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committer | David Walter Seikel | 2016-03-28 22:28:34 +1000 |
commit | 7028cbe09c688437910a25623098762bf0fa592d (patch) | |
tree | 10b5af58277d9880380c2251f109325542c4e6eb /src/others/irrlicht-1.8.1/source/Irrlicht/CTRTextureFlatWire.cpp | |
parent | Move lemon to the src/others directory. (diff) | |
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Move Irrlicht to src/others.
Diffstat (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CTRTextureFlatWire.cpp')
-rw-r--r-- | src/others/irrlicht-1.8.1/source/Irrlicht/CTRTextureFlatWire.cpp | 313 |
1 files changed, 313 insertions, 0 deletions
diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CTRTextureFlatWire.cpp b/src/others/irrlicht-1.8.1/source/Irrlicht/CTRTextureFlatWire.cpp new file mode 100644 index 0000000..d15ba04 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CTRTextureFlatWire.cpp | |||
@@ -0,0 +1,313 @@ | |||
1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #include "IrrCompileConfig.h" | ||
6 | #include "CTRTextureGouraud.h" | ||
7 | |||
8 | #ifdef _IRR_COMPILE_WITH_SOFTWARE_ | ||
9 | |||
10 | namespace irr | ||
11 | { | ||
12 | namespace video | ||
13 | { | ||
14 | |||
15 | class CTRTextureFlatWire : public CTRTextureGouraud | ||
16 | { | ||
17 | public: | ||
18 | |||
19 | CTRTextureFlatWire(IZBuffer* zbuffer) | ||
20 | : CTRTextureGouraud(zbuffer) | ||
21 | { | ||
22 | #ifdef _DEBUG | ||
23 | setDebugName("CTRTextureFlatWire"); | ||
24 | #endif | ||
25 | } | ||
26 | |||
27 | //! draws an indexed triangle list | ||
28 | virtual void drawIndexedTriangleList(S2DVertex* vertices, s32 vertexCount, const u16* indexList, s32 triangleCount) | ||
29 | { | ||
30 | const S2DVertex *v1, *v2, *v3; | ||
31 | |||
32 | f32 tmpDiv; // temporary division factor | ||
33 | f32 longest; // saves the longest span | ||
34 | s32 height; // saves height of triangle | ||
35 | u16* targetSurface; // target pointer where to plot pixels | ||
36 | s32 spanEnd; // saves end of spans | ||
37 | f32 leftdeltaxf; // amount of pixels to increase on left side of triangle | ||
38 | f32 rightdeltaxf; // amount of pixels to increase on right side of triangle | ||
39 | s32 leftx, rightx; // position where we are | ||
40 | f32 leftxf, rightxf; // same as above, but as f32 values | ||
41 | s32 span; // current span | ||
42 | s32 leftTx, rightTx, leftTy, rightTy; // texture interpolating values | ||
43 | s32 leftTxStep, rightTxStep, leftTyStep, rightTyStep; // texture interpolating values | ||
44 | core::rect<s32> TriangleRect; | ||
45 | |||
46 | s32 leftZValue, rightZValue; | ||
47 | s32 leftZStep, rightZStep; | ||
48 | TZBufferType* zTarget; // target of ZBuffer; | ||
49 | |||
50 | lockedSurface = (u16*)RenderTarget->lock(); | ||
51 | lockedZBuffer = ZBuffer->lock(); | ||
52 | lockedTexture = (u16*)Texture->lock(); | ||
53 | |||
54 | for (s32 i=0; i<triangleCount; ++i) | ||
55 | { | ||
56 | v1 = &vertices[*indexList]; | ||
57 | ++indexList; | ||
58 | v2 = &vertices[*indexList]; | ||
59 | ++indexList; | ||
60 | v3 = &vertices[*indexList]; | ||
61 | ++indexList; | ||
62 | |||
63 | // back face culling | ||
64 | |||
65 | if (BackFaceCullingEnabled) | ||
66 | { | ||
67 | s32 z = ((v3->Pos.X - v1->Pos.X) * (v3->Pos.Y - v2->Pos.Y)) - | ||
68 | ((v3->Pos.Y - v1->Pos.Y) * (v3->Pos.X - v2->Pos.X)); | ||
69 | |||
70 | if (z < 0) | ||
71 | continue; | ||
72 | } | ||
73 | |||
74 | //near plane clipping | ||
75 | |||
76 | if (v1->ZValue<0 && v2->ZValue<0 && v3->ZValue<0) | ||
77 | continue; | ||
78 | |||
79 | // sort for width for inscreen clipping | ||
80 | |||
81 | if (v1->Pos.X > v2->Pos.X) swapVertices(&v1, &v2); | ||
82 | if (v1->Pos.X > v3->Pos.X) swapVertices(&v1, &v3); | ||
83 | if (v2->Pos.X > v3->Pos.X) swapVertices(&v2, &v3); | ||
84 | |||
85 | if ((v1->Pos.X - v3->Pos.X) == 0) | ||
86 | continue; | ||
87 | |||
88 | TriangleRect.UpperLeftCorner.X = v1->Pos.X; | ||
89 | TriangleRect.LowerRightCorner.X = v3->Pos.X; | ||
90 | |||
91 | // sort for height for faster drawing. | ||
92 | |||
93 | if (v1->Pos.Y > v2->Pos.Y) swapVertices(&v1, &v2); | ||
94 | if (v1->Pos.Y > v3->Pos.Y) swapVertices(&v1, &v3); | ||
95 | if (v2->Pos.Y > v3->Pos.Y) swapVertices(&v2, &v3); | ||
96 | |||
97 | TriangleRect.UpperLeftCorner.Y = v1->Pos.Y; | ||
98 | TriangleRect.LowerRightCorner.Y = v3->Pos.Y; | ||
99 | |||
100 | if (!TriangleRect.isRectCollided(ViewPortRect)) | ||
101 | continue; | ||
102 | |||
103 | // calculate height of triangle | ||
104 | height = v3->Pos.Y - v1->Pos.Y; | ||
105 | if (!height) | ||
106 | continue; | ||
107 | |||
108 | // calculate longest span | ||
109 | |||
110 | longest = (v2->Pos.Y - v1->Pos.Y) / (f32)height * (v3->Pos.X - v1->Pos.X) + (v1->Pos.X - v2->Pos.X); | ||
111 | |||
112 | spanEnd = v2->Pos.Y; | ||
113 | span = v1->Pos.Y; | ||
114 | leftxf = (f32)v1->Pos.X; | ||
115 | rightxf = (f32)v1->Pos.X; | ||
116 | |||
117 | leftZValue = v1->ZValue; | ||
118 | rightZValue = v1->ZValue; | ||
119 | |||
120 | leftTx = rightTx = v1->TCoords.X; | ||
121 | leftTy = rightTy = v1->TCoords.Y; | ||
122 | |||
123 | targetSurface = lockedSurface + span * SurfaceWidth; | ||
124 | zTarget = lockedZBuffer + span * SurfaceWidth; | ||
125 | |||
126 | if (longest < 0.0f) | ||
127 | { | ||
128 | tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y); | ||
129 | rightdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv; | ||
130 | rightZStep = (s32)((v2->ZValue - v1->ZValue) * tmpDiv); | ||
131 | rightTxStep = (s32)((v2->TCoords.X - rightTx) * tmpDiv); | ||
132 | rightTyStep = (s32)((v2->TCoords.Y - rightTy) * tmpDiv); | ||
133 | |||
134 | tmpDiv = 1.0f / (f32)height; | ||
135 | leftdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv; | ||
136 | leftZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv); | ||
137 | leftTxStep = (s32)((v3->TCoords.X - leftTx) * tmpDiv); | ||
138 | leftTyStep = (s32)((v3->TCoords.Y - leftTy) * tmpDiv); | ||
139 | } | ||
140 | else | ||
141 | { | ||
142 | tmpDiv = 1.0f / (f32)height; | ||
143 | rightdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv; | ||
144 | rightZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv); | ||
145 | rightTxStep = (s32)((v3->TCoords.X - rightTx) * tmpDiv); | ||
146 | rightTyStep = (s32)((v3->TCoords.Y - rightTy) * tmpDiv); | ||
147 | |||
148 | tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y); | ||
149 | leftdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv; | ||
150 | leftZStep = (s32)((v2->ZValue - v1->ZValue) * tmpDiv); | ||
151 | leftTxStep = (s32)((v2->TCoords.X - leftTx) * tmpDiv); | ||
152 | leftTyStep = (s32)((v2->TCoords.Y - leftTy) * tmpDiv); | ||
153 | } | ||
154 | |||
155 | |||
156 | // do it twice, once for the first half of the triangle, | ||
157 | // end then for the second half. | ||
158 | |||
159 | for (s32 triangleHalf=0; triangleHalf<2; ++triangleHalf) | ||
160 | { | ||
161 | if (spanEnd > ViewPortRect.LowerRightCorner.Y) | ||
162 | spanEnd = ViewPortRect.LowerRightCorner.Y; | ||
163 | |||
164 | // if the span <0, than we can skip these spans, | ||
165 | // and proceed to the next spans which are really on the screen. | ||
166 | if (span < ViewPortRect.UpperLeftCorner.Y) | ||
167 | { | ||
168 | // we'll use leftx as temp variable | ||
169 | if (spanEnd < ViewPortRect.UpperLeftCorner.Y) | ||
170 | { | ||
171 | leftx = spanEnd - span; | ||
172 | span = spanEnd; | ||
173 | } | ||
174 | else | ||
175 | { | ||
176 | leftx = ViewPortRect.UpperLeftCorner.Y - span; | ||
177 | span = ViewPortRect.UpperLeftCorner.Y; | ||
178 | } | ||
179 | |||
180 | leftxf += leftdeltaxf*leftx; | ||
181 | rightxf += rightdeltaxf*leftx; | ||
182 | targetSurface += SurfaceWidth*leftx; | ||
183 | zTarget += SurfaceWidth*leftx; | ||
184 | leftZValue += leftZStep*leftx; | ||
185 | rightZValue += rightZStep*leftx; | ||
186 | |||
187 | leftTx += leftTxStep*leftx; | ||
188 | leftTy += leftTyStep*leftx; | ||
189 | rightTx += rightTxStep*leftx; | ||
190 | rightTy += rightTyStep*leftx; | ||
191 | } | ||
192 | |||
193 | |||
194 | // the main loop. Go through every span and draw it. | ||
195 | |||
196 | while (span < spanEnd) | ||
197 | { | ||
198 | leftx = (s32)(leftxf); | ||
199 | rightx = (s32)(rightxf + 0.5f); | ||
200 | |||
201 | // perform some clipping | ||
202 | |||
203 | if (leftx>=ViewPortRect.UpperLeftCorner.X && | ||
204 | leftx<=ViewPortRect.LowerRightCorner.X) | ||
205 | { | ||
206 | if (leftZValue > *(zTarget + leftx)) | ||
207 | { | ||
208 | *(zTarget + leftx) = leftZValue; | ||
209 | *(targetSurface + leftx) = lockedTexture[((leftTy>>8)&textureYMask) * lockedTextureWidth + ((rightTx>>8)&textureXMask)]; | ||
210 | } | ||
211 | } | ||
212 | |||
213 | |||
214 | if (rightx>=ViewPortRect.UpperLeftCorner.X && | ||
215 | rightx<=ViewPortRect.LowerRightCorner.X) | ||
216 | { | ||
217 | if (rightZValue > *(zTarget + rightx)) | ||
218 | { | ||
219 | *(zTarget + rightx) = rightZValue; | ||
220 | *(targetSurface + rightx) = lockedTexture[((rightTy>>8)&textureYMask) * lockedTextureWidth + ((rightTx>>8)&textureXMask)]; | ||
221 | } | ||
222 | |||
223 | } | ||
224 | |||
225 | |||
226 | leftxf += leftdeltaxf; | ||
227 | rightxf += rightdeltaxf; | ||
228 | ++span; | ||
229 | targetSurface += SurfaceWidth; | ||
230 | zTarget += SurfaceWidth; | ||
231 | leftZValue += leftZStep; | ||
232 | rightZValue += rightZStep; | ||
233 | |||
234 | leftTx += leftTxStep; | ||
235 | leftTy += leftTyStep; | ||
236 | rightTx += rightTxStep; | ||
237 | rightTy += rightTyStep; | ||
238 | } | ||
239 | |||
240 | if (triangleHalf>0) // break, we've gout only two halves | ||
241 | break; | ||
242 | |||
243 | |||
244 | // setup variables for second half of the triangle. | ||
245 | |||
246 | if (longest < 0.0f) | ||
247 | { | ||
248 | tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y); | ||
249 | |||
250 | rightdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv; | ||
251 | rightxf = (f32)v2->Pos.X; | ||
252 | |||
253 | rightZValue = v2->ZValue; | ||
254 | rightZStep = (s32)((v3->ZValue - v2->ZValue) * tmpDiv); | ||
255 | |||
256 | rightTx = v2->TCoords.X; | ||
257 | rightTy = v2->TCoords.Y; | ||
258 | rightTxStep = (s32)((v3->TCoords.X - rightTx) * tmpDiv); | ||
259 | rightTyStep = (s32)((v3->TCoords.Y - rightTy) * tmpDiv); | ||
260 | } | ||
261 | else | ||
262 | { | ||
263 | tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y); | ||
264 | |||
265 | leftdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv; | ||
266 | leftxf = (f32)v2->Pos.X; | ||
267 | |||
268 | leftZValue = v2->ZValue; | ||
269 | leftZStep = (s32)((v3->ZValue - v2->ZValue) * tmpDiv); | ||
270 | |||
271 | leftTx = v2->TCoords.X; | ||
272 | leftTy = v2->TCoords.Y; | ||
273 | leftTxStep = (s32)((v3->TCoords.X - leftTx) * tmpDiv); | ||
274 | leftTyStep = (s32)((v3->TCoords.Y - leftTy) * tmpDiv); | ||
275 | } | ||
276 | |||
277 | |||
278 | spanEnd = v3->Pos.Y; | ||
279 | } | ||
280 | |||
281 | } | ||
282 | |||
283 | RenderTarget->unlock(); | ||
284 | ZBuffer->unlock(); | ||
285 | Texture->unlock(); | ||
286 | |||
287 | } | ||
288 | }; | ||
289 | |||
290 | } // end namespace video | ||
291 | } // end namespace irr | ||
292 | |||
293 | #endif // _IRR_COMPILE_WITH_SOFTWARE_ | ||
294 | |||
295 | namespace irr | ||
296 | { | ||
297 | namespace video | ||
298 | { | ||
299 | |||
300 | //! creates a flat triangle renderer | ||
301 | ITriangleRenderer* createTriangleRendererTextureFlatWire(IZBuffer* zbuffer) | ||
302 | { | ||
303 | #ifdef _IRR_COMPILE_WITH_SOFTWARE_ | ||
304 | return new CTRTextureFlatWire(zbuffer); | ||
305 | #else | ||
306 | return 0; | ||
307 | #endif // _IRR_COMPILE_WITH_SOFTWARE_ | ||
308 | } | ||
309 | |||
310 | } // end namespace video | ||
311 | } // end namespace irr | ||
312 | |||
313 | |||