From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/source/Irrlicht/CTRFlat.cpp | 600 ++++++++++----------- 1 file changed, 300 insertions(+), 300 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CTRFlat.cpp') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CTRFlat.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CTRFlat.cpp index 216e1a1..4a5c278 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CTRFlat.cpp +++ b/libraries/irrlicht-1.8/source/Irrlicht/CTRFlat.cpp @@ -1,300 +1,300 @@ -// 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 CTRFlat : public CTRTextureGouraud -{ -public: - - CTRFlat(IZBuffer* zbuffer) - : CTRTextureGouraud(zbuffer) - { - #ifdef _DEBUG - setDebugName("CTRFlat"); - #endif - } - - //! draws an indexed triangle list - virtual void drawIndexedTriangleList(S2DVertex* vertices, s32 vertexCount, const u16* indexList, s32 triangleCount) - { - 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 - u16 *hSpanBegin, *hSpanEnd; // pointer used when plotting pixels - core::rect TriangleRect; - - s32 leftZValue, rightZValue; - s32 leftZStep, rightZStep; - s32 spanZValue, spanZStep; // ZValues when drawing a span - TZBufferType* zTarget, *spanZTarget; // target of ZBuffer; - - lockedSurface = (u16*)RenderTarget->lock(); - lockedZBuffer = ZBuffer->lock(); - - for (s32 i=0; iPos.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 - - // TODO: clipping is not correct when leftx is clipped. - - if (leftxViewPortRect.LowerRightCorner.X) - leftx = ViewPortRect.LowerRightCorner.X; - - if (rightxViewPortRect.LowerRightCorner.X) - rightx = ViewPortRect.LowerRightCorner.X; - - // draw the span - - if (rightx - leftx != 0) - { - tmpDiv = 1.0f / (rightx - leftx); - spanZValue = leftZValue; - spanZStep = (s32)((rightZValue - leftZValue) * tmpDiv); - - hSpanBegin = targetSurface + leftx; - spanZTarget = zTarget + leftx; - hSpanEnd = targetSurface + rightx; - - while (hSpanBegin < hSpanEnd) - { - if (spanZValue > *spanZTarget) - { - *spanZTarget = spanZValue; - *hSpanBegin = color; - } - - spanZValue += spanZStep; - ++hSpanBegin; - ++spanZTarget; - } - } - - 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; - } - - } - - RenderTarget->unlock(); - ZBuffer->unlock(); - } -}; - -} // end namespace video -} // end namespace irr - -#endif // _IRR_COMPILE_WITH_SOFTWARE_ - -namespace irr -{ -namespace video -{ - -//! creates a flat triangle renderer -ITriangleRenderer* createTriangleRendererFlat(IZBuffer* zbuffer) -{ - #ifdef _IRR_COMPILE_WITH_SOFTWARE_ - return new CTRFlat(zbuffer); - #else - return 0; - #endif // _IRR_COMPILE_WITH_SOFTWARE_ -} - -} // end namespace video -} // end namespace irr - - - +// 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 CTRFlat : public CTRTextureGouraud +{ +public: + + CTRFlat(IZBuffer* zbuffer) + : CTRTextureGouraud(zbuffer) + { + #ifdef _DEBUG + setDebugName("CTRFlat"); + #endif + } + + //! draws an indexed triangle list + virtual void drawIndexedTriangleList(S2DVertex* vertices, s32 vertexCount, const u16* indexList, s32 triangleCount) + { + 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 + u16 *hSpanBegin, *hSpanEnd; // pointer used when plotting pixels + core::rect TriangleRect; + + s32 leftZValue, rightZValue; + s32 leftZStep, rightZStep; + s32 spanZValue, spanZStep; // ZValues when drawing a span + TZBufferType* zTarget, *spanZTarget; // target of ZBuffer; + + lockedSurface = (u16*)RenderTarget->lock(); + lockedZBuffer = ZBuffer->lock(); + + for (s32 i=0; iPos.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 + + // TODO: clipping is not correct when leftx is clipped. + + if (leftxViewPortRect.LowerRightCorner.X) + leftx = ViewPortRect.LowerRightCorner.X; + + if (rightxViewPortRect.LowerRightCorner.X) + rightx = ViewPortRect.LowerRightCorner.X; + + // draw the span + + if (rightx - leftx != 0) + { + tmpDiv = 1.0f / (rightx - leftx); + spanZValue = leftZValue; + spanZStep = (s32)((rightZValue - leftZValue) * tmpDiv); + + hSpanBegin = targetSurface + leftx; + spanZTarget = zTarget + leftx; + hSpanEnd = targetSurface + rightx; + + while (hSpanBegin < hSpanEnd) + { + if (spanZValue > *spanZTarget) + { + *spanZTarget = spanZValue; + *hSpanBegin = color; + } + + spanZValue += spanZStep; + ++hSpanBegin; + ++spanZTarget; + } + } + + 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; + } + + } + + RenderTarget->unlock(); + ZBuffer->unlock(); + } +}; + +} // end namespace video +} // end namespace irr + +#endif // _IRR_COMPILE_WITH_SOFTWARE_ + +namespace irr +{ +namespace video +{ + +//! creates a flat triangle renderer +ITriangleRenderer* createTriangleRendererFlat(IZBuffer* zbuffer) +{ + #ifdef _IRR_COMPILE_WITH_SOFTWARE_ + return new CTRFlat(zbuffer); + #else + return 0; + #endif // _IRR_COMPILE_WITH_SOFTWARE_ +} + +} // end namespace video +} // end namespace irr + + + -- cgit v1.1