From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/source/Irrlicht/CTRGouraud.cpp | 358 +++++++++++++++++++++ 1 file changed, 358 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/CTRGouraud.cpp (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CTRGouraud.cpp') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CTRGouraud.cpp b/src/others/irrlicht-1.8.1/source/Irrlicht/CTRGouraud.cpp new file mode 100644 index 0000000..9edf908 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CTRGouraud.cpp @@ -0,0 +1,358 @@ +// 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 CTRGouraud : public CTRTextureGouraud +{ +public: + + CTRGouraud(IZBuffer* zbuffer) + : CTRTextureGouraud(zbuffer) + { + #ifdef _DEBUG + setDebugName("CTRGouraud"); + #endif + } + + //! draws an indexed triangle list + virtual void drawIndexedTriangleList(S2DVertex* vertices, s32 vertexCount, const u16* indexList, s32 triangleCount) + { + const S2DVertex *v1, *v2, *v3; + + 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 + s32 leftR, leftG, leftB, rightR, rightG, rightB; // color values + s32 leftStepR, leftStepG, leftStepB, + rightStepR, rightStepG, rightStepB; // color steps + s32 spanR, spanG, spanB, spanStepR, spanStepG, spanStepB; // color interpolating values while drawing a span. + + 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; + + leftR = rightR = video::getRed(v1->Color)<<11; + leftG = rightG = video::getGreen(v1->Color)<<11; + leftB = rightB = video::getBlue(v1->Color)<<11; + + 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); + rightStepR = (s32)(((s32)(video::getRed(v2->Color)<<11) - rightR) * tmpDiv); + rightStepG = (s32)(((s32)(video::getGreen(v2->Color)<<11) - rightG) * tmpDiv); + rightStepB = (s32)(((s32)(video::getBlue(v2->Color)<<11) - rightB) * tmpDiv); + + tmpDiv = 1.0f / (f32)height; + leftdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv; + leftZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv); + leftStepR = (s32)(((s32)(video::getRed(v3->Color)<<11) - leftR) * tmpDiv); + leftStepG = (s32)(((s32)(video::getGreen(v3->Color)<<11) - leftG) * tmpDiv); + leftStepB = (s32)(((s32)(video::getBlue(v3->Color)<<11) - leftB) * tmpDiv); + } + else + { + tmpDiv = 1.0f / (f32)height; + rightdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv; + rightZStep = (s32)((v3->ZValue - v1->ZValue) * tmpDiv); + rightStepR = (s32)(((s32)(video::getRed(v3->Color)<<11) - rightR) * tmpDiv); + rightStepG = (s32)(((s32)(video::getGreen(v3->Color)<<11) - rightG) * tmpDiv); + rightStepB = (s32)(((s32)(video::getBlue(v3->Color)<<11) - rightB) * 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); + leftStepR = (s32)(((s32)(video::getRed(v2->Color)<<11) - leftR) * tmpDiv); + leftStepG = (s32)(((s32)(video::getGreen(v2->Color)<<11) - leftG) * tmpDiv); + leftStepB = (s32)(((s32)(video::getBlue(v2->Color)<<11) - leftB) * 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; + + leftR += leftStepR*leftx; + leftG += leftStepG*leftx; + leftB += leftStepB*leftx; + rightR += rightStepR*leftx; + rightG += rightStepG*leftx; + rightB += rightStepB*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; + + spanR = leftR; + spanG = leftG; + spanB = leftB; + spanStepR = (s32)((rightR - leftR) * tmpDiv); + spanStepG = (s32)((rightG - leftG) * tmpDiv); + spanStepB = (s32)((rightB - leftB) * tmpDiv); + + while (hSpanBegin < hSpanEnd) + { + if (spanZValue > *spanZTarget) + { + *spanZTarget = spanZValue; + *hSpanBegin = video::RGB16(spanR>>8, spanG>>8, spanB>>8); + } + + spanR += spanStepR; + spanG += spanStepG; + spanB += spanStepB; + + spanZValue += spanZStep; + ++hSpanBegin; + ++spanZTarget; + } + } + + leftxf += leftdeltaxf; + rightxf += rightdeltaxf; + ++span; + targetSurface += SurfaceWidth; + zTarget += SurfaceWidth; + leftZValue += leftZStep; + rightZValue += rightZStep; + + leftR += leftStepR; + leftG += leftStepG; + leftB += leftStepB; + rightR += rightStepR; + rightG += rightStepG; + rightB += rightStepB; + } + + 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); + + rightR = video::getRed(v2->Color)<<11; + rightG = video::getGreen(v2->Color)<<11; + rightB = video::getBlue(v2->Color)<<11; + rightStepR = (s32)(((s32)(video::getRed(v3->Color)<<11) - rightR) * tmpDiv); + rightStepG = (s32)(((s32)(video::getGreen(v3->Color)<<11) - rightG) * tmpDiv); + rightStepB = (s32)(((s32)(video::getBlue(v3->Color)<<11) - rightB) * 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); + + leftR = video::getRed(v2->Color)<<11; + leftG = video::getGreen(v2->Color)<<11; + leftB = video::getBlue(v2->Color)<<11; + leftStepR = (s32)(((s32)(video::getRed(v3->Color)<<11) - leftR) * tmpDiv); + leftStepG = (s32)(((s32)(video::getGreen(v3->Color)<<11) - leftG) * tmpDiv); + leftStepB = (s32)(((s32)(video::getBlue(v3->Color)<<11) - leftB) * 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* createTriangleRendererGouraud(IZBuffer* zbuffer) +{ + #ifdef _IRR_COMPILE_WITH_SOFTWARE_ + return new CTRGouraud(zbuffer); + #else + return 0; + #endif // _IRR_COMPILE_WITH_SOFTWARE_ +} + +} // end namespace video +} // end namespace irr + + -- cgit v1.1