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// 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"
#include "SColor.h"

#ifdef _IRR_COMPILE_WITH_SOFTWARE_

namespace irr
{
namespace video
{

class CTRTextureGouraudNoZ : public CTRTextureGouraud
{
public:

	CTRTextureGouraudNoZ()
		: CTRTextureGouraud(0)
	{
		#ifdef _DEBUG
		setDebugName("CTRGouraudWireNoZ");
		#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
		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.
		s32 leftTx, rightTx, leftTy, rightTy; // texture interpolating values
		s32 leftTxStep, rightTxStep, leftTyStep, rightTyStep; // texture interpolating values
		s32 spanTx, spanTy, spanTxStep, spanTyStep; // values of Texturecoords when drawing a span
		core::rect<s32> TriangleRect;

		lockedSurface = (u16*)RenderTarget->lock();
		lockedTexture = (u16*)Texture->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;

			leftR = rightR = video::getRed(v1->Color)<<8;
			leftG = rightG = video::getGreen(v1->Color)<<8;
			leftB = rightB = video::getBlue(v1->Color)<<8;
			leftTx = rightTx = v1->TCoords.X;
			leftTy = rightTy = v1->TCoords.Y;

			targetSurface = lockedSurface + span * SurfaceWidth;

			if (longest < 0.0f)
			{
				tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y);
				rightdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv;
				rightStepR = (s32)(((s32)(video::getRed(v2->Color)<<8) - rightR) * tmpDiv);
				rightStepG = (s32)(((s32)(video::getGreen(v2->Color)<<8) - rightG) * tmpDiv);
				rightStepB = (s32)(((s32)(video::getBlue(v2->Color)<<8) - rightB) * tmpDiv);
				rightTxStep = (s32)((v2->TCoords.X - rightTx) * tmpDiv);
				rightTyStep = (s32)((v2->TCoords.Y - rightTy) * tmpDiv);

				tmpDiv = 1.0f / (f32)height;
				leftdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv;
				leftStepR = (s32)(((s32)(video::getRed(v3->Color)<<8) - leftR) * tmpDiv);
				leftStepG = (s32)(((s32)(video::getGreen(v3->Color)<<8) - leftG) * tmpDiv);
				leftStepB = (s32)(((s32)(video::getBlue(v3->Color)<<8) - leftB) * tmpDiv);
				leftTxStep = (s32)((v3->TCoords.X - leftTx) * tmpDiv);
				leftTyStep = (s32)((v3->TCoords.Y - leftTy) * tmpDiv);
			}
			else
			{
				tmpDiv = 1.0f / (f32)height;
				rightdeltaxf = (v3->Pos.X - v1->Pos.X) * tmpDiv;
				rightStepR = (s32)(((s32)(video::getRed(v3->Color)<<8) - rightR) * tmpDiv);
				rightStepG = (s32)(((s32)(video::getGreen(v3->Color)<<8) - rightG) * tmpDiv);
				rightStepB = (s32)(((s32)(video::getBlue(v3->Color)<<8) - rightB) * tmpDiv);
				rightTxStep = (s32)((v3->TCoords.X - rightTx) * tmpDiv);
				rightTyStep = (s32)((v3->TCoords.Y - rightTy) * tmpDiv);

				tmpDiv = 1.0f / (f32)(v2->Pos.Y - v1->Pos.Y);
				leftdeltaxf = (v2->Pos.X - v1->Pos.X) * tmpDiv;
				leftStepR = (s32)(((s32)(video::getRed(v2->Color)<<8) - leftR) * tmpDiv);
				leftStepG = (s32)(((s32)(video::getGreen(v2->Color)<<8) - leftG) * tmpDiv);
				leftStepB = (s32)(((s32)(video::getBlue(v2->Color)<<8) - leftB) * tmpDiv);
				leftTxStep = (s32)((v2->TCoords.X - leftTx) * tmpDiv);
				leftTyStep = (s32)((v2->TCoords.Y - leftTy) * 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;

					leftR += leftStepR*leftx;
					leftG += leftStepG*leftx;
					leftB += leftStepB*leftx;
					rightR += rightStepR*leftx;
					rightG += rightStepG*leftx;
					rightB += rightStepB*leftx;

					leftTx += leftTxStep*leftx;
					leftTy += leftTyStep*leftx;
					rightTx += rightTxStep*leftx;
					rightTy += rightTyStep*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
					// thanks to a correction by hybrid
					// calculations delayed to correctly propagate to textures etc.
					s32 tDiffLeft=0, tDiffRight=0;
					if (leftx<ViewPortRect.UpperLeftCorner.X)
						tDiffLeft=ViewPortRect.UpperLeftCorner.X-leftx;
					else
					if (leftx>ViewPortRect.LowerRightCorner.X)
						tDiffLeft=ViewPortRect.LowerRightCorner.X-leftx;

					if (rightx<ViewPortRect.UpperLeftCorner.X)
						tDiffRight=ViewPortRect.UpperLeftCorner.X-rightx;
					else
					if (rightx>ViewPortRect.LowerRightCorner.X)
						tDiffRight=ViewPortRect.LowerRightCorner.X-rightx;

					// draw the span
					if (rightx + tDiffRight - leftx - tDiffLeft)
					{
						tmpDiv = 1.0f / (f32)(rightx - leftx);

						spanStepR = (s32)((rightR - leftR) * tmpDiv);
						spanR = leftR+tDiffLeft*spanStepR;
						spanStepG = (s32)((rightG - leftG) * tmpDiv);
						spanG = leftG+tDiffLeft*spanStepG;
						spanStepB = (s32)((rightB - leftB) * tmpDiv);
						spanB = leftB+tDiffLeft*spanStepB;

						spanTxStep = (s32)((rightTx - leftTx) * tmpDiv);
						spanTx = leftTx + tDiffLeft*spanTxStep;
						spanTyStep = (s32)((rightTy - leftTy) * tmpDiv);
						spanTy = leftTy+tDiffLeft*spanTyStep;

						hSpanBegin = targetSurface + leftx+tDiffLeft;
						hSpanEnd = targetSurface + rightx+tDiffRight;

						while (hSpanBegin < hSpanEnd) 
						{
							color = lockedTexture[((spanTy>>8)&textureYMask) * lockedTextureWidth + ((spanTx>>8)&textureXMask)];
							*hSpanBegin = video::RGB16(video::getRed(color) * (spanR>>8) >>2,
									video::getGreen(color) * (spanG>>8) >>2,
									video::getBlue(color) * (spanB>>8) >>2);

							spanR += spanStepR;
							spanG += spanStepG;
							spanB += spanStepB;

							spanTx += spanTxStep;
							spanTy += spanTyStep;
							
							++hSpanBegin;
						}
					}

					leftxf += leftdeltaxf;
					rightxf += rightdeltaxf;
					++span;
					targetSurface += SurfaceWidth;

					leftR += leftStepR;
					leftG += leftStepG;
					leftB += leftStepB;
					rightR += rightStepR;
					rightG += rightStepG;
					rightB += rightStepB;

					leftTx += leftTxStep;
					leftTy += leftTyStep;
					rightTx += rightTxStep;
					rightTy += rightTyStep;
				}

				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;

					rightR = video::getRed(v2->Color)<<8;
					rightG = video::getGreen(v2->Color)<<8;
					rightB = video::getBlue(v2->Color)<<8;
					rightStepR = (s32)(((s32)(video::getRed(v3->Color)<<8) - rightR) * tmpDiv);
					rightStepG = (s32)(((s32)(video::getGreen(v3->Color)<<8) - rightG) * tmpDiv);
					rightStepB = (s32)(((s32)(video::getBlue(v3->Color)<<8) - rightB) * tmpDiv);

					rightTx = v2->TCoords.X;
					rightTy = v2->TCoords.Y;
					rightTxStep = (s32)((v3->TCoords.X - rightTx) * tmpDiv);
					rightTyStep = (s32)((v3->TCoords.Y - rightTy) * tmpDiv);
				}
				else
				{
					tmpDiv = 1.0f / (v3->Pos.Y - v2->Pos.Y);

					leftdeltaxf = (v3->Pos.X - v2->Pos.X) * tmpDiv;
					leftxf = (f32)v2->Pos.X;

					leftR = video::getRed(v2->Color)<<8;
					leftG = video::getGreen(v2->Color)<<8;
					leftB = video::getBlue(v2->Color)<<8;
					leftStepR = (s32)(((s32)(video::getRed(v3->Color)<<8) - leftR) * tmpDiv);
					leftStepG = (s32)(((s32)(video::getGreen(v3->Color)<<8) - leftG) * tmpDiv);
					leftStepB = (s32)(((s32)(video::getBlue(v3->Color)<<8) - leftB) * tmpDiv);

					leftTx = v2->TCoords.X;
					leftTy = v2->TCoords.Y;
					leftTxStep = (s32)((v3->TCoords.X - leftTx) * tmpDiv);
					leftTyStep = (s32)((v3->TCoords.Y - leftTy) * tmpDiv);
				}


				spanEnd = v3->Pos.Y;
			}

		}

		RenderTarget->unlock();
		Texture->unlock();
	}

};

} // end namespace video
} // end namespace irr

#endif // _IRR_COMPILE_WITH_SOFTWARE_

namespace irr
{
namespace video
{

//! creates a flat triangle renderer
ITriangleRenderer* createTriangleRendererTextureGouraudNoZ()
{
	#ifdef _IRR_COMPILE_WITH_SOFTWARE_
	return new CTRTextureGouraudNoZ();
	#else
	return 0;
	#endif // _IRR_COMPILE_WITH_SOFTWARE_
}

} // end namespace video
} // end namespace irr