forked from Mirrorlandia_minetest/irrlicht
fa0b1cb509
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6172 dfc29bdd-3216-0410-991c-e03cc46cb475
374 lines
8.6 KiB
C
374 lines
8.6 KiB
C
#include "burning_shader_compile_verify.h"
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void burning_shader_class::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
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{
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// sort on height, y
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if (a->Pos.y > b->Pos.y) swapVertexPointer(&a, &b);
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if (a->Pos.y > c->Pos.y) swapVertexPointer(&a, &c);
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if (b->Pos.y > c->Pos.y) swapVertexPointer(&b, &c);
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const f32 ca = c->Pos.y - a->Pos.y;
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const f32 ba = b->Pos.y - a->Pos.y;
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const f32 cb = c->Pos.y - b->Pos.y;
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// calculate delta y of the edges
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scan.invDeltaY[0] = reciprocal_edge(ca);
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scan.invDeltaY[1] = reciprocal_edge(ba);
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scan.invDeltaY[2] = reciprocal_edge(cb);
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if (F32_LOWER_EQUAL_0(scan.invDeltaY[0]))
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return;
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// find if the major edge is left or right aligned
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f32 temp[4];
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temp[0] = a->Pos.x - c->Pos.x;
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temp[1] = -ca;
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temp[2] = b->Pos.x - a->Pos.x;
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temp[3] = ba;
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scan.left = (temp[0] * temp[3] - temp[1] * temp[2]) > 0.f ? 0 : 1;
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scan.right = 1 - scan.left;
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// calculate slopes for the major edge
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scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
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scan.x[0] = a->Pos.x;
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#ifdef IPOL_Z
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scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
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scan.z[0] = a->Pos.z;
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#endif
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#ifdef IPOL_W
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scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
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scan.w[0] = a->Pos.w;
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#endif
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#ifdef IPOL_C0
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scan.slopeC[0][0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
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scan.c[0][0] = a->Color[0];
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#endif
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#ifdef IPOL_T0
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scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
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scan.t[0][0] = a->Tex[0];
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#endif
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#ifdef IPOL_T1
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scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
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scan.t[1][0] = a->Tex[1];
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#endif
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// top left fill convention y run
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s32 yStart;
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s32 yEnd;
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#ifdef SUBTEXEL
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f32 subPixel;
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#endif
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// rasterize upper sub-triangle
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if (F32_GREATER_0(scan.invDeltaY[1]))
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{
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// calculate slopes for top edge
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scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
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scan.x[1] = a->Pos.x;
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#ifdef IPOL_Z
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scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
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scan.z[1] = a->Pos.z;
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#endif
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#ifdef IPOL_W
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scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
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scan.w[1] = a->Pos.w;
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#endif
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#ifdef IPOL_C0
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scan.slopeC[0][1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
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scan.c[0][1] = a->Color[0];
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#endif
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#ifdef IPOL_T0
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scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
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scan.t[0][1] = a->Tex[0];
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#endif
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#ifdef IPOL_T1
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scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
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scan.t[1][1] = a->Tex[1];
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#endif
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// apply top-left fill convention, top part
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yStart = fill_convention_left(a->Pos.y);
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yEnd = fill_convention_right(b->Pos.y);
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#ifdef SUBTEXEL
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subPixel = ((f32)yStart) - a->Pos.y;
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// correct to pixel center
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scan.x[0] += scan.slopeX[0] * subPixel;
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scan.x[1] += scan.slopeX[1] * subPixel;
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#ifdef IPOL_Z
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scan.z[0] += scan.slopeZ[0] * subPixel;
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scan.z[1] += scan.slopeZ[1] * subPixel;
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#endif
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#ifdef IPOL_W
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scan.w[0] += scan.slopeW[0] * subPixel;
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scan.w[1] += scan.slopeW[1] * subPixel;
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#endif
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#ifdef IPOL_C0
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scan.c[0][0] += scan.slopeC[0][0] * subPixel;
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scan.c[0][1] += scan.slopeC[0][1] * subPixel;
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#endif
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#ifdef IPOL_T0
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scan.t[0][0] += scan.slopeT[0][0] * subPixel;
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scan.t[0][1] += scan.slopeT[0][1] * subPixel;
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#endif
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#ifdef IPOL_T1
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scan.t[1][0] += scan.slopeT[1][0] * subPixel;
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scan.t[1][1] += scan.slopeT[1][1] * subPixel;
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#endif
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#endif
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line.x_edgetest = fill_convention_edge(scan.slopeX[scan.left]);
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// rasterize the edge scanlines
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for (line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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#ifdef IPOL_Z
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line.z[scan.left] = scan.z[0];
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line.z[scan.right] = scan.z[1];
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#endif
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#ifdef IPOL_W
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line.w[scan.left] = scan.w[0];
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line.w[scan.right] = scan.w[1];
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#endif
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#ifdef IPOL_C0
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line.c[0][scan.left] = scan.c[0][0];
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line.c[0][scan.right] = scan.c[0][1];
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#endif
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#ifdef IPOL_T0
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line.t[0][scan.left] = scan.t[0][0];
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line.t[0][scan.right] = scan.t[0][1];
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#endif
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#ifdef IPOL_T1
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line.t[1][scan.left] = scan.t[1][0];
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line.t[1][scan.right] = scan.t[1][1];
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#endif
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// render a scanline
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interlace_scanline
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(this->*fragmentShader) ();
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if (EdgeTestPass & edge_test_first_line) break;
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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#ifdef IPOL_Z
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scan.z[0] += scan.slopeZ[0];
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scan.z[1] += scan.slopeZ[1];
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#endif
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#ifdef IPOL_W
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scan.w[0] += scan.slopeW[0];
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scan.w[1] += scan.slopeW[1];
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#endif
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#ifdef IPOL_C0
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scan.c[0][0] += scan.slopeC[0][0];
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scan.c[0][1] += scan.slopeC[0][1];
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#endif
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#ifdef IPOL_T0
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scan.t[0][0] += scan.slopeT[0][0];
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scan.t[0][1] += scan.slopeT[0][1];
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#endif
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#ifdef IPOL_T1
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scan.t[1][0] += scan.slopeT[1][0];
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scan.t[1][1] += scan.slopeT[1][1];
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#endif
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}
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}
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// rasterize lower sub-triangle
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if (F32_GREATER_0(scan.invDeltaY[2]))
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{
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// advance to middle point
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if (F32_GREATER_0(scan.invDeltaY[1]))
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{
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temp[0] = b->Pos.y - a->Pos.y; // dy
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scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
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#ifdef IPOL_Z
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scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
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#endif
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#ifdef IPOL_W
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scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
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#endif
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#ifdef IPOL_C0
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scan.c[0][0] = a->Color[0] + scan.slopeC[0][0] * temp[0];
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#endif
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#ifdef IPOL_T0
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scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
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#endif
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#ifdef IPOL_T1
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scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
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#endif
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}
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// calculate slopes for bottom edge
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scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
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scan.x[1] = b->Pos.x;
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#ifdef IPOL_Z
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scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
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scan.z[1] = b->Pos.z;
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#endif
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#ifdef IPOL_W
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scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
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scan.w[1] = b->Pos.w;
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#endif
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#ifdef IPOL_C0
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scan.slopeC[0][1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
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scan.c[0][1] = b->Color[0];
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#endif
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#ifdef IPOL_T0
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scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
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scan.t[0][1] = b->Tex[0];
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#endif
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#ifdef IPOL_T1
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scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
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scan.t[1][1] = b->Tex[1];
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#endif
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// apply top-left fill convention, top part
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yStart = fill_convention_left(b->Pos.y);
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yEnd = fill_convention_right(c->Pos.y);
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#ifdef SUBTEXEL
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subPixel = ((f32)yStart) - b->Pos.y;
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// correct to pixel center
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scan.x[0] += scan.slopeX[0] * subPixel;
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scan.x[1] += scan.slopeX[1] * subPixel;
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#ifdef IPOL_Z
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scan.z[0] += scan.slopeZ[0] * subPixel;
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scan.z[1] += scan.slopeZ[1] * subPixel;
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#endif
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#ifdef IPOL_W
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scan.w[0] += scan.slopeW[0] * subPixel;
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scan.w[1] += scan.slopeW[1] * subPixel;
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#endif
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#ifdef IPOL_C0
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scan.c[0][0] += scan.slopeC[0][0] * subPixel;
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scan.c[0][1] += scan.slopeC[0][1] * subPixel;
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#endif
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#ifdef IPOL_T0
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scan.t[0][0] += scan.slopeT[0][0] * subPixel;
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scan.t[0][1] += scan.slopeT[0][1] * subPixel;
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#endif
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#ifdef IPOL_T1
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scan.t[1][0] += scan.slopeT[1][0] * subPixel;
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scan.t[1][1] += scan.slopeT[1][1] * subPixel;
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#endif
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#endif
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line.x_edgetest = fill_convention_edge(scan.slopeX[scan.left]);
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// rasterize the edge scanlines
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for (line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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#ifdef IPOL_Z
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line.z[scan.left] = scan.z[0];
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line.z[scan.right] = scan.z[1];
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#endif
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#ifdef IPOL_W
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line.w[scan.left] = scan.w[0];
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line.w[scan.right] = scan.w[1];
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#endif
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#ifdef IPOL_C0
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line.c[0][scan.left] = scan.c[0][0];
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line.c[0][scan.right] = scan.c[0][1];
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#endif
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#ifdef IPOL_T0
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line.t[0][scan.left] = scan.t[0][0];
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line.t[0][scan.right] = scan.t[0][1];
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#endif
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#ifdef IPOL_T1
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line.t[1][scan.left] = scan.t[1][0];
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line.t[1][scan.right] = scan.t[1][1];
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#endif
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// render a scanline
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interlace_scanline
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(this->*fragmentShader) ();
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if (EdgeTestPass & edge_test_first_line) break;
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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#ifdef IPOL_Z
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scan.z[0] += scan.slopeZ[0];
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scan.z[1] += scan.slopeZ[1];
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#endif
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#ifdef IPOL_W
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scan.w[0] += scan.slopeW[0];
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scan.w[1] += scan.slopeW[1];
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#endif
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#ifdef IPOL_C0
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scan.c[0][0] += scan.slopeC[0][0];
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scan.c[0][1] += scan.slopeC[0][1];
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#endif
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#ifdef IPOL_T0
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scan.t[0][0] += scan.slopeT[0][0];
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scan.t[0][1] += scan.slopeT[0][1];
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#endif
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#ifdef IPOL_T1
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scan.t[1][0] += scan.slopeT[1][0];
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scan.t[1][1] += scan.slopeT[1][1];
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#endif
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}
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}
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}
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