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20b3d56987
Burnings renderer changes. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6116 dfc29bdd-3216-0410-991c-e03cc46cb475
120 lines
2.2 KiB
C
120 lines
2.2 KiB
C
#include "burning_shader_compile_verify.h"
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/*!
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*/
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void burning_shader_class::burning_shader_fragment()
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{
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tVideoSample *dst;
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#ifdef USE_ZBUFFER
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fp24 *z;
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#endif
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s32 xStart;
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s32 xEnd;
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s32 dx;
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#ifdef SUBTEXEL
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f32 subPixel;
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#endif
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#ifdef IPOL_Z
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f32 slopeZ;
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#endif
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#ifdef IPOL_W
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fp24 slopeW;
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#endif
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#ifdef IPOL_C0
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sVec4 slopeC;
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#endif
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#ifdef IPOL_T0
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sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
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#endif
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// apply top-left fill-convention, left
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xStart = fill_convention_left(line.x[0]);
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xEnd = fill_convention_right(line.x[1]);
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dx = xEnd - xStart;
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if (dx < 0)
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return;
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// slopes
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const f32 invDeltaX = reciprocal_zero2(line.x[1] - line.x[0]);
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#ifdef IPOL_Z
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slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
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#endif
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#ifdef IPOL_W
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slopeW = (line.w[1] - line.w[0]) * invDeltaX;
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#endif
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#ifdef IPOL_C0
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slopeC = (line.c[0][1] - line.c[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T0
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slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T1
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slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
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#endif
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#ifdef SUBTEXEL
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subPixel = ((f32)xStart) - line.x[0];
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#ifdef IPOL_Z
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line.z[0] += slopeZ * subPixel;
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#endif
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#ifdef IPOL_W
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line.w[0] += slopeW * subPixel;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC * subPixel;
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0] * subPixel;
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#endif
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1] * subPixel;
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#endif
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#endif
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SOFTWARE_DRIVER_2_CLIPCHECK;
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dst = (tVideoSample*)RenderTarget->getData() + (line.y * RenderTarget->getDimension().Width) + xStart;
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#ifdef USE_ZBUFFER
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z = (fp24*)DepthBuffer->lock() + (line.y * RenderTarget->getDimension().Width) + xStart;
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#endif
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f32 inversew = INVERSE_W_RANGE;
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#ifdef IPOL_C0
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tFixPoint r0, g0, b0;
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#endif
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#ifdef IPOL_A0
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tFixPoint a0;
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tFixPoint r1, g1, b1;
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#endif
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for (s32 i = 0; i <= dx; ++i)
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{
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if ((0 == EdgeTestPass) & i) break;
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#ifdef CMP_Z
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if (line.z[0] < z[i])
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#endif
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#ifdef CMP_W
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if (line.w[0] >= z[i])
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#endif
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{
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#ifdef WRITE_Z
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z[i] = line.z[0];
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#endif
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#ifdef WRITE_W
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z[i] = line.w[0];
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#endif
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/* Pixel Shader here */
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#ifdef INVERSE_W
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inversew = (INVERSE_W_RANGE) / line.w[0]; /* fix_inverse32(line.w[0]);*/
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#endif
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