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texturepoly.cpp
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/**
Copyright (c) 2018 Gombe.
This software is released under the MIT License.
http://opensource.org/licenses/mit-license.php
*/
#include "texturepoly.hpp"
#include "3dconfig.hpp"
int texturetriangle::draw(uint16_t *zlinebuf,uint16_t *buff,int dry){
int sx,ex,i;
int sz,ez;
int zv;
int deltaz;
vector2 suv,euv;
vector2 uv;
vector2 deltauv;
int32_t sw,ew,wv,deltaw;
int cu,cv;
i=0;
if(ymin+yno > dry){
i = ymin-dry;
zlinebuf += window_width*(i);
buff += window_width*(i);
}
while(i<DRAW_NLINES){
//開始地点と終了地点の各成分の算出
// if(pdx[0] >= pdx[1]){
sx = (pdx[1]-0.01f);
ex = (pdx[0]+0.01f);
sz = pdz[1];
ez = pdz[0];
sw = pdw[1];
ew = pdw[0];
suv = pdt[1];
euv = pdt[0];
// } else{
// sx = (pdx[0]-0.01f);
// ex = (pdx[1]+0.01f);
// sz = pdz[0];
// ez = pdz[1];
// sw = pdw[0];
// ew = pdw[1];
// suv = pdt[0];
// euv = pdt[1];
// }
//各成分の増加量の計算
int64_t d_x;
if(sx!=ex){
d_x = (1LL<<40)/(ex-sx);
deltaz = (((int64_t)(ez-sz))*d_x)>>40;
deltaw = (((int64_t)(ew-sw))*d_x)>>40;
deltauv.x = (((int64_t)(euv.x-suv.x))*d_x)>>40;
deltauv.y = (((int64_t)(euv.y-suv.y))*d_x)>>40;
}else{
deltaz = 0;
deltaw = 0;
}
zv = sz;
wv = sw;
uv = suv;
//xのクリップ
if(sx >= window_width)goto distnext;
if(sx < 0){
zv -= sx * deltaz;
wv -= sx * deltaw;
uv -= deltauv*sx;
sx=0;
}
if(ex < 0)goto distnext;
if(ex >= window_width){
ex = window_width-1;
}
{
//描画処理
int shift = width_powerof2;
int mask = width-1;
// float smoke;
for(int i=sx;i<ex;i++){
//各成分の増加計算
zv += deltaz;
wv += deltaw;
uv += deltauv;
//z test
if((zv>>8) <= zlinebuf[i]){
zlinebuf[i] = (zv>>8);
//テクスチャ座標の算出
cu = (uv.x *((1LL<<48)/wv)) >> (24+24);
cv = (uv.y *((1LL<<48)/wv)) >> (24+24);
//zデータの書き込み
uint16_t dtx;
//テクスチャの取得
dtx = tx[width*width-1-
(((int)(cu)&mask)+(((int)(cv)&mask)<<shift))];
// Checkered pattern
// dtx = (((int)(cuv.x/16.f)+(int)(cuv.y/16.f))&1)*65535;
// cr = (dtx) >> 11;
// cg = ((dtx) >> 5)&0x3F;
// cb = (dtx) &0x1F;
// // //遠くのに対して黒く補正する。
// // smoke = min(1.f-zv,0.2f)*5.f;
// bri = 1.f;
// // // //色の計算
// cr=(cr*bri);
// cg=(cg*bri);
// cb=(cb*bri);
//色の書き込み
#ifdef ENDIAN_LITTLE
((uint8_t*)buff)[i*2] = dtx>>8;
((uint8_t*)buff)[i*2+1] = dtx;
// ((uint8_t*)buff)[i*2+1] = ((cg<<5)|(cr<<11))>>8;
// ((uint8_t*)buff)[i*2] = (cb|(cg<<5));
#else
((uint8_t*)buff)[i*2+1] = dtx>>8;
((uint8_t*)buff)[i*2] = dtx;
// ((uint8_t*)buff)[i*2] = ((cg<<5)|(cr<<11))>>8;
// ((uint8_t*)buff)[i*2+1] = (cb|(cg<<5));
#endif
// ((uint8_t*)buff)[i*2] = 0xFF;
// ((uint8_t*)buff)[i*2+1] = 0xFF;
}
}
}
distnext:
//三角型の真ん中のところに達したか?
if(yno+ymin >= ymiddle){
//増加量の更新
phase=1;
}
yno++;
//各成分のdyに対する増加分の計算
for(int i=0;i<2;i++){
pdx[i]+=delta[phase][i];
pdz[i]+=zdelta[phase][i];
pdw[i]+=wdelta[phase][i];
pdt[i]+=uvdelta[phase][i];
}
if(yno+ymin > ymax)return 1;
zlinebuf += window_width;
buff += window_width;
i++;
}
//to be continued.
return 0;
}
// int texturetriangle::draw(float *zlinebuf,uint16_t *buff){
// int sx,ex;
// float sz,ez;
// float zv;
// float deltaz;
// fvector2 suv,euv;
// fvector2 uv;
// fvector2 deltauv;
// fvector2 cuv;
// float sw,ew,wv,deltaw;
// //開始地点と終了地点の各成分の算出
// if(pdx[0] >= pdx[1]){
// sx = (pdx[1]-0.01f);
// ex = (pdx[0]+0.01f);
// sz = pdz[1];
// ez = pdz[0];
// sw = pdw[1];
// ew = pdw[0];
// suv = pdt[1];
// euv = pdt[0];
// }else{
// sx = (pdx[0]-0.01f);
// ex = (pdx[1]+0.01f);
// sz = pdz[0];
// ez = pdz[1];
// sw = pdw[0];
// ew = pdw[1];
// suv = pdt[0];
// euv = pdt[1];
// }
// //各成分の増加量の計算
// float d_x;
// if(sx!=ex){
// d_x = 1.f/(ex-sx);
// deltaz = (ez-sz)*d_x;
// deltaw = (ew-sw)*d_x;
// deltauv = (euv-suv)*d_x;
// }else{
// deltaz = 0;
// deltaw = 0;
// }
// zv = sz - deltaz*0.5f;
// wv = sw - deltaw*0.5f;
// uv = suv - deltauv*0.5f;
// //xのクリップ
// if(sx >= window_width)goto distnext;
// if(sx < 0){
// zv -= sx * deltaz;
// wv -= sx * deltaw;
// uv -= deltauv*sx;
// sx=0;
// }
// if(ex < 0)goto distnext;
// if(ex >= window_width){
// ex = window_width-1;
// }
// //描画処理
// {
// int shift = 8;
// int mask = 0xFF;
// int cr,cg,cb;
// float bri;
// float smoke;
// for(int i=sx;i<ex;i++){
// //各成分の増加計算
// zv += deltaz;
// wv += deltaw;
// uv += deltauv;
// //z test
// if(zv < zlinebuf[i]){
// if(zv > 0){
// //テクスチャ座標の算出
// cuv = uv *(1.f/wv);
// //zデータの書き込み
// zlinebuf[i] = zv;
// uint16_t dtx;
// //テクスチャの取得
// dtx = tx[65535-
// (((int)(cuv.x)&mask)+(((int)(cuv.y)&mask)<<shift))];
// cr = (dtx) >> 11;
// cg = ((dtx) >> 5)&0x3F;
// cb = (dtx) &0x1F;
// // //遠くのに対して黒く補正する。
// // smoke = min(1.f-zv,0.2f)*5.f;
// bri = col;
// // //色の計算
// cr=(cr*bri);
// cg=(cg*bri);
// cb=(cb*bri);
// //色の書き込み
// ((uint8_t*)buff)[i*2] = ((cg<<5)|(cr<<11))>>8;
// ((uint8_t*)buff)[i*2+1] = (cb|(cg<<5));
// // ((uint8_t*)buff)[i*2] = 0xFF;
// // ((uint8_t*)buff)[i*2+1] = 0xFF;
// }
// }
// }
// distnext:
// //三角型の真ん中のところに達したか?
// if(yno+ymin >= ymiddle){
// //増加量の更新
// phase=1;
// }
// yno++;
// //各成分のdyに対する増加分の計算
// for(int i=0;i<2;i++){
// pdx[i]+=delta[phase][i];
// pdz[i]+=zdelta[phase][i];
// pdw[i]+=wdelta[phase][i];
// pdt[i]+=uvdelta[phase][i];
// }
// if(yno+ymin > ymax)return 1;
// //to be continued.
// return 0;
// }
int texturetriangle::triangle_set(fvector4 px[3],const float col,const imgs::image *tex,const fvector2 puv[3]){
fvector4 p[3];
float delta_top_mid;
float delta_top_btm;
float delta_mid_btm;
float top_mid_x;
float top_btm_x;
float top_mid_z;
float top_btm_z;
float top_mid_w;
float top_btm_w;
fvector2 top_mid_uv;
fvector2 top_btm_uv;
fvector4 t;
fvector2 t2;
fvector2 uv[3];
tx = tex->data;
width=tex->width;
width_powerof2 = tex->width_powerof2;
yno=0;
phase = 0;
this->col = col;
px[0].x = (int)(px[0].x);
px[0].y = (int)(px[0].y);
px[1].x = (int)(px[1].x);
px[1].y = (int)(px[1].y);
px[2].x = (int)(px[2].x);
px[2].y = (int)(px[2].y);
for(int i=0;i<3;i++){
p[i].x=px[i].x;
p[i].y=px[i].y;
p[i].z=px[i].z;
p[i].w=px[i].w;
p[i].w = 1.f/p[i].w;
uv[i]=puv[i]*(p[i].w);
}
if(p[0].y > p[1].y) {
t=p[0];
t2=uv[0];
p[0]=p[1];
uv[0]=uv[1];
p[1]=t;
uv[1]=t2;
}
if(p[0].y > p[2].y){
t=p[0];
t2=uv[0];
p[0]=p[2];
uv[0]=uv[2];
p[2]=t;
uv[2]=t2;
}
if(p[1].y > p[2].y){
t=p[1];
t2=uv[1];
p[1]=p[2];
uv[1]=uv[2];
p[2]=t;
uv[2]=t2;
}
ymin = p[0].y;
if(p[2].y>=window_height)ymax=window_height-1;
else ymax = p[2].y;
top_btm_x = p[0].x;
top_mid_x = p[0].x;
top_btm_z = p[0].z;
top_mid_z = p[0].z;
top_btm_w = p[0].w;
top_mid_w = p[0].w;
top_mid_uv = uv[0];
top_btm_uv = uv[0];
if(p[0].y==p[1].y){
phase=1;
top_mid_x = p[1].x;
top_mid_z = p[1].z;
top_mid_w = p[1].w;
top_mid_uv = uv[1];
top_btm_uv = uv[0];
}
if(p[0].y>=window_height-1) return -1;
if(p[2].y <= 0) return -1;
if (p[0].y < 0) {
ymin = 0;
if (p[1].y >= 0) {
if(p[0].y != p[1].y){
float d_y;
d_y = p[1].y / (p[0].y - p[1].y);
top_mid_x = (p[1].x - p[0].x) * d_y + p[1].x;
top_mid_z = (p[1].z - p[0].z) * d_y + p[1].z;
top_mid_w = (p[1].w - p[0].w) * d_y + p[1].w;
top_mid_uv = (uv[1]-uv[0]) * d_y + uv[1];
}
}else{
if(p[1].y!=p[2].y){
float d_y;
d_y = p[2].y / (p[1].y - p[2].y);
top_mid_x = (p[2].x - p[1].x) * d_y + p[2].x;
top_mid_z = (p[2].z - p[1].z) * d_y + p[2].z;
top_mid_w = (p[2].w - p[1].w) * d_y + p[2].w;
top_mid_uv = (uv[2]-uv[1]) * d_y + uv[2];
}
}
if(p[0].y != p[2].y){
float d_y;
d_y = p[2].y / (p[0].y - p[2].y );
top_btm_x = (p[2].x - p[0].x ) * d_y + p[2].x;
top_btm_z = (p[2].z - p[0].z ) * d_y + p[2].z;
top_btm_w = (p[2].w - p[0].w ) * d_y + p[2].w;
top_btm_uv = (uv[2]-uv[0]) * d_y + uv[2];
}
}
float zdelta_top_mid,wdelta_top_mid;
float zdelta_top_btm,wdelta_top_btm;
float zdelta_mid_btm,wdelta_mid_btm;
fvector2 uvdelta_top_mid;
fvector2 uvdelta_top_btm;
fvector2 uvdelta_mid_btm;
if(p[2].y!=p[1].y){
float iy;
iy = 1.f/(p[1].y-p[2].y);
delta_top_mid = (p[1].x-p[2].x)*iy;
zdelta_top_mid = (p[1].z-p[2].z)*iy;
wdelta_top_mid = (p[1].w-p[2].w)*iy;
uvdelta_top_mid = (uv[1]-uv[2])*(1.f/(p[1].y-p[2].y));
}else{
delta_top_mid = 0;
zdelta_top_mid = 0;
wdelta_top_mid = 0;
}
if(p[1].y!=p[0].y){
float iy;
iy = 1.f/(p[1].y-p[0].y);
delta_mid_btm = (p[1].x-p[0].x)*iy;
zdelta_mid_btm = (p[1].z-p[0].z)*iy;
wdelta_mid_btm = (p[1].w-p[0].w)*iy;
uvdelta_mid_btm = (uv[1]-uv[0])*(1.f/(p[1].y-p[0].y));
}else{
delta_mid_btm = 0;
zdelta_mid_btm = 0;
wdelta_mid_btm = 0;
}
if(p[2].y!=p[0].y){
float iy;
iy = 1.f/(p[2].y-p[0].y);
delta_top_btm = (p[2].x-p[0].x)*iy;
zdelta_top_btm = (p[2].z-p[0].z)*iy;
wdelta_top_btm = (p[2].w-p[0].w)*iy;
uvdelta_top_btm = (uv[2]-uv[0])*(1.f/(p[2].y-p[0].y));
}else{
delta_top_btm = 0;
zdelta_top_btm = 0;
wdelta_top_btm = 0;
}
float split_x;
if(p[0].y != p[2].y){
split_x = (((p[0].x-p[2].x)*(p[1].y-p[0].y))/(p[0].y-p[2].y)+p[0].x);
}else{
split_x = p[2].x;
}
if(p[1].x >= split_x){
pdx[0] = top_mid_x;
pdx[1] = top_btm_x;
pdz[0] = top_mid_z*(1<<24);
pdz[1] = top_btm_z*(1<<24);
pdw[0] = top_mid_w*(1<<24);
pdw[1] = top_btm_w*(1<<24);
pdt[0] = vector2(top_mid_uv*((float)(1<<24)));
pdt[1] = vector2(top_btm_uv*((float)(1<<24)));
delta[1][0]=delta_top_mid;
delta[1][1]=delta_top_btm;
delta[0][0]=delta_mid_btm;
delta[0][1]=delta_top_btm;
zdelta[1][0]=zdelta_top_mid*(1<<24);
zdelta[1][1]=zdelta_top_btm*(1<<24);
zdelta[0][0]=zdelta_mid_btm*(1<<24);
zdelta[0][1]=zdelta_top_btm*(1<<24);
wdelta[1][0]=wdelta_top_mid*(1<<24);
wdelta[1][1]=wdelta_top_btm*(1<<24);
wdelta[0][0]=wdelta_mid_btm*(1<<24);
wdelta[0][1]=wdelta_top_btm*(1<<24);
uvdelta[1][0]=vector2(uvdelta_top_mid*((float)(1<<24)));
uvdelta[1][1]=vector2(uvdelta_top_btm*((float)(1<<24)));
uvdelta[0][0]=vector2(uvdelta_mid_btm*((float)(1<<24)));
uvdelta[0][1]=vector2(uvdelta_top_btm*((float)(1<<24)));
}else{
pdx[0] = top_btm_x;
pdx[1] = top_mid_x;
pdz[0] = top_btm_z*(1<<24);
pdz[1] = top_mid_z*(1<<24);
pdw[0] = top_btm_w*(1<<24);
pdw[1] = top_mid_w*(1<<24);
pdt[0] = vector2(top_btm_uv*((float)(1<<24)));
pdt[1] = vector2(top_mid_uv*((float)(1<<24)));
delta[1][0]=delta_top_btm;
delta[1][1]=delta_top_mid;
delta[0][0]=delta_top_btm;
delta[0][1]=delta_mid_btm;
zdelta[1][0]=zdelta_top_btm*(1<<24);
zdelta[1][1]=zdelta_top_mid*(1<<24);
zdelta[0][0]=zdelta_top_btm*(1<<24);
zdelta[0][1]=zdelta_mid_btm*(1<<24);
wdelta[1][0]=wdelta_top_btm*(1<<24);
wdelta[1][1]=wdelta_top_mid*(1<<24);
wdelta[0][0]=wdelta_top_btm*(1<<24);
wdelta[0][1]=wdelta_mid_btm*(1<<24);
uvdelta[1][0]=vector2(uvdelta_top_btm*((float)(1<<24)));
uvdelta[1][1]=vector2(uvdelta_top_mid*((float)(1<<24)));
uvdelta[0][0]=vector2(uvdelta_top_btm*((float)(1<<24)));
uvdelta[0][1]=vector2(uvdelta_mid_btm*((float)(1<<24)));
}
ymiddle = p[1].y;
isexisting = 1;
return 0;
}