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Regard whitespace Rev 5097 → Rev 5098

/programs/develop/libraries/TinyGL/src/ztriangle.c
0,0 → 1,394
#include <stdlib.h>
#include "zbuffer.h"
 
#define ZCMP(z,zpix) ((z) >= (zpix))
 
void ZB_fillTriangleFlat(ZBuffer *zb,
ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
{
#if TGL_FEATURE_RENDER_BITS == 24
unsigned char colorR, colorG, colorB;
#else
int color;
#endif
 
#define INTERP_Z
 
#if TGL_FEATURE_RENDER_BITS == 24
 
#define DRAW_INIT() \
{ \
colorR=p2->r>>8; \
colorG=p2->g>>8; \
colorB=p2->b>>8; \
}
 
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
pp[3 * _a]=colorR;\
pp[3 * _a + 1]=colorG;\
pp[3 * _a + 2]=colorB;\
pz[_a]=zz; \
}\
z+=dzdx; \
}
 
#else
 
#define DRAW_INIT() \
{ \
color=RGB_TO_PIXEL(p2->r,p2->g,p2->b); \
}
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
pp[_a]=color; \
pz[_a]=zz; \
} \
z+=dzdx; \
}
#endif /* TGL_FEATURE_RENDER_BITS == 24 */
 
#include "ztriangle.h"
}
 
/*
* Smooth filled triangle.
* The code below is very tricky :)
*/
 
void ZB_fillTriangleSmooth(ZBuffer *zb,
ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
{
#if TGL_FEATURE_RENDER_BITS == 16
int _drgbdx;
#endif
 
#define INTERP_Z
#define INTERP_RGB
 
#define SAR_RND_TO_ZERO(v,n) (v / (1<<n))
 
#if TGL_FEATURE_RENDER_BITS == 24
 
#define DRAW_INIT() \
{ \
}
 
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
pp[3 * _a]=or1 >> 8;\
pp[3 * _a + 1]=og1 >> 8;\
pp[3 * _a + 2]=ob1 >> 8;\
pz[_a]=zz; \
}\
z+=dzdx; \
og1+=dgdx; \
or1+=drdx; \
ob1+=dbdx; \
}
 
#elif TGL_FEATURE_RENDER_BITS == 16
 
#define DRAW_INIT() \
{ \
_drgbdx=(SAR_RND_TO_ZERO(drdx,6) << 22) & 0xFFC00000; \
_drgbdx|=SAR_RND_TO_ZERO(dgdx,5) & 0x000007FF; \
_drgbdx|=(SAR_RND_TO_ZERO(dbdx,7) << 12) & 0x001FF000; \
}
 
 
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
tmp=rgb & 0xF81F07E0; \
pp[_a]=tmp | (tmp >> 16); \
pz[_a]=zz; \
} \
z+=dzdx; \
rgb=(rgb+drgbdx) & ( ~ 0x00200800); \
}
 
#define DRAW_LINE() \
{ \
register unsigned short *pz; \
register PIXEL *pp; \
register unsigned int tmp,z,zz,rgb,drgbdx; \
register int n; \
n=(x2 >> 16) - x1; \
pp=pp1+x1; \
pz=pz1+x1; \
z=z1; \
rgb=(r1 << 16) & 0xFFC00000; \
rgb|=(g1 >> 5) & 0x000007FF; \
rgb|=(b1 << 5) & 0x001FF000; \
drgbdx=_drgbdx; \
while (n>=3) { \
PUT_PIXEL(0); \
PUT_PIXEL(1); \
PUT_PIXEL(2); \
PUT_PIXEL(3); \
pz+=4; \
pp+=4; \
n-=4; \
} \
while (n>=0) { \
PUT_PIXEL(0); \
pz+=1; \
pp+=1; \
n-=1; \
} \
}
 
#else
 
#define DRAW_INIT() \
{ \
}
 
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);\
pz[_a]=zz; \
}\
z+=dzdx; \
og1+=dgdx; \
or1+=drdx; \
ob1+=dbdx; \
}
 
#endif /* TGL_FEATURE_RENDER_BITS */
 
#include "ztriangle.h"
}
 
void ZB_setTexture(ZBuffer *zb,PIXEL *texture)
{
zb->current_texture=texture;
}
 
void ZB_fillTriangleMapping(ZBuffer *zb,
ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
{
PIXEL *texture;
 
#define INTERP_Z
#define INTERP_ST
 
#define DRAW_INIT() \
{ \
texture=zb->current_texture; \
}
 
#if TGL_FEATURE_RENDER_BITS == 24
 
#define PUT_PIXEL(_a) \
{ \
unsigned char *ptr;\
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
ptr = texture + (((t & 0x3FC00000) | s) >> 14) * 3; \
pp[3 * _a]= ptr[0];\
pp[3 * _a + 1]= ptr[1];\
pp[3 * _a + 2]= ptr[2];\
pz[_a]=zz; \
} \
z+=dzdx; \
s+=dsdx; \
t+=dtdx; \
}
 
#else
 
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \
pz[_a]=zz; \
} \
z+=dzdx; \
s+=dsdx; \
t+=dtdx; \
}
 
#endif
 
#include "ztriangle.h"
}
 
/*
* Texture mapping with perspective correction.
* We use the gradient method to make less divisions.
* TODO: pipeline the division
*/
#if 1
 
void ZB_fillTriangleMappingPerspective(ZBuffer *zb,
ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
{
PIXEL *texture;
float fdzdx,fndzdx,ndszdx,ndtzdx;
 
#define INTERP_Z
#define INTERP_STZ
 
#define NB_INTERP 8
 
#define DRAW_INIT() \
{ \
texture=zb->current_texture;\
fdzdx=(float)dzdx;\
fndzdx=NB_INTERP * fdzdx;\
ndszdx=NB_INTERP * dszdx;\
ndtzdx=NB_INTERP * dtzdx;\
}
 
 
#if TGL_FEATURE_RENDER_BITS == 24
 
#define PUT_PIXEL(_a) \
{ \
unsigned char *ptr;\
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
ptr = texture + (((t & 0x3FC00000) | (s & 0x003FC000)) >> 14) * 3;\
pp[3 * _a]= ptr[0];\
pp[3 * _a + 1]= ptr[1];\
pp[3 * _a + 2]= ptr[2];\
pz[_a]=zz; \
} \
z+=dzdx; \
s+=dsdx; \
t+=dtdx; \
}
 
#else
 
#define PUT_PIXEL(_a) \
{ \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
pp[_a]=*(PIXEL *)((char *)texture+ \
(((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));\
pz[_a]=zz; \
} \
z+=dzdx; \
s+=dsdx; \
t+=dtdx; \
}
 
#endif
 
#define DRAW_LINE() \
{ \
register unsigned short *pz; \
register PIXEL *pp; \
register unsigned int s,t,z,zz; \
register int n,dsdx,dtdx; \
float sz,tz,fz,zinv; \
n=(x2>>16)-x1; \
fz=(float)z1;\
zinv=1.0 / fz;\
pp=(PIXEL *)((char *)pp1 + x1 * PSZB); \
pz=pz1+x1; \
z=z1; \
sz=sz1;\
tz=tz1;\
while (n>=(NB_INTERP-1)) { \
{\
float ss,tt;\
ss=(sz * zinv);\
tt=(tz * zinv);\
s=(int) ss;\
t=(int) tt;\
dsdx= (int)( (dszdx - ss*fdzdx)*zinv );\
dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );\
fz+=fndzdx;\
zinv=1.0 / fz;\
}\
PUT_PIXEL(0); \
PUT_PIXEL(1); \
PUT_PIXEL(2); \
PUT_PIXEL(3); \
PUT_PIXEL(4); \
PUT_PIXEL(5); \
PUT_PIXEL(6); \
PUT_PIXEL(7); \
pz+=NB_INTERP; \
pp=(PIXEL *)((char *)pp + NB_INTERP * PSZB);\
n-=NB_INTERP; \
sz+=ndszdx;\
tz+=ndtzdx;\
} \
{\
float ss,tt;\
ss=(sz * zinv);\
tt=(tz * zinv);\
s=(int) ss;\
t=(int) tt;\
dsdx= (int)( (dszdx - ss*fdzdx)*zinv );\
dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );\
}\
while (n>=0) { \
PUT_PIXEL(0); \
pz+=1; \
pp=(PIXEL *)((char *)pp + PSZB);\
n-=1; \
} \
}
#include "ztriangle.h"
}
 
#endif
 
#if 0
 
/* slow but exact version (only there for reference, incorrect for 24
bits) */
 
void ZB_fillTriangleMappingPerspective(ZBuffer *zb,
ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
{
PIXEL *texture;
 
#define INTERP_Z
#define INTERP_STZ
 
#define DRAW_INIT() \
{ \
texture=zb->current_texture; \
}
 
#define PUT_PIXEL(_a) \
{ \
float zinv; \
int s,t; \
zz=z >> ZB_POINT_Z_FRAC_BITS; \
if (ZCMP(zz,pz[_a])) { \
zinv= 1.0 / (float) z; \
s= (int) (sz * zinv); \
t= (int) (tz * zinv); \
pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \
pz[_a]=zz; \
} \
z+=dzdx; \
sz+=dszdx; \
tz+=dtzdx; \
}
 
#include "ztriangle.h"
}
 
 
#endif