ref: 3aaf17bc54e0ab5bc103036d016a76283c371517
dir: /src/ztriangle.h/
/* * We draw a triangle with various GLinterpolations */ { ZBufferPoint *t, *pr1, *pr2, *l1, *l2; GLfloat fdx1, fdx2, fdy1, fdy2, fz, d1, d2; GLushort* pz1; PIXEL* pp1; GLint part, update_left, update_right; GLint nb_lines, dx1, dy1, tmp, dx2, dy2; #if TGL_FEATURE_POLYGON_STIPPLE == 1 GLushort the_y; #endif GLint error, derror; GLint x1, dxdy_min, dxdy_max; /* warning: x2 is multiplied by 2^16 */ GLint x2, dx2dy2; #ifdef INTERP_Z GLint z1, dzdx, dzdy, dzdl_min, dzdl_max; #endif #ifdef INTERP_RGB GLint r1, drdx, drdy, drdl_min, drdl_max; GLint g1, dgdx, dgdy, dgdl_min, dgdl_max; GLint b1, dbdx, dbdy, dbdl_min, dbdl_max; #endif #ifdef INTERP_ST GLint s1, dsdx, dsdy, dsdl_min, dsdl_max; GLint t1, dtdx, dtdy, dtdl_min, dtdl_max; #endif #ifdef INTERP_STZ GLfloat sz1, dszdx, dszdy, dszdl_min, dszdl_max; GLfloat tz1, dtzdx, dtzdy, dtzdl_min, dtzdl_max; #endif /* we sort the vertex with increasing y */ if (p1->y < p0->y) { t = p0; p0 = p1; p1 = t; } if (p2->y < p0->y) { t = p2; p2 = p1; p1 = p0; p0 = t; } else if (p2->y < p1->y) { t = p1; p1 = p2; p2 = t; } /* we compute dXdx and dXdy for all GLinterpolated values */ fdx1 = p1->x - p0->x; fdy1 = p1->y - p0->y; fdx2 = p2->x - p0->x; fdy2 = p2->y - p0->y; fz = fdx1 * fdy2 - fdx2 * fdy1; if (fz == 0) return; fz = 1.0 / fz; fdx1 *= fz; fdy1 *= fz; fdx2 *= fz; fdy2 *= fz; #ifdef INTERP_Z d1 = p1->z - p0->z; d2 = p2->z - p0->z; dzdx = (GLint)(fdy2 * d1 - fdy1 * d2); dzdy = (GLint)(fdx1 * d2 - fdx2 * d1); #endif #ifdef INTERP_RGB d1 = p1->r - p0->r; d2 = p2->r - p0->r; drdx = (GLint)(fdy2 * d1 - fdy1 * d2); drdy = (GLint)(fdx1 * d2 - fdx2 * d1); d1 = p1->g - p0->g; d2 = p2->g - p0->g; dgdx = (GLint)(fdy2 * d1 - fdy1 * d2); dgdy = (GLint)(fdx1 * d2 - fdx2 * d1); d1 = p1->b - p0->b; d2 = p2->b - p0->b; dbdx = (GLint)(fdy2 * d1 - fdy1 * d2); dbdy = (GLint)(fdx1 * d2 - fdx2 * d1); #endif #ifdef INTERP_ST d1 = p1->s - p0->s; d2 = p2->s - p0->s; dsdx = (GLint)(fdy2 * d1 - fdy1 * d2); dsdy = (GLint)(fdx1 * d2 - fdx2 * d1); d1 = p1->t - p0->t; d2 = p2->t - p0->t; dtdx = (GLint)(fdy2 * d1 - fdy1 * d2); dtdy = (GLint)(fdx1 * d2 - fdx2 * d1); #endif #ifdef INTERP_STZ { GLfloat zz; zz = (GLfloat)p0->z; p0->sz = (GLfloat)p0->s * zz; p0->tz = (GLfloat)p0->t * zz; zz = (GLfloat)p1->z; p1->sz = (GLfloat)p1->s * zz; p1->tz = (GLfloat)p1->t * zz; zz = (GLfloat)p2->z; p2->sz = (GLfloat)p2->s * zz; p2->tz = (GLfloat)p2->t * zz; d1 = p1->sz - p0->sz; d2 = p2->sz - p0->sz; dszdx = (fdy2 * d1 - fdy1 * d2); dszdy = (fdx1 * d2 - fdx2 * d1); d1 = p1->tz - p0->tz; d2 = p2->tz - p0->tz; dtzdx = (fdy2 * d1 - fdy1 * d2); dtzdy = (fdx1 * d2 - fdx2 * d1); } #endif /* screen coordinates */ pp1 = (PIXEL*)((GLbyte*)zb->pbuf + zb->linesize * p0->y); #if TGL_FEATURE_POLYGON_STIPPLE == 1 the_y = p0->y; #endif pz1 = zb->zbuf + p0->y * zb->xsize; DRAW_INIT(); for (part = 0; part < 2; part++) { if (part == 0) { if (fz > 0) { update_left = 1; update_right = 1; l1 = p0; l2 = p2; pr1 = p0; pr2 = p1; } else { update_left = 1; update_right = 1; l1 = p0; l2 = p1; pr1 = p0; pr2 = p2; } nb_lines = p1->y - p0->y; } else { /* second part */ if (fz > 0) { update_left = 0; update_right = 1; pr1 = p1; pr2 = p2; } else { update_left = 1; update_right = 0; l1 = p1; l2 = p2; } nb_lines = p2->y - p1->y + 1; } /* compute the values for the left edge */ if (update_left) { dy1 = l2->y - l1->y; dx1 = l2->x - l1->x; if (dy1 > 0) tmp = (dx1 << 16) / dy1; else tmp = 0; x1 = l1->x; error = 0; derror = tmp & 0x0000ffff; dxdy_min = tmp >> 16; dxdy_max = dxdy_min + 1; #ifdef INTERP_Z z1 = l1->z; dzdl_min = (dzdy + dzdx * dxdy_min); dzdl_max = dzdl_min + dzdx; #endif #ifdef INTERP_RGB r1 = l1->r; drdl_min = (drdy + drdx * dxdy_min); drdl_max = drdl_min + drdx; g1 = l1->g; dgdl_min = (dgdy + dgdx * dxdy_min); dgdl_max = dgdl_min + dgdx; b1 = l1->b; dbdl_min = (dbdy + dbdx * dxdy_min); dbdl_max = dbdl_min + dbdx; #endif #ifdef INTERP_ST s1 = l1->s; dsdl_min = (dsdy + dsdx * dxdy_min); dsdl_max = dsdl_min + dsdx; t1 = l1->t; dtdl_min = (dtdy + dtdx * dxdy_min); dtdl_max = dtdl_min + dtdx; #endif #ifdef INTERP_STZ sz1 = l1->sz; dszdl_min = (dszdy + dszdx * dxdy_min); dszdl_max = dszdl_min + dszdx; tz1 = l1->tz; dtzdl_min = (dtzdy + dtzdx * dxdy_min); dtzdl_max = dtzdl_min + dtzdx; #endif } /* compute values for the right edge */ if (update_right) { dx2 = (pr2->x - pr1->x); dy2 = (pr2->y - pr1->y); if (dy2 > 0) dx2dy2 = (dx2 << 16) / dy2; else dx2dy2 = 0; x2 = pr1->x << 16; } /* we draw all the scan line of the part */ while (nb_lines > 0) { nb_lines--; #ifndef DRAW_LINE /* generic draw line */ { register PIXEL* pp; register GLint n; #ifdef INTERP_Z register GLushort* pz; register GLuint z, zz; #endif #ifdef INTERP_RGB register GLuint or1, og1, ob1; #endif #ifdef INTERP_ST register GLuint s, t; #endif #ifdef INTERP_STZ GLfloat sz, tz; #endif n = (x2 >> 16) - x1; /*the_x = x1; //Gek added this to make determining the X coordinate easier!*/ pp = (PIXEL*)((GLbyte*)pp1 + x1 * PSZB); #ifdef INTERP_Z pz = pz1 + x1; z = z1; #endif #ifdef INTERP_RGB or1 = r1; og1 = g1; ob1 = b1; #endif #ifdef INTERP_ST s = s1; t = t1; #endif #ifdef INTERP_STZ sz = sz1; tz = tz1; #endif while (n >= 3) { PUT_PIXEL(0); /*the_x++;*/ PUT_PIXEL(1); /*the_x++;*/ PUT_PIXEL(2); /*the_x++;*/ PUT_PIXEL(3); /*the_x++;*/ #ifdef INTERP_Z pz += 4; #endif pp = (PIXEL*)((GLbyte*)pp + 4 * PSZB); n -= 4; } while (n >= 0) { PUT_PIXEL(0); /*the_x++;*/ #ifdef INTERP_Z pz += 1; #endif pp = (PIXEL*)((GLbyte*)pp + PSZB); n -= 1; } } // the_y++; #else DRAW_LINE(); // the_y++; #endif /* left edge */ error += derror; if (error > 0) { error -= 0x10000; x1 += dxdy_max; #ifdef INTERP_Z z1 += dzdl_max; #endif #ifdef INTERP_RGB r1 += drdl_max; g1 += dgdl_max; b1 += dbdl_max; #endif #ifdef INTERP_ST s1 += dsdl_max; t1 += dtdl_max; #endif #ifdef INTERP_STZ sz1 += dszdl_max; tz1 += dtzdl_max; #endif } else { x1 += dxdy_min; #ifdef INTERP_Z z1 += dzdl_min; #endif #ifdef INTERP_RGB r1 += drdl_min; g1 += dgdl_min; b1 += dbdl_min; #endif #ifdef INTERP_ST s1 += dsdl_min; t1 += dtdl_min; #endif #ifdef INTERP_STZ sz1 += dszdl_min; tz1 += dtzdl_min; #endif } /* right edge */ x2 += dx2dy2; /* screen coordinates */ pp1 = (PIXEL*)((GLbyte*)pp1 + zb->linesize); #if TGL_FEATURE_POLYGON_STIPPLE == 1 the_y++; #endif pz1 += zb->xsize; } } } #undef INTERP_Z #undef INTERP_RGB #undef INTERP_ST #undef INTERP_STZ #undef DRAW_INIT #undef DRAW_LINE #undef PUT_PIXEL