ref: 3b22d132306702d254538f0cd23907c1d6c666b4
dir: /src/ztriangle.c/
#include <stdlib.h> #include "msghandling.h" #include "../include/zbuffer.h" #if TGL_FEATURE_RENDER_BITS == 32 #elif TGL_FEATURE_RENDER_BITS == 16 #else #error "WRONG MODE!!!" #endif #if TGL_FEATURE_POLYGON_STIPPLE #define THE_X (((GLushort)(pp-pp1))) #define XSTIP(_a) ((THE_X+_a)& TGL_POLYGON_STIPPLE_MASK_X) #define YSTIP (the_y & TGL_POLYGON_STIPPLE_MASK_Y) //NOTES Divide by 8 to get the byte Get the actual bit #define STIPBIT(_a) (zb->stipplepattern[(XSTIP(_a) | (YSTIP<<TGL_POLYGON_STIPPLE_POW2_WIDTH))>>3] & (1<<(XSTIP(_a) & 7))) #define STIPTEST(_a) !(zb->dostipple && !STIPBIT(_a)) #else #define STIPTEST(_a) (1) //#define ZCMP(z,zpix,_a) ((z) >= (zpix)) #endif #if TGL_FEATURE_NO_DRAW_COLOR == 1 #define NODRAWTEST(c) ( (c & TGL_COLOR_MASK) != TGL_NO_DRAW_COLOR) #else #define NODRAWTEST(c) (1) #endif #define ZCMP(z,zpix,_a,c) ((z) >= (zpix) && STIPTEST(_a) && NODRAWTEST(c)) void ZB_fillTriangleFlat(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { PIXEL color; #define INTERP_Z #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],_a,color)) { \ pp[_a]=color; \ pz[_a]=zz; \ } \ z+=dzdx; \ } #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_NO_DRAW_COLOR == 1 PIXEL c; #endif //GLuint color; #define INTERP_Z #define INTERP_RGB #define SAR_RND_TO_ZERO(v,n) (v / (1<<n)) #if TGL_FEATURE_RENDER_BITS == 32 #define DRAW_INIT() \ { \ \ } #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a,RGB_TO_PIXEL(or1, og1, ob1))) { \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1); \ pz[_a]=zz; \ } \ z+=dzdx; \ og1+=dgdx; \ or1+=drdx; \ ob1+=dbdx; \ } #else #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ c = RGB_TO_PIXEL(or1, og1, ob1); \ if (ZCMP(zz,pz[_a],_a,c)) { \ pp[_a] = c; \ pz[_a]=zz; \ } \ z+=dzdx; \ og1+=dgdx; \ or1+=drdx; \ ob1+=dbdx; \ } #endif //END OF 32 bit mode #elif TGL_FEATURE_RENDER_BITS == 16 #define DRAW_INIT() \ { \ \ } /* #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);\ pz[_a]=zz; \ }\ z+=dzdx; \ og1+=dgdx; \ or1+=drdx; \ ob1+=dbdx; \ } */ #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a,0)) { \ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1); \ pz[_a]=zz; \ } \ z+=dzdx; \ og1+=dgdx; \ or1+=drdx; \ ob1+=dbdx; \ } #else #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ c = RGB_TO_PIXEL(or1, og1, ob1); \ if (ZCMP(zz,pz[_a],_a,c)) { \ pp[_a] = c; \ pz[_a]=zz; \ } \ z+=dzdx; \ og1+=dgdx; \ or1+=drdx; \ ob1+=dbdx; \ } #endif #endif //^ End of 16 bit mode stuff #include "ztriangle.h" } //EOF smooth fill triangle // // // TEXTURE MAPPED TRIANGLES // Section_Header // // // // void ZB_setTexture(ZBuffer *zb,PIXEL *texture) { zb->current_texture=texture; } //Ignore this it is never used void ZB_fillTriangleMapping(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { PIXEL *texture; #if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; #endif #define INTERP_Z #define INTERP_ST #define DRAW_INIT() \ { \ texture=zb->current_texture; \ } #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a,0)) { \ pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \ pz[_a]=zz; \ } \ z+=dzdx; \ s+=dsdx; \ t+=dtdx; \ } #else #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ c = texture[((t & 0x3FC00000) | s) >> 14];\ if (ZCMP(zz,pz[_a],_a,c)) { \ pp[_a]=c; \ 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 //IF 1 void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2) { PIXEL *texture; GLfloat fdzdx,fndzdx,ndszdx,ndtzdx; #if TGL_FEATURE_NO_DRAW_COLOR == 1 PIXEL c; #endif #define INTERP_Z #define INTERP_STZ #define NB_INTERP 8 #define DRAW_INIT() \ { \ texture=zb->current_texture;\ fdzdx=(GLfloat)dzdx;\ fndzdx=NB_INTERP * fdzdx;\ ndszdx=NB_INTERP * dszdx;\ ndtzdx=NB_INTERP * dtzdx;\ } #if TGL_FEATURE_NO_DRAW_COLOR != 1 #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a,0)) { \ pp[_a]=*(PIXEL *)((GLbyte *)texture+ \ (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));\ pz[_a]=zz; \ } \ z+=dzdx; \ s+=dsdx; \ t+=dtdx; \ } #else #define PUT_PIXEL(_a) \ { \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ c= *(PIXEL *)((GLbyte *)texture+ \ (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));\ if (ZCMP(zz,pz[_a],_a,c)) { \ pp[_a]=c; \ pz[_a]=zz; \ } \ z+=dzdx; \ s+=dsdx; \ t+=dtdx; \ } #endif #define DRAW_LINE() \ { \ register GLushort *pz; \ register PIXEL *pp; \ register GLuint s,t,z,zz; \ register GLint n,dsdx,dtdx; \ GLfloat sz,tz,fz,zinv; \ n=(x2>>16)-x1; \ fz=(GLfloat)z1;\ zinv=1.0 / fz;\ pp=(PIXEL *)((GLbyte *)pp1 + x1 * PSZB); \ pz=pz1+x1; \ z=z1; \ sz=sz1;\ tz=tz1;\ while (n>=(NB_INTERP-1)) { \ {\ GLfloat ss,tt;\ ss=(sz * zinv);\ tt=(tz * zinv);\ s=(GLint) ss;\ t=(GLint) tt;\ dsdx= (GLint)( (dszdx - ss*fdzdx)*zinv );\ dtdx= (GLint)( (dtzdx - tt*fdzdx)*zinv );\ fz+=fndzdx;\ zinv=1.0 / fz;\ }\ PUT_PIXEL(0);/*the_x++;*/ \ PUT_PIXEL(1);/*the_x++;*/ \ PUT_PIXEL(2);/*the_x++;*/ \ PUT_PIXEL(3);/*the_x++;*/ \ PUT_PIXEL(4);/*the_x++;*/ \ PUT_PIXEL(5);/*the_x++;*/ \ PUT_PIXEL(6);/*the_x++;*/ \ PUT_PIXEL(7);/*the_x-=7;*/ \ pz+=NB_INTERP; \ pp=(PIXEL *)((GLbyte *)pp + NB_INTERP * PSZB);/*the_x+=NB_INTERP * PSZB;*/\ n-=NB_INTERP; \ sz+=ndszdx;\ tz+=ndtzdx;\ } \ {\ GLfloat ss,tt;\ ss=(sz * zinv);\ tt=(tz * zinv);\ s=(GLint) ss;\ t=(GLint) tt;\ dsdx= (GLint)( (dszdx - ss*fdzdx)*zinv );\ dtdx= (GLint)( (dtzdx - tt*fdzdx)*zinv );\ }\ while (n>=0) { \ PUT_PIXEL(0);/*the_x += PSZB;*/ \ pz+=1; \ pp=(PIXEL *)((GLbyte *)pp + PSZB);\ n-=1; \ } \ } #include "ztriangle.h" } #endif //if 1 #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) \ { \ GLfloat zinv; \ GLint s,t; \ zz=z >> ZB_POINT_Z_FRAC_BITS; \ if (ZCMP(zz,pz[_a],_a)) { \ zinv= 1.0 / (GLfloat) z; \ s= (GLint) (sz * zinv); \ t= (GLint) (tz * zinv); \ pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \ pz[_a]=zz; \ } \ z+=dzdx; \ sz+=dszdx; \ tz+=dtzdx; \ } #include "ztriangle.h" } #endif