scummvm/graphics/tinygl/ztriangle_shadow.cpp

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#include "engine/tinygl/zbuffer.h"
#define ZCMP(z, zpix) ((z) >= (zpix))
void ZB_fillTriangleFlatShadowMask(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
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ZBufferPoint *t, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
float fdx1, fdx2, fdy1, fdy2, fz;
unsigned char *pm1;
int part, update_left, update_right;
int nb_lines, dx1, dy1, tmp, dx2, dy2;
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int error = 0, derror = 0;
int x1 = 0, dxdy_min = 0, dxdy_max = 0;
// warning: x2 is multiplied by 2^16
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int x2 = 0, dx2dy2 = 0;
// 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 interpolated values
fdx1 = (float)(p1->x - p0->x);
fdy1 = (float)(p1->y - p0->y);
fdx2 = (float)(p2->x - p0->x);
fdy2 = (float)(p2->y - p0->y);
fz = fdx1 * fdy2 - fdx2 * fdy1;
if (fz == 0)
return;
fz = (float)(1.0 / fz);
fdx1 *= fz;
fdy1 *= fz;
fdx2 *= fz;
fdy2 *= fz;
// screen coordinates
pm1 = zb->shadow_mask_buf + zb->xsize * p0->y;
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;
}
// 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--;
// generic draw line
{
register unsigned char *pm;
register int n;
n = (x2 >> 16) - x1;
pm = pm1 + x1;
while (n >= 3) {
for (int a = 0; a <= 3; a++) {
pm[a] = 0xff;
}
pm += 4;
n -= 4;
}
while (n >= 0) {
pm[0] = 0xff;
pm += 1;
n -= 1;
}
}
// left edge
error += derror;
if (error > 0) {
error -= 0x10000;
x1 += dxdy_max;
} else {
x1 += dxdy_min;
}
// right edge
x2 += dx2dy2;
// screen coordinates
pm1 = pm1 + zb->xsize;
}
}
}
void ZB_fillTriangleFlatShadow(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2) {
int color;
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ZBufferPoint *t, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
float fdx1, fdx2, fdy1, fdy2, fz, d1, d2;
unsigned char *pm1;
unsigned short *pz1;
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unsigned int *pz2;
PIXEL *pp1;
int part, update_left, update_right;
int nb_lines, dx1, dy1, tmp, dx2, dy2;
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int error = 0, derror = 0;
int x1 = 0, dxdy_min = 0, dxdy_max = 0;
// warning: x2 is multiplied by 2^16
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int x2 = 0, dx2dy2 = 0;
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int z1 = 0, dzdx, dzdy, dzdl_min = 0, dzdl_max = 0;
// 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 interpolated values
fdx1 = (float)(p1->x - p0->x);
fdy1 = (float)(p1->y - p0->y);
fdx2 = (float)(p2->x - p0->x);
fdy2 = (float)(p2->y - p0->y);
fz = fdx1 * fdy2 - fdx2 * fdy1;
if (fz == 0)
return;
fz = (float)(1.0 / fz);
fdx1 *= fz;
fdy1 *= fz;
fdx2 *= fz;
fdy2 *= fz;
d1 = (float)(p1->z - p0->z);
d2 = (float)(p2->z - p0->z);
dzdx = (int)(fdy2 * d1 - fdy1 * d2);
dzdy = (int)(fdx1 * d2 - fdx2 * d1);
// screen coordinates
pp1 = (PIXEL *)((char *)zb->pbuf + zb->linesize * p0->y);
pm1 = zb->shadow_mask_buf + p0->y * zb->xsize;
pz1 = zb->zbuf + p0->y * zb->xsize;
pz2 = zb->zbuf2 + p0->y * zb->xsize;
color = RGB_TO_PIXEL(zb->shadow_color_r, zb->shadow_color_g, zb->shadow_color_b);
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;
z1 = l1->z;
dzdl_min = (dzdy + dzdx * dxdy_min);
dzdl_max = dzdl_min + dzdx;
}
// 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--;
// generic draw line
{
register PIXEL *pp;
register unsigned char *pm;
register int n;
register unsigned short *pz;
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register unsigned int *pz_2;
register unsigned int z, zz;
n = (x2 >> 16) - x1;
pp = (PIXEL *)((char *)pp1 + x1 * PSZB);
pm = pm1 + x1;
pz = pz1 + x1;
pz_2 = pz2 + x1;
z = z1;
while (n >= 3) {
for (int a = 0; a < 4; a++) {
zz = z >> ZB_POINT_Z_FRAC_BITS;
if ((ZCMP(zz, pz[a])) && (ZCMP(z, pz_2[a])) && pm[0]) {
pp[a] = color;
pz_2[a] = z;
}
z += dzdx;
}
pz += 4;
pz_2 += 4;
pm += 4;
pp = (PIXEL *)((char *)pp + 4 * PSZB);
n -= 4;
}
while (n >= 0) {
zz = z >> ZB_POINT_Z_FRAC_BITS;
if ((ZCMP(zz, pz[0])) && (ZCMP(z, pz_2[0])) && pm[0]) {
pp[0] = color;
pz_2[0] = z;
}
pz += 1;
pz_2 += 1;
pm += 1;
pp = (PIXEL *)((char *)pp + PSZB);
n -= 1;
}
}
// left edge
error += derror;
if (error > 0) {
error -= 0x10000;
x1 += dxdy_max;
z1 += dzdl_max;
} else {
x1 += dxdy_min;
z1 += dzdl_min;
}
// right edge
x2 += dx2dy2;
// screen coordinates
pp1 = (PIXEL *)((char *)pp1 + zb->linesize);
pz1 += zb->xsize;
pz2 += zb->xsize;
pm1 += zb->xsize;
}
}
}