diff options
Diffstat (limited to 'sponge.h')
| -rw-r--r-- | sponge.h | 156 |
1 files changed, 139 insertions, 17 deletions
@@ -41,6 +41,9 @@ void sponge_draw_triangle_col3( #define SPONGE__MAX(x, y) ((x) > (y) ? (x) : (y)) #define SPONGE__ABS(x) ((x) >= 0 ? (x) : -(x)) +// NOTE(kard): there are "better" macros that don't need a type, but this is simpler +#define SPONGE__SWAP(x, y, T) { T SPONGE__SWAP_temp = x; y = x; x = SPONGE__SWAP_temp; } + typedef struct { float a; float r; @@ -179,13 +182,14 @@ void sponge_draw_line(sponge_Texture c, int32_t x0, int32_t y0, int32_t x1, int3 dx = SPONGE__ABS(dx); int32_t dy = y1 - y0; dy = SPONGE__ABS(dy); - int32_t d = (2 * dy) - dx; int32_t sx = (x0 < x1) ? 1 : -1; int32_t sy = (y0 < y1) ? 1 : -1; int32_t err = dx - dy; while (1) { + // TODO(kard): "preprocess" line for this check to not be necessary + // actually idk what is faster and how much line needs to be outside, check if (x0 >= 0 && x0 < (int32_t)c.width && y0 >= 0 && y0 < (int32_t)c.height) c.pixels[(y0 * c.stride) + x0] = color; @@ -225,7 +229,7 @@ void sponge_draw_triangle_col(sponge_Texture c, int32_t x0, int32_t y0, int32_t // NOTE(kard): // this does not accept floats on purpose. // there are more efficient algorithms for producing triangle pixels other than -// checking every one of them in rectangle with barycentric coords (e.g. using Brehensam algorithm) +// checking every one of them in rectangle with barycentric coords (e.g. using Bresenham algorithm) // and they can work with integer coordinates. // TODO(kard): this should be explored in the future // TODO(kard): backface culling? @@ -234,6 +238,23 @@ void sponge_draw_triangle_col3( uint32_t color0, uint32_t color1, uint32_t color2) { SPONGE_ASSERT(sponge_canvas_valid(c)); + // order triangle so y0 <= y1 <= y2 + if (y0 > y1) { + SPONGE__SWAP(x0, x1, int32_t); + SPONGE__SWAP(y0, y1, int32_t); + SPONGE__SWAP(color0, color1, uint32_t); + } + if (y1 > y2) { + SPONGE__SWAP(x1, x2, int32_t); + SPONGE__SWAP(y1, y2, int32_t); + SPONGE__SWAP(color1, color2, uint32_t); + if (y0 > y1) { + SPONGE__SWAP(x0, x1, int32_t); + SPONGE__SWAP(y0, y1, int32_t); + SPONGE__SWAP(color0, color1, uint32_t); + } + } + sponge_Vec2 t0 = { .x = (float)x0, .y = (float)y0 }; sponge_Vec2 t1 = { .x = (float)x1, .y = (float)y1 }; sponge_Vec2 t2 = { .x = (float)x2, .y = (float)y2 }; @@ -250,28 +271,129 @@ void sponge_draw_triangle_col3( sponge__BarycentricContext ctx = sponge__barycentric_init(t0, t1, t2); - uint32_t *row = c.pixels + (min_y * c.stride); - sponge__ColorF color0f = sponge__colf_unpack(color0); sponge__ColorF color1f = sponge__colf_unpack(color1); sponge__ColorF color2f = sponge__colf_unpack(color2); - for (uint32_t y = min_y; y <= max_y; y++, row += c.stride) { - for (uint32_t x = x0; x <= max_x; x++) { - float u, v, w; - sponge_Vec2 p = { .x = (float)x, .y = (float)y }; - sponge__barycentric(ctx, p, t0, t1, t2, &u, &v, &w); - if (u > 0.0f && v > 0.0f && w > 0.0f) - { - // TODO(kard): make more robust, this probably has a lot of off by 1 errors - sponge__ColorF c0 = sponge__colf_mul(color0f, u); - sponge__ColorF c1 = sponge__colf_mul(color1f, v); - sponge__ColorF c2 = sponge__colf_mul(color2f, w); - sponge__ColorF result = sponge__colf_add(c0, sponge__colf_add(c1, c2)); - row[x] = sponge__colf_pack(result); + // TODO(kard): there is probably a better way to do this + // also, names are actually terrible, please rewrite this at some point (i won't) + + int32_t b_x1 = x1; + int32_t b_y1 = y1; + int32_t b_x3_end; + if (y0 == y1 || y1 == y2) + b_x3_end = x1; + else + b_x3_end = (int32_t)(x0 + ((float)(y1 - y0) / (float)(y2 - y0)) * (float)(x2 - x0)); + + + for (int32_t i = 0; i < 2; i++) { + int32_t b_x0, b_y0, b_x3, b_dx0, b_dx1, b_dy, b_d0, b_d1, b_sx0, b_sx1, b_sy, b_err0, b_err1; + + // top-down, bottom of the triangle is flat + if (i == 0) { + b_x0 = x0; b_y0 = y0; + b_x3 = x0; + b_sy = 1; + // bottom-up, top of the triangle is flat + } else { + b_x0 = x2; b_y0 = y2; + b_x3 = x2; + b_sy = -1; + } + + // this line will be handled by other iteration + if (b_y0 == b_y1) + continue; + // TODO(kard): there is a single line of overlap, fix? + + b_dx0 = b_x1 - b_x0; + b_dx0 = SPONGE__ABS(b_dx0); + b_dx1 = b_x3_end - b_x0; + b_dx1 = SPONGE__ABS(b_dx1); + b_dy = b_y1 - b_y0; + b_dy = SPONGE__ABS(b_dy); + + b_d0 = (2 * b_dy) - b_dx0; + b_d1 = (2 * b_dy) - b_dx1; + + b_sx0 = (b_x0 < b_x1 ) ? 1 : -1; + b_sx1 = (b_x3 < b_x3_end) ? 1 : -1; + + b_err0 = b_dx0 - b_dy; + b_err1 = b_dx1 - b_dy; + + while (1) { + + while (1) { + int32_t b_err02 = b_err0 * 2; + if (b_err02 > -b_dy) { b_err0 -= b_dy; b_x0 += b_sx0; } + if (b_err02 < b_dx0) { b_err0 += b_dx0; break; } } + while (1) { + int32_t b_err12 = b_err1 * 2; + if (b_err12 > -b_dy) { b_err1 -= b_dy; b_x3 += b_sx1; } + if (b_err12 < b_dx1) { b_err1 += b_dx1; break; } + } + + //if (b_y0 >= 0 && b_y0 < (int32_t)c.height) { + //if (b_x0 >= 0 && b_x0 < (int32_t)c.width) { + //c.pixels[b_y0 * c.stride + b_x0] = 0xFFFF0000; + //} + //if (b_x3 >= 0 && b_x3 < (int32_t)c.width) { + //c.pixels[b_y0 * c.stride + b_x3] = 0xFF00FF00; + //} + //} + + if (b_y0 >= 0 && b_y0 < (int32_t)c.height) { + int32_t y = b_y0; + uint32_t *row = c.pixels + (y * c.stride); + + uint32_t x_min = (uint32_t)SPONGE__MAX(0, SPONGE__MIN(b_x0, b_x3)); + uint32_t x_max = (uint32_t)SPONGE__MIN((int32_t)c.width - 1, SPONGE__MAX(b_x0, b_x3)); + for (uint32_t x = x_min; x < x_max; x++) { + float u, v, w; + sponge_Vec2 p = { .x = (float)x, .y = (float)y }; + sponge__barycentric(ctx, p, t0, t1, t2, &u, &v, &w); + sponge__ColorF c0 = sponge__colf_mul(color0f, u); + sponge__ColorF c1 = sponge__colf_mul(color1f, v); + sponge__ColorF c2 = sponge__colf_mul(color2f, w); + sponge__ColorF result = sponge__colf_add(c0, sponge__colf_add(c1, c2)); + //row[x] = 0xFFFF00FF; + row[x] = sponge__colf_pack(result); + } + } + + + if (b_y0 == b_y1) + break; + + b_y0 += b_sy; } } + // int32_t dx = x1 - x0; + // dx = SPONGE__ABS(dx); + // int32_t dy = y1 - y0; + // dy = SPONGE__ABS(dy); + // int32_t d = (2 * dy) - dx; +// + // int32_t sx = (x0 < x1) ? 1 : -1; + // int32_t sy = (y0 < y1) ? 1 : -1; + // int32_t err = dx - dy; +// + // while (1) { + // // TODO(kard): "preprocess" line for this check to not be necessary + // // actually idk what is faster and how much line needs to be outside, check + // if (x0 >= 0 && x0 < (int32_t)c.width && y0 >= 0 && y0 < (int32_t)c.height) + // c.pixels[(y0 * c.stride) + x0] = color; +// + // if (x0 == x1 && y0 == y1) break; +// + // int32_t e2 = 2 * err; + // if (e2 > -dy) { err -= dy; x0 += sx; } + // if (e2 < dx) { err += dx; y0 += sy; } + // } + } #endif // SPONGE_IMPLEMENTATION |
