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0d78f10161
| Author | SHA1 | Date | |
|---|---|---|---|
| 0d78f10161 | |||
| 7d5b61ce01 |
81
src/external/rlsw.h
vendored
81
src/external/rlsw.h
vendored
@ -5385,6 +5385,16 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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int xEnd = (int)end->position[0];
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if (xStart == xEnd) return;
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// Intercept the span bounds to ensure to not write before the framebuffer
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int xLoopStart = (xStart >= 0)? xStart : 0;
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int xLoopEnd = (xEnd <= RLSW.colorBuffer->width)? xEnd : RLSW.colorBuffer->width;
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if (xLoopStart >= xLoopEnd) return; // Nothing to draw
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// Get the current row and skip if outside the framebuffer
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// Maybe this check is better suited elsewhere?
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int y = (int)start->position[1];
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if (y < 0 || y >= RLSW.colorBuffer->height) return;
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// Compute the inverse horizontal distance along the X axis
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float dxRcp = sw_rcp(end->position[0] - start->position[0]);
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@ -5405,27 +5415,29 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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#endif
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// Compute the subpixel distance to traverse before the first pixel
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// Also step further into them to move away from the colorbuffer edge
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float xSubstep = 1.0f - sw_fract(start->position[0]);
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float dxStart = (float)(xLoopStart - xStart);
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float xOffset = xSubstep + dxStart;
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// Initializing the interpolation starting values
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float w = start->position[3] + dWdx*xSubstep;
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float w = start->position[3] + dWdx*xOffset;
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float color[4] = {
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start->color[0] + dCdx[0]*xSubstep,
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start->color[1] + dCdx[1]*xSubstep,
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start->color[2] + dCdx[2]*xSubstep,
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start->color[3] + dCdx[3]*xSubstep
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start->color[0] + dCdx[0]*xOffset,
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start->color[1] + dCdx[1]*xOffset,
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start->color[2] + dCdx[2]*xOffset,
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start->color[3] + dCdx[3]*xOffset
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};
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#ifdef SW_ENABLE_DEPTH_TEST
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float z = start->position[2] + dZdx*xSubstep;
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float z = start->position[2] + dZdx*xOffset;
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#endif
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#ifdef SW_ENABLE_TEXTURE
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float u = start->texcoord[0] + dUdx*xSubstep;
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float v = start->texcoord[1] + dVdx*xSubstep;
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float u = start->texcoord[0] + dUdx*xOffset;
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float v = start->texcoord[1] + dVdx*xOffset;
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#endif
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// Pre-calculate the starting pointers for the framebuffer row
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int y = (int)start->position[1];
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int baseOffset = y*RLSW.colorBuffer->width + xStart;
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int baseOffset = y*RLSW.colorBuffer->width + xLoopStart;
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uint8_t *cPtr = (uint8_t *)(RLSW.colorBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE;
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#ifdef SW_ENABLE_DEPTH_TEST
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uint8_t *dPtr = (uint8_t *)(RLSW.depthBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE;
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@ -5433,12 +5445,12 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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#define SW_AFFINE_BLOCK 16
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int x = xStart;
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while (x < xEnd)
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int x = xLoopStart;
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while (x < xLoopEnd)
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{
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// Clamp last block to remaining pixels
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int blockEnd = x + SW_AFFINE_BLOCK;
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if (blockEnd > xEnd) blockEnd = xEnd;
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if (blockEnd > xLoopEnd) blockEnd = xLoopEnd;
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float blockLenF = (float)(blockEnd - x);
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float blockLenRcp = sw_rcp(blockLenF);
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@ -5673,6 +5685,14 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
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int xMax = (int)br->position[0];
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int yMax = (int)br->position[1];
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// Exit early if no pixels to draw. Use these later for loop boundaries
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int yLoopMin = (yMin >= 0)? yMin : 0;
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int xLoopMin = (xMin >= 0)? xMin : 0;
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int yLoopMax = (yMax <= RLSW.colorBuffer->height)? yMax : RLSW.colorBuffer->height;
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int xLoopMax = (xMax <= RLSW.colorBuffer->width)? xMax : RLSW.colorBuffer->width;
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if (yLoopMin >= yLoopMax || xLoopMin >= xLoopMax) return;
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float w = (float)(xMax - xMin);
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float h = (float)(yMax - yMin);
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if ((w <= 0) || (h <= 0)) return;
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@ -5726,21 +5746,44 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
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uint8_t *dPixels = RLSW.depthBuffer->pixels;
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#endif
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for (int y = yMin; y < yMax; y++)
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// Calculate the distance the in-bounds boundary is from the quad's edges, only on the left and top
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float dxMin = (float)(xLoopMin - xMin);
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float dyMin = (float)(yLoopMin - yMin);
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// Correct our start by how far it's clipped outside the framebuffer
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cRow[0] += dCdx[0]*dxMin + dCdy[0]*dyMin;
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cRow[1] += dCdx[1]*dxMin + dCdy[1]*dyMin;
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cRow[2] += dCdx[2]*dxMin + dCdy[2]*dyMin;
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cRow[3] += dCdx[3]*dxMin + dCdy[3]*dyMin;
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#ifdef SW_ENABLE_DEPTH_TEST
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zRow += dZdy*dyMin + dZdx*dxMin;
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#endif
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#ifdef SW_ENABLE_TEXTURE
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uRow += dUdy*dyMin + dUdx*dxMin;
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vRow += dVdy*dyMin + dVdx*dxMin;
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#endif
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for (int y = yLoopMin; y < yLoopMax; y++)
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{
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int baseOffset = y*stride + xMin;
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int baseOffset = y*stride + xLoopMin;
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uint8_t *cPtr = cPixels + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE;
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#ifdef SW_ENABLE_DEPTH_TEST
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uint8_t *dPtr = dPixels + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE;
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// Copy the cursors without destroying the offset maths
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float z = zRow;
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#endif
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#ifdef SW_ENABLE_TEXTURE
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float u = uRow;
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float v = vRow;
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#endif
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float color[4] = { cRow[0], cRow[1], cRow[2], cRow[3] };
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float color[4] = {
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cRow[0],
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cRow[1],
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cRow[2],
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cRow[3]
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};
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for (int x = xMin; x < xMax; x++)
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for (int x = xLoopMin; x < xLoopMax; x++)
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{
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float srcColor[4] = { color[0], color[1], color[2], color[3] };
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@ -5779,6 +5822,7 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
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#ifdef SW_ENABLE_DEPTH_TEST
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discard:
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#endif
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// Move one pixel over without touching the original "start offset"
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color[0] += dCdx[0];
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color[1] += dCdx[1];
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color[2] += dCdx[2];
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@ -5801,6 +5845,9 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
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cPtr += SW_FRAMEBUFFER_COLOR_SIZE;
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}
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// The for loop is clamped to the right side of the screen
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// However, these cursor start vars are still on the left
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// That's fine, advancing to the next row
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cRow[0] += dCdy[0];
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cRow[1] += dCdy[1];
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cRow[2] += dCdy[2];
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