#pragma once #include "CELLMath.hpp" #include "Image.hpp" namespace CELL { enum DRAWMODE { DM_POINTS = 0, DM_LINES = 1, DM_LINE_LOOP = 2, DM_LINE_STRIP = 3, DM_TRIANGES = 4, }; enum DATETYPE { DT_BYTE, DT_FLOAT, DT_DOUBLE, }; struct DateElementDes { int _size; DATETYPE _type; int _stride; const void* _data; }; class Span { public: int _xStart; int _xEnd; Rgba _colorStart; Rgba _colorEnd; float2 _uvStart; float2 _uvEnd; int _y; public: Span(int xStart,int xEnd,int y,Rgba colorStart,Rgba colorEnd,float2 uvStart,float2 uvEnd) { if (xStart < xEnd) { _xStart = xStart; _xEnd = xEnd; _colorStart = colorStart; _colorEnd = colorEnd; _uvStart = uvStart; _uvEnd = uvEnd; _y = y; } else { _xStart = xEnd; _xEnd = xStart; _colorStart = colorEnd; _colorEnd = colorStart; _uvStart = uvEnd; _uvEnd = uvStart; _y = y; } } }; class Ege { public: int _x1; int _y1; float2 _uv1; Rgba _color1; int _x2; int _y2; float2 _uv2; Rgba _color2; Ege(int x1,int y1,Rgba color1,float2 uv1,int x2,int y2,Rgba color2,float2 uv2) { if (y1 < y2) { _x1 = x1; _y1 = y1; _uv1 = uv1; _color1 = color1; _x2 = x2; _y2 = y2; _uv2 = uv2; _color2 = color2; } else { _x1 = x2; _y1 = y2; _uv1 = uv2; _color1 = color2; _x2 = x1; _y2 = y1; _uv2 = uv1; _color2 = color1; } } }; class Raster { public: uint* _buffer; int _width; int _height; Rgba _color; DateElementDes _poitionPointer; DateElementDes _colorPointer; DateElementDes _uvPointer; public: Raster(int w,int h,void* buffer); ~Raster(void); void clear(); struct Vertex { int2 p0; float2 uv0; Rgba c0; int2 p1; float2 uv1; Rgba c1; int2 p2; float2 uv2; Rgba c2; }; void drawImage(int startX,int startY,const Image* image) { int left = tmax(startX,0); int top = tmax(startY,0); int right = tmin(startX + image->width(),_width); int bottom = tmin(startY + image->height(),_height); for (int x = left ; x < right ; ++ x) { for (int y = top ; y < bottom ; ++ y) { Rgba color = image->pixelAt(x - left,y - top); setPixelEx(x,y,color); } } } public: void vertexPointer(int size,DATETYPE type,int stride,const void* data) { _poitionPointer._size = size; _poitionPointer._type = type; _poitionPointer._stride = stride; _poitionPointer._data = data; } void colorPointer(int size,DATETYPE type,int stride,const void* data) { _colorPointer._size = size; _colorPointer._type = type; _colorPointer._stride = stride; _colorPointer._data = data; } void textureCoordPointer(int size,DATETYPE type,int stride,const void* data) { _uvPointer._size = size; _uvPointer._type = type; _uvPointer._stride = stride; _uvPointer._data = data; } void drawArrays(DRAWMODE pri,int start,int count) { if (_poitionPointer._data == 0) { return; } char* posData = (char*)_poitionPointer._data; char* cData = (char*)_colorPointer._data; char* uvData = (char*)_uvPointer._data; float* fData = (float*)posData; int2 p0 (fData[0],fData[1]); posData += _poitionPointer._stride; fData = (float*)(posData); int2 p1 (fData[0],fData[1]); posData += _poitionPointer._stride; fData = (float*)(posData); int2 p2 (fData[0],fData[1]); Rgba* pColor = (Rgba*)cData; Rgba c0 (*pColor); cData += _colorPointer._stride; Rgba c1 (*pColor); cData += _colorPointer._stride; Rgba c2 (*pColor); float* pUV = (float*)uvData; float2 uv0 (pUV[0],pUV[1]); uvData += _uvPointer._stride; pUV = (float*)uvData; float2 uv1(pUV[0],pUV[1]); uvData += _uvPointer._stride; pUV = (float*)uvData; float2 uv2(pUV[0],pUV[1]); Ege eges[3] = { Ege(p0.x,p0.y,c0, uv0, p1.x,p1.y,c1, uv1), Ege(p1.x,p1.y,c1, uv1, p2.x,p2.y,c2, uv2), Ege(p2.x,p2.y,c2, uv2, p0.x,p0.y,c0, uv0), }; drawTrianle(eges,0); } void drawTrianle(Ege eges[3],Image* image) { int iMax = 0; int length = eges[0]._y2 - eges[0]._y1; for (int i = 1 ;i < 3 ; ++ i) { int len = eges[i]._y2 - eges[i]._y1; if (len > length) { length = len; iMax = i; } } int iShort1 = (iMax + 1)%3; int iShort2 = (iMax + 2)%3; drawEge(eges[iMax],eges[iShort1],image); drawEge(eges[iMax],eges[iShort2],image); } void drawTriangle(const Vertex& vertex,Image* image) { Ege eges[3] = { Ege(vertex.p0.x,vertex.p0.y,vertex.c0, vertex.uv0, vertex.p1.x,vertex.p1.y,vertex.c1, vertex.uv1), Ege(vertex.p1.x,vertex.p1.y,vertex.c1, vertex.uv1, vertex.p2.x,vertex.p2.y,vertex.c2, vertex.uv2), Ege(vertex.p2.x,vertex.p2.y,vertex.c2, vertex.uv2, vertex.p0.x,vertex.p0.y,vertex.c0, vertex.uv0), }; int iMax = 0; int length = eges[0]._y2 - eges[0]._y1; for (int i = 1 ;i < 3 ; ++ i) { int len = eges[i]._y2 - eges[i]._y1; if (len > length) { length = len; iMax = i; } } int iShort1 = (iMax + 1)%3; int iShort2 = (iMax + 2)%3; drawEge(eges[iMax],eges[iShort1],image); drawEge(eges[iMax],eges[iShort2],image); } void drawEge(const Ege& e1,const Ege& e2,Image* image) { float yOffset1 = e1._y2 - e1._y1; if (yOffset1 == 0) { return; } float yOffset = e2._y2 - e2._y1; if (yOffset == 0) { return; } float xOffset = e2._x2 - e2._x1; float scale = 0; float step = 1.0f/yOffset; float xOffset1 = e1._x2 - e1._x1; float scale1 = (float)(e2._y1 - e1._y1)/yOffset1; float step1 = 1.0f/yOffset1; for (int y = e2._y1 ; y < e2._y2 ; ++ y) { int x1 = e1._x1 + (int)(scale1 * xOffset1); int x2 = e2._x1 + (int)(scale * xOffset); Rgba color2 = colorLerp(e2._color1,e2._color2,scale); Rgba color1 = colorLerp(e1._color1,e1._color2,scale1); float2 uvStart = uvLerp(e1._uv1,e1._uv2,scale1); float2 uvEnd = uvLerp(e2._uv1,e2._uv2,scale); Span span(x1,x2,y,color1,color2,uvStart,uvEnd); drawSpan(span,image); scale += step; scale1 += step1; } } void drawSpan(const Span& span,Image* image) { float length = span._xEnd - span._xStart; float scale = 0; float step = 1.0f/length; for (int x = span._xStart ; x < span._xEnd; ++ x) { Rgba color = colorLerp(span._colorStart,span._colorEnd,scale); float2 uv = uvLerp(span._uvStart,span._uvEnd,scale); Rgba pixel = image->pixelUV(uv.x,uv.y); Rgba dst = color + pixel; scale += step; setPixel(x,span._y,dst); } } void drawLine(float2 pt1,float2 pt2,Rgba color1,Rgba color2); void drawPoints(float2 pt1,Rgba4Byte color) { } inline void setPixelEx(unsigned x,unsigned y,Rgba color) { _buffer[y * _width + x] = color._color; } inline Rgba getPixel(unsigned x,unsigned y) { return Rgba(_buffer[y * _width + x]); } inline void setPixel(unsigned x,unsigned y,Rgba color) { if (x >= _width || y >= _height) { return; } _buffer[y * _width + x] = color._color; } }; }