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#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;
Image* _texture;
matrix4 _matModel;
matrix4 _matView;
matrix4 _matProj;
float2 _viewPort;
DateElementDes _poitionPointer;
DateElementDes _colorPointer;
DateElementDes _uvPointer;
DateElementDes _defaultColorPointer;
DateElementDes _defaultUVPointer;
Rgba _defaultColorArray[3];
float2 _detaultUVArray[3];
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);
public:
void loadViewMatrix(const CELL::matrix4& mat);
void loadViewIdentity(const CELL::matrix4& mat);
void loadProjMatrix(const CELL::matrix4& mat);
void loadProjIdentity(const CELL::matrix4& mat);
/**
* 生成投影矩阵
*/
void setPerspective(float fovy, float aspect, float zNear, float zFar);
/**
* 生成观察矩阵
*/
void lookat(float3 const & eye,float3 const & center,float3 const & up);
void setViewPort(int x,int y,int w,int h);
/**
* 模型矩阵操作函数
*/
void loadMatrix(const CELL::matrix4& mat);
void loadIdentity();
void vertexPointer(int size,DATETYPE type,int stride,const void* data);
void colorPointer(int size,DATETYPE type,int stride,const void* data);
void textureCoordPointer(int size,DATETYPE type,int stride,const void* data);
void bindTexture(Image* image);
void drawArrays(DRAWMODE pri,int start,int count);
protected:
float3 piplineTransform(float3 pos)
{
float4 world(pos.x,pos.y,pos.z,1);
float4 screen = (_matProj * _matView * _matModel) * world;
if (screen.w == 0.0f)
{
return false;
}
screen.x /= screen.w;
screen.y /= screen.w;
screen.z /= screen.w;
// map to range 0 - 1
screen.x = screen.x * 0.5f + 0.5f;
screen.y = screen.y * 0.5f + 0.5f;
screen.z = screen.z * 0.5f + 0.5f;
// map to viewport
screen.x = screen.x * _viewPort.x;
screen.y = screen.y * _viewPort.y;
return float3(screen.x,screen.y,screen.z);
}
void drawTrianle(Ege eges[3])
{
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],_texture);
drawEge(eges[iMax],eges[iShort2],_texture);
}
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,pixel);
}
}
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;
}
};
}