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372 lines
10 KiB
372 lines
10 KiB
#pragma once
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#include "CELLMath.hpp"
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#include "Image.hpp"
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namespace CELL
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{
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enum DRAWMODE
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{
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DM_POINTS = 0,
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DM_LINES = 1,
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DM_LINE_LOOP = 2,
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DM_LINE_STRIP = 3,
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DM_TRIANGES = 4,
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};
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enum DATETYPE
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{
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DT_BYTE,
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DT_FLOAT,
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DT_DOUBLE,
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};
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struct DateElementDes
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{
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int _size;
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DATETYPE _type;
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int _stride;
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const void* _data;
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};
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class Span
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{
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public:
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int _xStart;
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int _xEnd;
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Rgba _colorStart;
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Rgba _colorEnd;
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float2 _uvStart;
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float2 _uvEnd;
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int _y;
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public:
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Span(int xStart,int xEnd,int y,Rgba colorStart,Rgba colorEnd,float2 uvStart,float2 uvEnd)
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{
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if (xStart < xEnd)
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{
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_xStart = xStart;
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_xEnd = xEnd;
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_colorStart = colorStart;
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_colorEnd = colorEnd;
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_uvStart = uvStart;
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_uvEnd = uvEnd;
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_y = y;
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}
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else
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{
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_xStart = xEnd;
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_xEnd = xStart;
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_colorStart = colorEnd;
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_colorEnd = colorStart;
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_uvStart = uvEnd;
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_uvEnd = uvStart;
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_y = y;
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}
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}
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};
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class Ege
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{
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public:
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int _x1;
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int _y1;
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float2 _uv1;
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Rgba _color1;
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int _x2;
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int _y2;
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float2 _uv2;
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Rgba _color2;
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Ege(int x1,int y1,Rgba color1,float2 uv1,int x2,int y2,Rgba color2,float2 uv2)
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{
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if (y1 < y2)
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{
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_x1 = x1;
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_y1 = y1;
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_uv1 = uv1;
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_color1 = color1;
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_x2 = x2;
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_y2 = y2;
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_uv2 = uv2;
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_color2 = color2;
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}
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else
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{
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_x1 = x2;
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_y1 = y2;
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_uv1 = uv2;
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_color1 = color2;
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_x2 = x1;
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_y2 = y1;
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_uv2 = uv1;
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_color2 = color1;
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}
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}
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};
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class Raster
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{
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public:
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uint* _buffer;
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int _width;
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int _height;
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Rgba _color;
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Image* _texture;
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matrix4 _matModel;
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matrix4 _matView;
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matrix4 _matProj;
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matrix4 _matProjView;
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float2 _viewPort;
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Frustum _frust;
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DateElementDes _poitionPointer;
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DateElementDes _colorPointer;
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DateElementDes _uvPointer;
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DateElementDes _defaultColorPointer;
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DateElementDes _defaultUVPointer;
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Rgba _defaultColorArray[3];
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float2 _detaultUVArray[3];
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public:
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Raster(int w,int h,void* buffer);
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~Raster(void);
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void clear();
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struct Vertex
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{
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int2 p0;
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float2 uv0;
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Rgba c0;
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int2 p1;
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float2 uv1;
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Rgba c1;
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int2 p2;
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float2 uv2;
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Rgba c2;
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};
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void drawImage(int startX,int startY,const Image* image);
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public:
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void loadViewMatrix(const CELL::matrix4& mat);
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void loadViewIdentity(const CELL::matrix4& mat);
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void loadProjMatrix(const CELL::matrix4& mat);
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void loadProjIdentity(const CELL::matrix4& mat);
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/**
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* 生成投影矩阵
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*/
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void setPerspective(float fovy, float aspect, float zNear, float zFar);
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/**
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* 生成观察矩阵
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*/
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void lookat(float3 const & eye,float3 const & center,float3 const & up);
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void setView(const matrix4& viewMat);
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void setViewPort(int x,int y,int w,int h);
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/**
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* 模型矩阵操作函数
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*/
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void loadMatrix(const CELL::matrix4& mat);
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void loadIdentity();
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void vertexPointer(int size,DATETYPE type,int stride,const void* data);
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void colorPointer(int size,DATETYPE type,int stride,const void* data);
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void textureCoordPointer(int size,DATETYPE type,int stride,const void* data);
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void bindTexture(Image* image);
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void drawArrays(DRAWMODE pri,int start,int count);
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protected:
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float3 piplineTransform(float3 pos)
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{
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float4 world(pos.x,pos.y,pos.z,1);
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float4 screen = _matProjView * world;
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if (screen.w == 0.0f)
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{
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return false;
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}
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screen.x /= screen.w;
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screen.y /= screen.w;
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screen.z /= screen.w;
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// map to range 0 - 1
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screen.x = screen.x * 0.5f + 0.5f;
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screen.y = screen.y * 0.5f + 0.5f;
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screen.z = screen.z * 0.5f + 0.5f;
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// map to viewport
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screen.x = screen.x * _viewPort.x;
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screen.y = _height - screen.y * _viewPort.y;
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return float3(screen.x,screen.y,screen.z);
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}
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void drawTrianle(Ege eges[3])
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{
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int iMax = 0;
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int length = eges[0]._y2 - eges[0]._y1;
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for (int i = 1 ;i < 3 ; ++ i)
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{
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int len = eges[i]._y2 - eges[i]._y1;
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if (len > length)
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{
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length = len;
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iMax = i;
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}
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}
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int iShort1 = (iMax + 1)%3;
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int iShort2 = (iMax + 2)%3;
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drawEge(eges[iMax],eges[iShort1],_texture);
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drawEge(eges[iMax],eges[iShort2],_texture);
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}
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void drawTriangle(const Vertex& vertex,Image* image)
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{
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Ege eges[3] =
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{
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Ege(vertex.p0.x,vertex.p0.y,vertex.c0, vertex.uv0, vertex.p1.x,vertex.p1.y,vertex.c1, vertex.uv1),
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Ege(vertex.p1.x,vertex.p1.y,vertex.c1, vertex.uv1, vertex.p2.x,vertex.p2.y,vertex.c2, vertex.uv2),
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Ege(vertex.p2.x,vertex.p2.y,vertex.c2, vertex.uv2, vertex.p0.x,vertex.p0.y,vertex.c0, vertex.uv0),
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};
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int iMax = 0;
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int length = eges[0]._y2 - eges[0]._y1;
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for (int i = 1 ;i < 3 ; ++ i)
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{
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int len = eges[i]._y2 - eges[i]._y1;
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if (len > length)
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{
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length = len;
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iMax = i;
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}
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}
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int iShort1 = (iMax + 1)%3;
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int iShort2 = (iMax + 2)%3;
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drawEge(eges[iMax],eges[iShort1],image);
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drawEge(eges[iMax],eges[iShort2],image);
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}
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void drawEge(const Ege& e1,const Ege& e2,Image* image)
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{
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float yOffset1 = e1._y2 - e1._y1;
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if (yOffset1 == 0)
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{
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return;
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}
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float yOffset = e2._y2 - e2._y1;
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if (yOffset == 0)
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{
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return;
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}
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float xOffset = e2._x2 - e2._x1;
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float scale = 0;
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float step = 1.0f/yOffset;
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int startY = tmax<int>(e2._y1,0);
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int endY = tmin<int>(e2._y2,_height);
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scale += (startY - e2._y1)/yOffset;
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float xOffset1 = e1._x2 - e1._x1;
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float scale1 = (float)(startY - e1._y1)/yOffset1;
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float step1 = 1.0f/yOffset1;
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for (int y = startY ; y < endY ; ++ y)
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{
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int x1 = e1._x1 + (int)(scale1 * xOffset1);
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int x2 = e2._x1 + (int)(scale * xOffset);
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Rgba color2 = colorLerp(e2._color1,e2._color2,scale);
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Rgba color1 = colorLerp(e1._color1,e1._color2,scale1);
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float2 uvStart = uvLerp(e1._uv1,e1._uv2,scale1);
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float2 uvEnd = uvLerp(e2._uv1,e2._uv2,scale);
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Span span(x1,x2,y,color1,color2,uvStart,uvEnd);
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drawSpan(span,image);
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scale += step;
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scale1 += step1;
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}
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}
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void drawSpan(const Span& span,Image* image)
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{
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float length = span._xEnd - span._xStart;
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float scale = 0;
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float step = 1.0f/length;
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int startX = tmax<int>(span._xStart,0);
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int endX = tmin<int>(span._xEnd,_width);
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scale += (startX - span._xStart)/length;
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for (int x = startX ; x < endX; ++ x)
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{
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//Rgba color = colorLerp(span._colorStart,span._colorEnd,scale);
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float2 uv = uvLerp(span._uvStart,span._uvEnd,scale);
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Rgba pixel = image->pixelUV(uv.x,uv.y);
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scale += step;
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setPixelEx(x,span._y,pixel);
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}
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}
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void drawLine(float2 pt1,float2 pt2,Rgba color1,Rgba color2);
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void drawPoints(float2 pt1,Rgba4Byte color)
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{
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}
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inline void setPixelEx(unsigned x,unsigned y,Rgba color)
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{
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_buffer[y * _width + x] = color._color;
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}
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inline Rgba getPixel(unsigned x,unsigned y)
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{
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return Rgba(_buffer[y * _width + x]);
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}
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inline void setPixel(unsigned x,unsigned y,Rgba color)
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{
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if (x >= _width || y >= _height)
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{
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return;
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}
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_buffer[y * _width + x] = color._color;
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}
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};
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}
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