vertex colors, with Gouraud shading and all

has yet to be checked for whether it's accurate, optimized, etc...
This commit is contained in:
StapleButter
2017-02-11 04:10:59 +01:00
parent 050ba5dfbe
commit 15c8d59e2b
3 changed files with 44 additions and 28 deletions

View File

@ -127,6 +127,11 @@ void RenderPolygon(Polygon* polygon)
//xmax = scrcoords[rcur][0] << 12;
}
Vertex* vlcur = polygon->Vertices[lcur];
Vertex* vlnext = polygon->Vertices[lnext];
Vertex* vrcur = polygon->Vertices[rcur];
Vertex* vrnext = polygon->Vertices[rnext];
s32 lfactor, rfactor;
if (scrcoords[lnext][1] == scrcoords[lcur][1])
@ -139,35 +144,34 @@ void RenderPolygon(Polygon* polygon)
else
rfactor = ((y - scrcoords[rcur][1]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
s32 xmin = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
s32 xmax = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
s32 xl = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
s32 xr = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
for (s32 x = xmin; x <= xmax; x++)
u8 rl = vlcur->Color[0] + (((vlnext->Color[0] - vlcur->Color[0]) * lfactor) >> 12);
u8 gl = vlcur->Color[1] + (((vlnext->Color[1] - vlcur->Color[1]) * lfactor) >> 12);
u8 bl = vlcur->Color[2] + (((vlnext->Color[2] - vlcur->Color[2]) * lfactor) >> 12);
u8 rr = vrcur->Color[0] + (((vrnext->Color[0] - vrcur->Color[0]) * rfactor) >> 12);
u8 gr = vrcur->Color[1] + (((vrnext->Color[1] - vrcur->Color[1]) * rfactor) >> 12);
u8 br = vrcur->Color[2] + (((vrnext->Color[2] - vrcur->Color[2]) * rfactor) >> 12);
s32 xdiv;
if (xr == xl)
xdiv = 0;
else
xdiv = 0x1000 / (xr - xl);
for (s32 x = xl; x <= xr; x++)
{
s32 xfactor = (x - xl) * xdiv;
u8* pixel = &ColorBuffer[((256*y) + x) * 4];
pixel[0] = 0;
pixel[1] = 63;
pixel[2] = 0;
pixel[0] = rl + (((rr - rl) * xfactor) >> 12);
pixel[1] = gl + (((gr - gl) * xfactor) >> 12);
pixel[2] = bl + (((br - bl) * xfactor) >> 12);
pixel[3] = 31;
}
}
// test
/*for (int i = 0; i < nverts; i++)
{
Vertex* vtx = polygon->Vertices[i];
s32 scrX = (((vtx->Position[0] + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
s32 scrY = (((vtx->Position[1] + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
if (scrX > 255) scrX = 255;
if (scrY > 191) scrY = 191;
u8* pixel = &ColorBuffer[((256*scrY) + scrX) * 4];
pixel[0] = 0;
pixel[1] = 63;
pixel[2] = 0;
pixel[3] = 31;
}*/
}
void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)