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| author | claude-bot <[email protected]> | 2026-07-13 12:40:03 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:40:03 +0000 |
| commit | 847962910f0bff071f3bf07c9abb87764fb6cac3 (patch) | |
| tree | ddcd429e134c7fd5f72ddc97ced175de8d66fcd0 /tools/playground/ras_test.cpp | |
| download | librw-847962910f0bff071f3bf07c9abb87764fb6cac3.tar.gz librw-847962910f0bff071f3bf07c9abb87764fb6cac3.zip | |
Snapshot for re3/reVC vendoring, per @lzcnt.
Source: https://github.com/aap/librw (master).
Diffstat (limited to 'tools/playground/ras_test.cpp')
| -rw-r--r-- | tools/playground/ras_test.cpp | 902 |
1 files changed, 902 insertions, 0 deletions
diff --git a/tools/playground/ras_test.cpp b/tools/playground/ras_test.cpp new file mode 100644 index 0000000..185fdec --- /dev/null +++ b/tools/playground/ras_test.cpp @@ -0,0 +1,902 @@ +#include <rw.h> +#include <skeleton.h> + +namespace rs { + +typedef int8_t i8; +typedef uint8_t u8; +typedef int16_t i16; +typedef uint16_t u16; +typedef int32_t i32; +typedef uint32_t u32; +typedef int64_t i64; +typedef uint64_t u64; + +typedef struct Canvas Canvas; +struct Canvas +{ + u8 *fb; + u32 *zbuf; + int w, h; +}; +extern Canvas *canvas; + +typedef struct Texture Texture; +struct Texture +{ + u8 *pixels; + int w, h; + int wrap; +}; + +typedef struct Point3 Point3; +struct Point3 +{ + int x, y, z; +}; + +typedef struct Color Color; +struct Color +{ + u8 r, g, b, a; +}; + +typedef struct Vertex Vertex; +struct Vertex +{ + i32 x, y, z; + float q; // 1/z + u8 r, g, b, a; + u8 f; // fog + float s, t; +}; + +Canvas *makecanvas(int w, int h); +Texture *maketexture(int w, int h); +void putpixel(Canvas *canvas, Point3 p, Color c); +void clearcanvas(Canvas *canvas); +void drawTriangle(Canvas *canvas, Vertex p1, Vertex p2, Vertex p3); + +// not good +void drawRect(Canvas *canvas, Point3 p1, Point3 p2, Color c); +void drawLine(Canvas *canvas, Point3 p1, Point3 p2, Color c); + +//#define trace(...) printf(__VA_ARGS__) +#define trace(...) + + +int clamp(int x); + + +/* + * Render States + */ +enum TextureWrap { + WRAP_REPEAT, + WRAP_CLAMP, + WRAP_BORDER, +}; + +enum TextureFunction { + TFUNC_MODULATE, + TFUNC_DECAL, + TFUNC_HIGHLIGHT, + TFUNC_HIGHLIGHT2, +}; + +enum AlphaTestFunc { + ALPHATEST_NEVER, + ALPHATEST_ALWAYS, + ALPHATEST_LESS, + ALPHATEST_LEQUAL, + ALPHATEST_EQUAL, + ALPHATEST_GEQUAL, + ALPHATEST_GREATER, + ALPHATEST_NOTEQUAL, +}; + +enum AlphaTestFail { + ALPHAFAIL_KEEP, + ALPHAFAIL_FB_ONLY, + ALPHAFAIL_ZB_ONLY, +}; + +enum DepthTestFunc { + DEPTHTEST_NEVER, + DEPTHTEST_ALWAYS, + DEPTHTEST_GEQUAL, + DEPTHTEST_GREATER, +}; + +// The blend equation is +// out = ((A - B) * C >> 7) + D +// A, B and D select the color, C the alpha value +enum AlphaBlendOp { + ALPHABLEND_SRC, + ALPHABLEND_DST, + ALPHABLEND_ZERO, + ALPHABLEND_FIX = ALPHABLEND_ZERO, +}; + +extern int srScissorX0, srScissorX1; +extern int srScissorY0, srScissorY1; +extern int srDepthTestEnable; +extern int srDepthTestFunction; +extern int srWriteZ; +extern int srAlphaTestEnable; +extern int srAlphaTestFunction; +extern int srAlphaTestReference; +extern int srAlphaTestFail; +extern int srAlphaBlendEnable; +extern int srAlphaBlendA; +extern int srAlphaBlendB; +extern int srAlphaBlendC; +extern int srAlphaBlendD; +extern int srAlphaBlendFix; +extern int srTexEnable; +extern Texture *srTexture; +extern int srWrapU; +extern int srWrapV; +extern Color srBorder; +extern int srTexUseAlpha; +extern int srTexFunc; +extern int srFogEnable; +extern Color srFogCol; + + + +// end header + + + + +#define CEIL(p) (((p)+15) >> 4) + +// render states +int srScissorX0, srScissorX1; +int srScissorY0, srScissorY1; +int srDepthTestEnable = 1; +int srDepthTestFunction = DEPTHTEST_GEQUAL; +int srWriteZ = 1; +int srAlphaTestEnable = 1; +int srAlphaTestFunction = ALPHATEST_ALWAYS; +int srAlphaTestReference; +int srAlphaTestFail = ALPHAFAIL_FB_ONLY; +int srAlphaBlendEnable = 1; +int srAlphaBlendA = ALPHABLEND_SRC; +int srAlphaBlendB = ALPHABLEND_DST; +int srAlphaBlendC = ALPHABLEND_SRC; +int srAlphaBlendD = ALPHABLEND_DST; +int srAlphaBlendFix = 0x80; +int srTexEnable = 0; +Texture *srTexture; +int srWrapU = WRAP_REPEAT; +int srWrapV = WRAP_REPEAT; +Color srBorder = { 255, 0, 0, 255 }; +int srTexUseAlpha = 1; +int srTexFunc = TFUNC_MODULATE; +int srFogEnable = 0; +Color srFogCol = { 0, 0, 0, 0 }; + +int clamp(int x) { if(x < 0) return 0; if(x > 255) return 255; return x; } + +Canvas* +makecanvas(int w, int h) +{ + Canvas *canv; + canv = (Canvas*)malloc(sizeof(*canv) + w*h*(4+4)); + canv->w = w; + canv->h = h; + canv->fb = ((u8*)canv + sizeof(*canv)); + canv->zbuf = (u32*)(canv->fb + w*h*4); + return canv; +} + +Texture* +maketexture(int w, int h) +{ + Texture *t; + t = (Texture*)malloc(sizeof(*t) + w*h*4); + t->w = w; + t->h = h; + t->pixels = (u8*)t + sizeof(*t); + t->wrap = 0x11; // wrap u and v + return t; +} + +void +clearcanvas(Canvas *canvas) +{ + memset(canvas->fb, 0, canvas->w*canvas->h*4); + memset(canvas->zbuf, 0, canvas->w*canvas->h*4); +} + +void +writefb(Canvas *canvas, int x, int y, Color c) +{ + u8 *px = &canvas->fb[(y*canvas->w + x)*4]; + u32 *z = &canvas->zbuf[y*canvas->w + x]; + + px[3] = c.r; + px[2] = c.g; + px[1] = c.b; + px[0] = c.a; +} + +void +putpixel(Canvas *canvas, Point3 p, Color c) +{ + // scissor test + if(p.x < srScissorX0 || p.x > srScissorX1 || + p.y < srScissorY0 || p.y > srScissorY1) + return; + + u8 *px = &canvas->fb[(p.y*canvas->w + p.x)*4]; + u32 *z = &canvas->zbuf[p.y*canvas->w + p.x]; + + int fbwrite = 1; + int zbwrite = srWriteZ; + + // alpha test + if(srAlphaTestEnable){ + int fail; + switch(srAlphaTestFunction){ + case ALPHATEST_NEVER: + fail = 1; + break; + case ALPHATEST_ALWAYS: + fail = 0; + break; + case ALPHATEST_LESS: + fail = c.a >= srAlphaTestReference; + break; + case ALPHATEST_LEQUAL: + fail = c.a > srAlphaTestReference; + break; + case ALPHATEST_EQUAL: + fail = c.a != srAlphaTestReference; + break; + case ALPHATEST_GEQUAL: + fail = c.a < srAlphaTestReference; + break; + case ALPHATEST_GREATER: + fail = c.a <= srAlphaTestReference; + break; + case ALPHATEST_NOTEQUAL: + fail = c.a == srAlphaTestReference; + break; + } + if(fail){ + switch(srAlphaTestFail){ + case ALPHAFAIL_KEEP: + return; + case ALPHAFAIL_FB_ONLY: + zbwrite = 0; + break; + case ALPHAFAIL_ZB_ONLY: + fbwrite = 0; + } + } + } + + // ztest + if(srDepthTestEnable){ + switch(srDepthTestFunction){ + case DEPTHTEST_NEVER: + return; + case DEPTHTEST_ALWAYS: + break; + case DEPTHTEST_GEQUAL: + if((u32)p.z < *z) + return; + break; + case DEPTHTEST_GREATER: + if((u32)p.z <= *z) + return; + break; + } + } + + Color d = { px[3], px[2], px[1], px[0] }; + + // blend + if(srAlphaBlendEnable){ + int ar, ag, ab; + int br, bg, bb; + int dr, dg, db; + int ca; + switch(srAlphaBlendA){ + case ALPHABLEND_SRC: + ar = c.r; + ag = c.g; + ab = c.b; + break; + case ALPHABLEND_DST: + ar = d.r; + ag = d.g; + ab = d.b; + break; + case ALPHABLEND_ZERO: + ar = 0; + ag = 0; + ab = 0; + break; + default: assert(0); + } + switch(srAlphaBlendB){ + case ALPHABLEND_SRC: + br = c.r; + bg = c.g; + bb = c.b; + break; + case ALPHABLEND_DST: + br = d.r; + bg = d.g; + bb = d.b; + break; + case ALPHABLEND_ZERO: + br = 0; + bg = 0; + bb = 0; + break; + default: assert(0); + } + switch(srAlphaBlendC){ + case ALPHABLEND_SRC: + ca = c.a; + break; + case ALPHABLEND_DST: + ca = d.a; + break; + case ALPHABLEND_FIX: + ca = srAlphaBlendFix; + break; + default: assert(0); + } + switch(srAlphaBlendD){ + case ALPHABLEND_SRC: + dr = c.r; + dg = c.g; + db = c.b; + break; + case ALPHABLEND_DST: + dr = d.r; + dg = d.g; + db = d.b; + break; + case ALPHABLEND_ZERO: + dr = 0; + dg = 0; + db = 0; + break; + default: assert(0); + } + + int r, g, b; + r = ((ar - br) * ca >> 7) + dr; + g = ((ag - bg) * ca >> 7) + dg; + b = ((ab - bb) * ca >> 7) + db; + + c.r = clamp(r); + c.g = clamp(g); + c.b = clamp(b); + } + + if(fbwrite) + writefb(canvas, p.x, p.y, c); + if(zbwrite) + *z = p.z; +} + +Color +sampletex_nearest(int u, int v) +{ + Texture *tex = srTexture; + + const int usize = tex->w; + const int vsize = tex->h; + + int iu = u >> 4; + int iv = v >> 4; + + switch(srWrapU){ + case WRAP_REPEAT: + iu %= usize; + break; + case WRAP_CLAMP: + if(iu < 0) iu = 0; + if(iu >= usize) iu = usize-1; + break; + case WRAP_BORDER: + if(iu < 0 || iu >= usize) + return srBorder; + } + + switch(srWrapV){ + case WRAP_REPEAT: + iv %= vsize; + break; + case WRAP_CLAMP: + if(iv < 0) iv = 0; + if(iv >= vsize) iv = vsize-1; + break; + case WRAP_BORDER: + if(iv < 0 || iv >= vsize) + return srBorder; + } + + u8 *cp = &tex->pixels[(iv*tex->w + iu)*4]; + Color c = { cp[0], cp[1], cp[2], cp[3] }; + return c; +} + +// t is texture, f is fragment +Color +texfunc(Color t, Color f) +{ + int r, g, b, a; + switch(srTexFunc){ + case TFUNC_MODULATE: + r = t.r * f.r >> 7; + g = t.g * f.g >> 7; + b = t.b * f.b >> 7; + a = srTexUseAlpha ? + t.a * f.a >> 7 : + f.a; + break; + case TFUNC_DECAL: + r = t.r; + g = t.g; + b = t.b; + a = srTexUseAlpha ? t.a : f.a; + break; + case TFUNC_HIGHLIGHT: + r = (t.r * f.r >> 7) + f.a; + g = (t.g * f.g >> 7) + f.a; + b = (t.b * f.b >> 7) + f.a; + a = srTexUseAlpha ? + t.a + f.a : + f.a; + break; + case TFUNC_HIGHLIGHT2: + r = (t.r * f.r >> 7) + f.a; + g = (t.g * f.g >> 7) + f.a; + b = (t.b * f.b >> 7) + f.a; + a = srTexUseAlpha ? t.a : f.a; + break; + } + Color v; + v.r = clamp(r); + v.g = clamp(g); + v.b = clamp(b); + v.a = clamp(a); + return v; +} + +Point3 mkpnt(int x, int y, int z) { Point3 p = { x, y, z}; return p; } + +void +drawRect(Canvas *canvas, Point3 p1, Point3 p2, Color c) +{ + int x, y; + for(y = p1.y; y <= p2.y; y++) + for(x = p1.x; x <= p2.x; x++) + putpixel(canvas, mkpnt(x, y, 0), c); +} + +void +drawLine(Canvas *canvas, Point3 p1, Point3 p2, Color c) +{ + int dx, dy; + int incx, incy; + int e; + int x, y; + + dx = abs(p2.x-p1.x); + incx = p2.x > p1.x ? 1 : -1; + dy = abs(p2.y-p1.y); + incy = p2.y > p1.y ? 1 : -1; + e = 0; + if(dx == 0){ + for(y = p1.y; y != p2.y; y += incy) + putpixel(canvas, mkpnt(p1.x, y, 0), c); + }else if(dx > dy){ + y = p1.y; + for(x = p1.x; x != p2.x; x += incx){ + putpixel(canvas, mkpnt(x, y, 0), c); + e += dy; + if(2*e >= dx){ + e -= dx; + y += incy; + } + } + }else{ + x = p1.x; + for(y = p1.y; y != p2.y; y += incy){ + putpixel(canvas, mkpnt(x, y, 0), c); + e += dx; + if(2*e >= dy){ + e -= dy; + x += incx; + } + } + } +} + +/* + attibutes we want to interpolate: + R G B A + U V / S T Q + X Y Z F +*/ + +struct TriAttribs +{ + i64 z; + i32 r, g, b, a; + i32 f; + float s, t; + float q; +}; + +static void +add1(struct TriAttribs *a, struct TriAttribs *b) +{ + a->z += b->z; + a->r += b->r; + a->g += b->g; + a->b += b->b; + a->a += b->a; + a->f += b->f; + a->s += b->s; + a->t += b->t; + a->q += b->q; +} + +static void +sub1(struct TriAttribs *a, struct TriAttribs *b) +{ + a->z -= b->z; + a->r -= b->r; + a->g -= b->g; + a->b -= b->b; + a->a -= b->a; + a->f -= b->f; + a->s -= b->s; + a->t -= b->t; + a->q -= b->q; +} + +static void +guard(struct TriAttribs *a) +{ + if(a->z < 0) a->z = 0; + else if(a->z > 0x3FFFFFFFC000LL) a->z = 0x3FFFFFFFC000LL; + if(a->r < 0) a->r = 0; + else if(a->r > 0xFF000) a->r = 0xFF000; + if(a->g < 0) a->g = 0; + else if(a->g > 0xFF000) a->g = 0xFF000; + if(a->b < 0) a->b = 0; + else if(a->b > 0xFF000) a->b = 0xFF000; + if(a->a < 0) a->a = 0; + else if(a->a > 0xFF000) a->a = 0xFF000; + if(a->f < 0) a->f = 0; + else if(a->f > 0xFF000) a->f = 0xFF000; +} + +struct RasTri +{ + int x, y; + int ymid, yend; + int right; + int e[2], dx[3], dy[3]; + struct TriAttribs gx, gy, v, s; +}; + +static int +triangleSetup(struct RasTri *tri, Vertex v1, Vertex v2, Vertex v3) +{ + int dx1, dx2, dx3; + int dy1, dy2, dy3; + + dy1 = v3.y - v1.y; // long edge + if(dy1 == 0) return 1; + dx1 = v3.x - v1.x; + dx2 = v2.x - v1.x; // first small edge + dy2 = v2.y - v1.y; + dx3 = v3.x - v2.x; // second small edge + dy3 = v3.y - v2.y; + + // this is twice the triangle area + const int area = dx2*dy1 - dx1*dy2; + if(area == 0) return 1; + // figure out if 0 or 1 is the right edge + tri->right = area < 0; + + /* The gradients are to step whole pixels, + * so they are pre-multiplied by 16. */ + + float denom = 16.0f/area; + // gradients x +#define GX(p) ((v2.p - v1.p)*dy1 - (v3.p - v1.p)*dy2) + tri->gx.z = GX(z)*denom * 16384; + tri->gx.r = GX(r)*denom * 4096; + tri->gx.g = GX(g)*denom * 4096; + tri->gx.b = GX(b)*denom * 4096; + tri->gx.a = GX(a)*denom * 4096; + tri->gx.f = GX(f)*denom * 4096; + tri->gx.s = GX(s)*denom; + tri->gx.t = GX(t)*denom; + tri->gx.q = GX(q)*denom; + + // gradients y + denom = -denom; +#define GY(p) ((v2.p - v1.p)*dx1 - (v3.p - v1.p)*dx2) + tri->gy.z = GY(z)*denom * 16384; + tri->gy.r = GY(r)*denom * 4096; + tri->gy.g = GY(g)*denom * 4096; + tri->gy.b = GY(b)*denom * 4096; + tri->gy.a = GY(a)*denom * 4096; + tri->gy.f = GY(f)*denom * 4096; + tri->gy.s = GY(s)*denom; + tri->gy.t = GY(t)*denom; + tri->gy.q = GY(q)*denom; + + tri->ymid = CEIL(v2.y); + tri->yend = CEIL(v3.y); + + tri->y = CEIL(v1.y); + tri->x = CEIL(v1.x); + + tri->dy[0] = dy2<<4; // upper edge + tri->dy[1] = dy1<<4; // lower edge + tri->dy[2] = dy3<<4; // long edge + tri->dx[0] = dx2<<4; + tri->dx[1] = dx1<<4; + tri->dx[2] = dx3<<4; + + // prestep to land on pixel center + + int stepx = v1.x - (tri->x<<4); + int stepy = v1.y - (tri->y<<4); + tri->e[0] = (-stepy*tri->dx[0] + stepx*tri->dy[0]) >> 4; + tri->e[1] = (-stepy*tri->dx[1] + stepx*tri->dy[1]) >> 4; + + // attributes along interpolated edge + // why is this cast needed? (mingw) + tri->v.z = (i64)v1.z*16384 - (stepy*tri->gy.z + stepx*tri->gx.z)/16; + tri->v.r = v1.r*4096 - (stepy*tri->gy.r + stepx*tri->gx.r)/16; + tri->v.g = v1.g*4096 - (stepy*tri->gy.g + stepx*tri->gx.g)/16; + tri->v.b = v1.b*4096 - (stepy*tri->gy.b + stepx*tri->gx.b)/16; + tri->v.a = v1.a*4096 - (stepy*tri->gy.a + stepx*tri->gx.a)/16; + tri->v.f = v1.f*4096 - (stepy*tri->gy.f + stepx*tri->gx.f)/16; + tri->v.s = v1.s - (stepy*tri->gy.s + stepx*tri->gx.s)/16.0f; + tri->v.t = v1.t - (stepy*tri->gy.t + stepx*tri->gx.t)/16.0f; + tri->v.q = v1.q - (stepy*tri->gy.q + stepx*tri->gx.q)/16.0f; + + return 0; +} + +void +drawTriangle(Canvas *canvas, Vertex v1, Vertex v2, Vertex v3) +{ + Color c; + struct RasTri tri; + int stepx, stepy; + + // Sort such that we have from top to bottom v1,v2,v3 + if(v2.y < v1.y){ Vertex tmp = v1; v1 = v2; v2 = tmp; } + if(v3.y < v1.y){ Vertex tmp = v1; v1 = v3; v3 = tmp; } + if(v3.y < v2.y){ Vertex tmp = v2; v2 = v3; v3 = tmp; } + + if(triangleSetup(&tri, v1, v2, v3)) + return; + + // Current scanline start and end + int xn[2] = { tri.x, tri.x }; + int a = !tri.right; // left edge + int b = tri.right; // right edge + + // If upper triangle has no height, only do the lower part + if(tri.dy[0] == 0) + goto secondtri; + while(tri.y < tri.yend){ + /* TODO: is this the righ way to step the edges? */ + + /* Step x and interpolated value down left edge */ + while(tri.e[a] <= -tri.dy[a]){ + xn[a]--; + tri.e[a] += tri.dy[a]; + sub1(&tri.v, &tri.gx); + } + while(tri.e[a] > 0){ + xn[a]++; + tri.e[a] -= tri.dy[a]; + add1(&tri.v, &tri.gx); + } + + /* Step x down right edge */ + while(tri.e[b] <= -tri.dy[b]){ + xn[b]--; + tri.e[b] += tri.dy[b]; + } + while(tri.e[b] > 0){ + xn[b]++; + tri.e[b] -= tri.dy[b]; + } + + // When we reach the mid vertex, change state and jump to start of loop again + // TODO: this is a bit ugly in here...can we fix it? + if(tri.y == tri.ymid){ + secondtri: + tri.dx[0] = tri.dx[2]; + tri.dy[0] = tri.dy[2]; + // Either the while prevents this or we returned early because dy1 == 0 + assert(tri.dy[0] != 0); + stepx = v2.x - (xn[0]<<4); + stepy = v2.y - (tri.y<<4); + tri.e[0] = (-stepy*tri.dx[0] + stepx*tri.dy[0]) >> 4; + + tri.ymid = -1; // so we don't do this again + continue; + } + + /* Rasterize one line */ + tri.s = tri.v; + for(tri.x = xn[a]; tri.x < xn[b]; tri.x++){ + guard(&tri.s); + c.r = tri.s.r >> 12; + c.g = tri.s.g >> 12; + c.b = tri.s.b >> 12; + c.a = tri.s.a >> 12; + if(srTexEnable && srTexture){ + float w = 1.0f/tri.s.q; + float s = tri.s.s * w; + float t = tri.s.t * w; + int u = s * srTexture->w * 16; + int v = t * srTexture->h * 16; + Color texc = sampletex_nearest(u, v); + c = texfunc(texc, c); + } + if(srFogEnable){ + const int f = tri.s.f >> 12; + c.r = (f*c.r >> 8) + ((255 - f)*srFogCol.r >> 8); + c.g = (f*c.g >> 8) + ((255 - f)*srFogCol.g >> 8); + c.b = (f*c.b >> 8) + ((255 - f)*srFogCol.b >> 8); + } + putpixel(canvas, mkpnt(tri.x, tri.y, tri.s.z>>14), c); + add1(&tri.s, &tri.gx); + } + + /* Step in y */ + tri.y++; + tri.e[a] += tri.dx[a]; + tri.e[b] += tri.dx[b]; + add1(&tri.v, &tri.gy); + } +} + +Canvas *canvas; + +} + +using namespace rw; + +void +rastest_renderTriangles(RWDEVICE::Im2DVertex *scrverts, int32 numVerts, uint16 *indices, int32 numTris) +{ + int i; + RGBA col; + rs::Vertex v[3]; + RWDEVICE::Im2DVertex *iv; + + rs::srDepthTestEnable = 1; + rs::srAlphaTestEnable = 0; + rs::srTexEnable = 0; + rs::srAlphaBlendEnable = 0; + + while(numTris--){ + for(i = 0; i < 3; i++){ + iv = &scrverts[indices[i]]; + v[i].x = iv->getScreenX() * 16.0f; + v[i].y = iv->getScreenY() * 16.0f; + v[i].z = 16777216*(1.0f-iv->getScreenZ()); + v[i].q = iv->getRecipCameraZ(); + col = iv->getColor(); + v[i].r = col.red; + v[i].g = col.green; + v[i].b = col.blue; + v[i].a = col.alpha; + v[i].f = 0; + v[i].s = iv->u*iv->getRecipCameraZ(); + v[i].t = iv->v*iv->getRecipCameraZ(); + } + drawTriangle(rs::canvas, v[0], v[1], v[2]); + + indices += 3; + } +} + +extern rw::Raster *testras; + +void +beginSoftras(void) +{ + Camera *cam = (Camera*)engine->currentCamera; + + if(rs::canvas == nil || + cam->frameBuffer->width != rs::canvas->w || + cam->frameBuffer->height != rs::canvas->h){ + rs::canvas = rs::makecanvas(cam->frameBuffer->width, cam->frameBuffer->height); + testras = rw::Raster::create(rs::canvas->w, rs::canvas->h, 32, rw::Raster::C8888); + } + + clearcanvas(rs::canvas); + rs::srScissorX0 = 0; + rs::srScissorX1 = rs::canvas->w-1; + rs::srScissorY0 = 0; + rs::srScissorY1 = rs::canvas->h-1; +} + +void +endSoftras(void) +{ + int i; + uint8 *dst = testras->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + if(dst == nil) + return; + uint8 *src = rs::canvas->fb; + for(i = 0; i < rs::canvas->w*rs::canvas->h; i++){ + dst[0] = src[1]; + dst[1] = src[2]; + dst[2] = src[3]; + dst[3] = src[0]; + dst += 4; + src += 4; + } + // abgr in canvas + // bgra in raster + testras->unlock(0); +} + + +/* +typedef struct PixVert PixVert; +struct PixVert +{ + float x, y, z, q; + int r, g, b, a; + float u, v; +}; +#include "test.inc" + +void +drawtest(void) +{ + int i, j; + rs::Vertex v[3]; + + rs::srDepthTestEnable = 1; + rs::srAlphaTestEnable = 0; + rs::srTexEnable = 0; + rs::srAlphaBlendEnable = 0; + + for(i = 0; i < nelem(verts); i += 3){ + for(j = 0; j < 3; j++){ + v[j].x = verts[i+j].x * 16.0f; + v[j].y = verts[i+j].y * 16.0f; + v[j].z = 16777216*(1.0f - verts[i+j].z); + v[j].q = verts[i+j].q; + v[j].r = verts[i+j].r; + v[j].g = verts[i+j].g; + v[j].b = verts[i+j].b; + v[j].a = verts[i+j].a; + v[j].f = 0; + v[j].s = verts[i+j].u*v[j].q; + v[j].t = verts[i+j].v*v[j].q; + } + drawTriangle(rs::canvas, v[0], v[1], v[2]); + } +//exit(0); +} +*/ |
