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📄 render.cpp

📁 3D游戏场景编辑器
💻 CPP
📖 第 1 页 / 共 5 页
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		}
		plist[j]	=Render_OrthoWorldToView(Cam, &b->Faces[i].Points[0]);
		Polyline(ViewDC, plist, j+1);
	}
}
*/

//come back to this later
#pragma warning (disable:4100)
static void FillBackSpans(ViewVars *Cam)
{
/*
	long		i;
	Node		Dummy;
	RenderFace	Clipped, Unclipped, TempFace;
	Plane		dp;

	memset(&Dummy, 0, sizeof(Node));
//	Dummy.Faces=(Face *)geRam_Allocate(sizeof(Face));
//	memset(Dummy.Faces, 0, sizeof(Face));
	geVec3d_Subtract(&VecOrigin, &Cam->Vpn, &dp.Normal);
	dp.Dist	=-geVec3d_DotProduct(&Cam->Vpn, &Cam->CamPos)-5.0f;
	Node_CreateFromPlane(&Dummy, &dp);
	Dummy.Faces->Tex.Dib	=0xffff;

	if(ClipToFrustum(Dummy.Faces, &TempFace, Cam))
	{
		for(i=0;i < TempFace.NumPoints;i++)
			Clipped.Points[i]	=Render_XFormVert(Cam, &TempFace.Points[i]);
		for(i=0;i < Dummy.Faces->NumPoints;i++)
			Unclipped.Points[i]	=Render_XFormVert(Cam, &Dummy.Faces->Points[i]);

		Clipped.NumPoints	=TempFace.NumPoints;
		Unclipped.NumPoints	=Dummy.Faces->NumPoints;
		AddNodeEdges(&Dummy, 0, &Clipped, &Unclipped, 1, Cam, NORMAL);
	}
	geRam_Free (Dummy.Faces->Points);
	geRam_Free (Dummy.Faces);
	*/
}
#pragma warning (default:4100)

//standard error term line draw with zbuffering
static void	Render_LineZBuffer(int xa, int ya, geFloat za,
							   int xb, int yb, geFloat zb,
							   uint16 color, ViewVars *Cam)
{
	int		dx, dy;
	short	pos;
	int		g, r, c, inc1, inc2, f;
	uint32	zai, dz, *tz;
	uint16	*td;
	
	dy	=yb - ya;
	if(dy==0)
	{
		//Horizontal lines
		if(xb < xa)
		{
			dz	=(uint32)(((za - zb)/((geFloat)(xa-xb))) * FixedScale);
			zai	=(uint32)(zb * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (ya * Cam->Width) + xb);
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xb;
			for(;xb <= xa;xb++)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
				td++;
				tz++;
				zai	+=dz;
			}
		}
		else
		{
			dz	=(uint32)(((zb - za)/((geFloat)(xb-xa))) * FixedScale);
			zai	=(uint32)(za * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (ya * Cam->Width) + xa);
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xa;
			for(;xa <= xb;xa++)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
				td++;
				tz++;
				zai	+=dz;
			}
		}
		return;
	}

	dx	=xb - xa;
	if(dx==0)
	{
		//Vertical Lines
		if (yb < ya)
		{
			dz	=(uint32)(((za - zb)/((geFloat)(ya-yb))) * FixedScale);
			zai	=(uint32)(zb * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (yb * Cam->Width) + xb);
			td	=((uint16 *)Cam->pBits) + (yb * Cam->Width) + xb;
			for(;yb <= ya;yb++)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
				td	+=Cam->Width;
				tz	+=Cam->Width;
				zai	+=dz;
			}
		}
		else
		{
			dz	=(uint32)(((zb - za)/((geFloat)(yb-ya))) * FixedScale);
			zai	=(uint32)(za * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (ya * Cam->Width) + xb);
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xb;
			for(;ya <= yb;ya++)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
				td	+=Cam->Width;
				tz	+=Cam->Width;
				zai	+=dz;
			}
		}
		return;
	}
	if(dx > 0)
	{
		if(dy < 0)
		{
			pos	=0;
		}
		else
		{
			pos	=1;
		}
	}
	else
	{
		if(dy < 0)
		{
			pos	=1;
		}
		else
		{
			pos	=0;
		}
	}
	if(abs(dx) > abs(dy))
	{
		if(dx > 0)
		{
			c	=xa;
			r	=ya;
			f	=xb;
			dz	=(uint32)(((zb - za)/((geFloat)(xb-xa))) * FixedScale);
			zai	=(uint32)(za * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (ya * Cam->Width) + xa);
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xa;
		}
		else
		{
			c	=xb;
			r	=yb;
			f	=xa;
			dz	=(uint32)(((za - zb)/((geFloat)(xa-xb))) * FixedScale);
			zai	=(uint32)(zb * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (yb * Cam->Width) + xb);
			td	=((uint16 *)Cam->pBits) + (yb * Cam->Width) + xb;
		}
		inc1=abs(dy + dy);
		g	=abs(dy) * 2 - abs(dx);
		inc2=(abs(dy) - abs(dx)) * 2;
		if(pos)
		{
			while(c <= f)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
				td++;
				tz++;
				zai	+=dz;
				c++;

				if(g >= 0)
				{
					r++;
					g	+=inc2;
					td	+=Cam->Width;
					tz	+=Cam->Width;
				}
				else
				{
					g	+=inc1;
				}
			}
			return;
		}
		else
		{
			while(c <= f)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
				zai	+=dz;
				c++;
				td++;
				tz++;

				if(g > 0)
				{
					r--;
					g	+=inc2;
					td	-=Cam->Width;
					tz	-=Cam->Width;
				}
				else
				{
					g	+=inc1;
				}
			}
			return;
		}
	}
	else
	{
		if(dy > 0)
		{
			c	=ya;
			r	=xa;
			f	=yb;
			dz	=(uint32)(((zb - za)/((geFloat)(yb-ya))) * FixedScale);
			zai	=(uint32)(za * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (ya * Cam->Width) + xa);
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xa;
		}
		else
		{
			c	=yb;
			r	=xb;
			f	=ya;
			dz	=(uint32)(((za - zb)/((geFloat)(ya-yb))) * FixedScale);
			zai	=(uint32)(zb * FixedScale);
			tz	=(uint32 *)(Cam->pZBuffer + (yb * Cam->Width) + xb);
			td	=((uint16 *)Cam->pBits) + (yb * Cam->Width) + xb;
		}
		inc1	=abs(dx + dx);
		g		=abs(dx) * 2 - abs(dy);
		inc2	=(abs(dx) - abs(dy)) * 2;
		if(pos)
		{
			if(c <= f)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
LOOP3:
				td	+=Cam->Width;
				tz	+=Cam->Width;
				zai	+=dz;
				c++;
				if(g >= 0)
				{
					r++;
					g	+=inc2;
					td++;
					tz++;
					if(c > f)
					{
						goto	EXIT_LOOP3;
					}
					if(*tz > zai)
					{
						*td	=color;
						*tz	=zai;
					}
					zai	+=dz;
				}
				else
				{
					g	+=inc1;
					if(c > f)
					{
						goto	EXIT_LOOP3;
					}
					if(*tz > zai)
					{
						*td	=color;
						*tz	=zai;
					}
					zai	+=dz;
				}
				goto	LOOP3;
EXIT_LOOP3:
				;
			}
			return;
		}
		else
		{
			if(c <= f)
			{
				if(*tz > zai)
				{
					*td	=color;
					*tz	=zai;
				}
LOOP4:
				td	+=Cam->Width;
				tz	+=Cam->Width;
				zai	+=dz;
				c++;
				if(g >= 0)
				{
					r--;
					g	+=inc2;
					td--;
					tz--;
					if(c > f)
					{
						goto	EXIT_LOOP4;
					}
					if(*tz > zai)
					{
						*td	=color;
						*tz	=zai;
					}
					zai	+=dz;
				}
				else
				{
					g	+=inc1;
					if(c > f)
					{
						goto EXIT_LOOP4;
					}
					if(*tz > zai)
					{
						*td	=color;
						*tz	=zai;
					}
					zai	+=dz;
				}
				goto	LOOP4;
EXIT_LOOP4:
				;
			}
		}
	}
}

//standard error term line draw
static void	Render_Line(int xa, int ya,
					   int xb, int yb,
					   uint16 color, ViewVars *Cam)
{
	int		dx, dy;
	short	pos;
	int		g, r, c, inc1, inc2, f;
	uint16	*td;
	
	dy	=yb - ya;
	if(dy==0)
	{
		//Horizontal lines
		if(xb < xa)
		{
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xb;
			for(;xb <= xa;xb++)
			{
				*td	=color;
				td++;
			}
		}
		else
		{
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xa;
			for(;xa <= xb;xa++)
			{
				*td	=color;
				td++;
			}
		}
		return;
	}

	dx	=xb - xa;
	if(dx==0)
	{
		//Vertical Lines
		if (yb < ya)
		{
			td	=((uint16 *)Cam->pBits) + (yb * Cam->Width) + xb;
			for(;yb <= ya;yb++)
			{
				*td	=color;
				td	+=Cam->Width;
			}
		}
		else
		{
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xb;
			for(;ya <= yb;ya++)
			{
				*td	=color;
				td	+=Cam->Width;
			}
		}
		return;
	}
	if(dx > 0)
	{
		if(dy < 0)
		{
			pos	=0;
		}
		else
		{
			pos	=1;
		}
	}
	else
	{
		if(dy < 0)
		{
			pos	=1;
		}
		else
		{
			pos	=0;
		}
	}
	if(abs(dx) > abs(dy))
	{
		if(dx > 0)
		{
			c	=xa;
			r	=ya;
			f	=xb;
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xa;
		}
		else
		{
			c	=xb;
			r	=yb;
			f	=xa;
			td	=((uint16 *)Cam->pBits) + (yb * Cam->Width) + xb;
		}
		inc1=abs(dy + dy);
		g	=abs(dy) * 2 - abs(dx);
		inc2=(abs(dy) - abs(dx)) * 2;
		if(pos)
		{
			while(c <= f)
			{
				*td	=color;
				td++;
				c++;

				if(g >= 0)
				{
					r++;
					g	+=inc2;
					td	+=Cam->Width;
				}
				else
				{
					g	+=inc1;
				}
			}
			return;
		}
		else
		{
			while(c <= f)
			{
				*td	=color;
				c++;
				td++;

				if(g > 0)
				{
					r--;
					g	+=inc2;
					td	-=Cam->Width;
				}
				else
				{
					g	+=inc1;
				}
			}
			return;
		}
	}
	else
	{
		if(dy > 0)
		{
			c	=ya;
			r	=xa;
			f	=yb;
			td	=((uint16 *)Cam->pBits) + (ya * Cam->Width) + xa;
		}
		else
		{
			c	=yb;
			r	=xb;
			f	=ya;
			td	=((uint16 *)Cam->pBits) + (yb * Cam->Width) + xb;
		}
		inc1	=abs(dx + dx);
		g		=abs(dx) * 2 - abs(dy);
		inc2	=(abs(dx) - abs(dy)) * 2;
		if(pos)
		{
			if(c <= f)
			{
				*td	=color;
LOOP3:
				td	+=Cam->Width;
				c++;
				if(g >= 0)
				{
					r++;
					g	+=inc2;
					td++;
					if(c > f)
					{
						goto	EXIT_LOOP3;
					}
					*td	=color;
				}
				else
				{
					g	+=inc1;

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