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📄 scanline.cpp

📁 Android 一些工具
💻 CPP
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    if (size > 16) {        x >>= (size - 16);    } else if (size < 16) {        x = ggl_expand(x, size, 16);    }    x += x >> 15;    return x;}void blend_factor(context_t* c, pixel_t* r,         uint32_t factor, const pixel_t* src, const pixel_t* dst){    switch (factor) {        case GGL_ZERO:            r->c[1] =             r->c[2] =             r->c[3] =             r->c[0] = 0;            break;        case GGL_ONE:            r->c[1] =             r->c[2] =             r->c[3] =             r->c[0] = FIXED_ONE;            break;        case GGL_DST_COLOR:            r->c[1] = blendfactor(dst->c[1], dst->s[1]);            r->c[2] = blendfactor(dst->c[2], dst->s[2]);            r->c[3] = blendfactor(dst->c[3], dst->s[3]);            r->c[0] = blendfactor(dst->c[0], dst->s[0]);            break;        case GGL_SRC_COLOR:            r->c[1] = blendfactor(src->c[1], src->s[1]);            r->c[2] = blendfactor(src->c[2], src->s[2]);            r->c[3] = blendfactor(src->c[3], src->s[3]);            r->c[0] = blendfactor(src->c[0], src->s[0]);            break;        case GGL_ONE_MINUS_DST_COLOR:            r->c[1] = FIXED_ONE - blendfactor(dst->c[1], dst->s[1]);            r->c[2] = FIXED_ONE - blendfactor(dst->c[2], dst->s[2]);            r->c[3] = FIXED_ONE - blendfactor(dst->c[3], dst->s[3]);            r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0]);            break;        case GGL_ONE_MINUS_SRC_COLOR:            r->c[1] = FIXED_ONE - blendfactor(src->c[1], src->s[1]);            r->c[2] = FIXED_ONE - blendfactor(src->c[2], src->s[2]);            r->c[3] = FIXED_ONE - blendfactor(src->c[3], src->s[3]);            r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0]);            break;        case GGL_SRC_ALPHA:            r->c[1] =             r->c[2] =             r->c[3] =             r->c[0] = blendfactor(src->c[0], src->s[0], FIXED_ONE);            break;        case GGL_ONE_MINUS_SRC_ALPHA:            r->c[1] =             r->c[2] =             r->c[3] =             r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0], FIXED_ONE);            break;        case GGL_DST_ALPHA:            r->c[1] =             r->c[2] =             r->c[3] =             r->c[0] = blendfactor(dst->c[0], dst->s[0], FIXED_ONE);            break;        case GGL_ONE_MINUS_DST_ALPHA:            r->c[1] =             r->c[2] =             r->c[3] =             r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0], FIXED_ONE);            break;        case GGL_SRC_ALPHA_SATURATE:            // XXX: GGL_SRC_ALPHA_SATURATE            break;    }}static GGLfixed wrapping(int32_t coord, uint32_t size, int tx_wrap){    GGLfixed d;    if (tx_wrap == GGL_REPEAT) {        d = (uint32_t(coord)>>16) * size;    } else if (tx_wrap == GGL_CLAMP) { // CLAMP_TO_EDGE semantics        const GGLfixed clamp_min = FIXED_HALF;        const GGLfixed clamp_max = (size << 16) - FIXED_HALF;        if (coord < clamp_min)     coord = clamp_min;        if (coord > clamp_max)     coord = clamp_max;        d = coord;    } else { // 1:1        const GGLfixed clamp_min = 0;        const GGLfixed clamp_max = (size << 16);        if (coord < clamp_min)     coord = clamp_min;        if (coord > clamp_max)     coord = clamp_max;        d = coord;    }    return d;}static inlineGGLcolor ADJUST_COLOR_ITERATOR(GGLcolor v, GGLcolor dvdx, int len){    const int32_t end = dvdx * (len-1) + v;    if (end < 0)        v -= end;    v &= ~(v>>31);    return v;}void scanline(context_t* c){    const uint32_t enables = c->state.enables;    const int xs = c->iterators.xl;    const int x1 = c->iterators.xr;	int xc = x1 - xs;    const int16_t* covPtr = c->state.buffers.coverage + xs;    // All iterated values are sampled at the pixel center    // reset iterators for that scanline...    GGLcolor r, g, b, a;    iterators_t& ci = c->iterators;    if (enables & GGL_ENABLE_SMOOTH) {        r = (xs * c->shade.drdx) + ci.ydrdy;        g = (xs * c->shade.dgdx) + ci.ydgdy;        b = (xs * c->shade.dbdx) + ci.ydbdy;        a = (xs * c->shade.dadx) + ci.ydady;        r = ADJUST_COLOR_ITERATOR(r, c->shade.drdx, xc);        g = ADJUST_COLOR_ITERATOR(g, c->shade.dgdx, xc);        b = ADJUST_COLOR_ITERATOR(b, c->shade.dbdx, xc);        a = ADJUST_COLOR_ITERATOR(a, c->shade.dadx, xc);    } else {        r = ci.ydrdy;        g = ci.ydgdy;        b = ci.ydbdy;        a = ci.ydady;    }    // z iterators are 1.31    GGLfixed z = (xs * c->shade.dzdx) + ci.ydzdy;    GGLfixed f = (xs * c->shade.dfdx) + ci.ydfdy;    struct {        GGLfixed s, t;    } tc[GGL_TEXTURE_UNIT_COUNT];    if (enables & GGL_ENABLE_TMUS) {        for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {            if (c->state.texture[i].enable) {                texture_iterators_t& ti = c->state.texture[i].iterators;                if (enables & GGL_ENABLE_W) {                    tc[i].s = ti.ydsdy;                    tc[i].t = ti.ydtdy;                } else {                    tc[i].s = (xs * ti.dsdx) + ti.ydsdy;                    tc[i].t = (xs * ti.dtdx) + ti.ydtdy;                }            }        }    }    pixel_t fragment;    pixel_t texel;    pixel_t fb;	uint32_t x = xs;	uint32_t y = c->iterators.y;	while (xc--) {            { // just a scope		// read color (convert to 8 bits by keeping only the integer part)        fragment.s[1] = fragment.s[2] =        fragment.s[3] = fragment.s[0] = 8;        fragment.c[1] = r >> (GGL_COLOR_BITS-8);        fragment.c[2] = g >> (GGL_COLOR_BITS-8);        fragment.c[3] = b >> (GGL_COLOR_BITS-8);        fragment.c[0] = a >> (GGL_COLOR_BITS-8);		// texturing        if (enables & GGL_ENABLE_TMUS) {            for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {                texture_t& tx = c->state.texture[i];                if (!tx.enable)                    continue;                texture_iterators_t& ti = tx.iterators;                int32_t u, v;                // s-coordinate                if (tx.s_coord != GGL_ONE_TO_ONE) {                    const int w = tx.surface.width;                    u = wrapping(tc[i].s, w, tx.s_wrap);                    tc[i].s += ti.dsdx;                } else {                    u = (((tx.shade.is0>>16) + x)<<16) + FIXED_HALF;                }                // t-coordinate                if (tx.t_coord != GGL_ONE_TO_ONE) {                    const int h = tx.surface.height;                    v = wrapping(tc[i].t, h, tx.t_wrap);                    tc[i].t += ti.dtdx;                } else {                    v = (((tx.shade.it0>>16) + y)<<16) + FIXED_HALF;                }                // read texture                if (tx.mag_filter == GGL_NEAREST &&                    tx.min_filter == GGL_NEAREST)                {                    u >>= 16;                    v >>= 16;                    tx.surface.read(&tx.surface, c, u, v, &texel);                } else {                    const int w = tx.surface.width;                    const int h = tx.surface.height;                    u -= FIXED_HALF;                    v -= FIXED_HALF;                    int u0 = u >> 16;                    int v0 = v >> 16;                    int u1 = u0 + 1;                    int v1 = v0 + 1;                    if (tx.s_wrap == GGL_REPEAT) {                        if (u0<0)  u0 += w;                        if (u1<0)  u1 += w;                        if (u0>=w) u0 -= w;                        if (u1>=w) u1 -= w;                    } else {                        if (u0<0)  u0 = 0;                        if (u1<0)  u1 = 0;                        if (u0>=w) u0 = w-1;                        if (u1>=w) u1 = w-1;                    }                    if (tx.t_wrap == GGL_REPEAT) {                        if (v0<0)  v0 += h;                        if (v1<0)  v1 += h;                        if (v0>=h) v0 -= h;                        if (v1>=h) v1 -= h;                    } else {                        if (v0<0)  v0 = 0;                        if (v1<0)  v1 = 0;                        if (v0>=h) v0 = h-1;                        if (v1>=h) v1 = h-1;                    }                    pixel_t texels[4];                    uint32_t mm[4];                    tx.surface.read(&tx.surface, c, u0, v0, &texels[0]);                    tx.surface.read(&tx.surface, c, u0, v1, &texels[1]);                    tx.surface.read(&tx.surface, c, u1, v0, &texels[2]);                    tx.surface.read(&tx.surface, c, u1, v1, &texels[3]);                    u = (u >> 12) & 0xF;                     v = (v >> 12) & 0xF;                    u += u>>3;                    v += v>>3;                    mm[0] = (0x10 - u) * (0x10 - v);                    mm[1] = (0x10 - u) * v;                    mm[2] = u * (0x10 - v);                    mm[3] = 0x100 - (mm[0] + mm[1] + mm[2]);                    for (int j=0 ; j<4 ; j++) {                        texel.s[j] = texels[0].s[j];                        if (!texel.s[j]) continue;                        texel.s[j] += 8;                        texel.c[j] =    texels[0].c[j]*mm[0] +                                        texels[1].c[j]*mm[1] +                                        texels[2].c[j]*mm[2] +                                        texels[3].c[j]*mm[3] ;                    }                }                // Texture environnement...                for (int j=0 ; j<4 ; j++) {                    uint32_t& Cf = fragment.c[j];                    uint32_t& Ct = texel.c[j];                    uint8_t& sf  = fragment.s[j];                    uint8_t& st  = texel.s[j];                    uint32_t At = texel.c[0];                    uint8_t sat = texel.s[0];                    switch (tx.env) {                    case GGL_REPLACE:                        if (st) {                            Cf = Ct;                            sf = st;                        }                        break;                    case GGL_MODULATE:                        if (st) {                            uint32_t factor = Ct + (Ct>>(st-1));                            Cf = (Cf * factor) >> st;                        }                        break;                    case GGL_DECAL:                        if (sat) {                            rescale(Cf, sf, Ct, st);                            Cf += ((Ct - Cf) * (At + (At>>(sat-1)))) >> sat;                        }                        break;                    case GGL_BLEND:                        if (st) {                            uint32_t Cc = tx.env_color[i];                            if (sf>8)       Cc = (Cc * ((1<<sf)-1))>>8;                            else if (sf<8)  Cc = (Cc - (Cc>>(8-sf)))>>(8-sf);                            uint32_t factor = Ct + (Ct>>(st-1));                            Cf = ((((1<<st) - factor) * Cf) + Ct*Cc)>>st;                        }                        break;                    }                }            }		}            // coverage application        if (enables & GGL_ENABLE_AA) {            int16_t cf = *covPtr++;            fragment.c[0] = (int64_t(fragment.c[0]) * cf) >> 15;        }                // alpha-test        if (enables & GGL_ENABLE_ALPHA_TEST) {            GGLcolor ref = c->state.alpha_test.ref;            GGLcolor alpha = (uint64_t(fragment.c[0]) *                    ((1<<GGL_COLOR_BITS)-1)) / ((1<<fragment.s[0])-1);            switch (c->state.alpha_test.func) {            case GGL_NEVER:     goto discard;            case GGL_LESS:      if (alpha<ref)  break; goto discard;            case GGL_EQUAL:     if (alpha==ref) break; goto discard;            case GGL_LEQUAL:    if (alpha<=ref) break; goto discard;            case GGL_GREATER:   if (alpha>ref)  break; goto discard;            case GGL_NOTEQUAL:  if (alpha!=ref) break; goto discard;            case GGL_GEQUAL:    if (alpha>=ref) break; goto discard;            }        }                // depth test        if (c->state.buffers.depth.format) {            if (enables & GGL_ENABLE_DEPTH_TEST) {                surface_t* cb = &(c->state.buffers.depth);                uint16_t* p = (uint16_t*)(cb->data)+(x+(cb->stride*y));                uint16_t zz = uint32_t(z)>>(16);                uint16_t depth = *p;                switch (c->state.depth_test.func) {                case GGL_NEVER:     goto discard;                case GGL_LESS:      if (zz<depth)    break; goto discard;                case GGL_EQUAL:     if (zz==depth)   break; goto discard;                case GGL_LEQUAL:    if (zz<=depth)   break; goto discard;                case GGL_GREATER:   if (zz>depth)    break; goto discard;                case GGL_NOTEQUAL:  if (zz!=depth)   break; goto discard;                case GGL_GEQUAL:    if (zz>=depth)   break; goto discard;                }                // depth buffer is not enabled, if depth-test is not enabled/*        fragment.s[1] = fragment.s[2] =        fragment.s[3] = fragment.s[0] = 8;        fragment.c[1] =         fragment.c[2] =         fragment.c[3] =         fragment.c[0] = 255 - (zz>>8);*/                if (c->state.mask.depth) {                    *p = zz;                }            }        }        // fog        if (enables & GGL_ENABLE_FOG) {            for (int i=1 ; i<=3 ; i++) {                GGLfixed fc = (c->state.fog.color[i] * 0x10000) / 0xFF;                uint32_t& c = fragment.c[i];                uint8_t& s  = fragment.s[i];                c = (c * 0x10000) / ((1<<s)-1);                c = gglMulAddx(c, f, gglMulx(fc, 0x10000 - f));

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