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More triangle rendering
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parent
68efdf5cef
commit
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1 changed files with 205 additions and 24 deletions
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@ -39,6 +39,7 @@
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#include "r_plane.h"
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#include "r_draw_rgba.h"
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#include "r_compiler/llvmdrawers.h"
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#include "gl/data/gl_matrix.h"
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#include "gi.h"
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#include "stats.h"
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@ -1258,6 +1259,9 @@ void ApplySpecialColormapRGBACommand::Execute(DrawerThread *thread)
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struct TriVertex
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{
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TriVertex() { }
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TriVertex(float x, float y, float z, float w, float u, float v, float light) : x(x), y(y), z(z), w(w) { varying[0] = u; varying[1] = v; varying[2] = light; }
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enum { NumVarying = 3 };
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float x, y, z, w;
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float varying[NumVarying];
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@ -1307,10 +1311,12 @@ void triangle(uint32_t *dest, int pitch, const TriVertex &v1, const TriVertex &v
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = (MIN(MIN(X1, X2), X3) + 0xF) >> 4;
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int maxx = (MAX(MAX(X1, X2), X3) + 0xF) >> 4;
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int miny = (MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4;
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int maxy = (MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4;
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, viewwidth);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, viewheight);
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if (minx >= maxx || miny >= maxy)
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return;
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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@ -1477,30 +1483,205 @@ void triangle(uint32_t *dest, int pitch, const TriVertex &v1, const TriVertex &v
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}
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}
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bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2)
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{
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if (clipdistance1 < 0.0f && clipdistance2 < 0.0f)
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return true;
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if (clipdistance1 < 0.0f)
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t1 = MAX(-clipdistance1 / (clipdistance2 - clipdistance1), t1);
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if (clipdistance2 < 0.0f)
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t2 = MIN(1.0f - clipdistance2 / (clipdistance1 - clipdistance2), t2);
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return false;
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}
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void clipedge(const TriVertex &v1, const TriVertex &v2, TriVertex *clippedvert, int &numclipvert)
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{
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// Clip and cull so that the following is true for all vertices:
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// -v.w <= v.x <= v.w
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// -v.w <= v.y <= v.w
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// -v.w <= v.z <= v.w
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float t1 = 0.0f, t2 = 1.0f;
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bool culled =
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cullhalfspace(v1.x + v1.w, v2.x + v2.w, t1, t2) ||
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cullhalfspace(v1.w - v1.x, v2.w - v2.x, t1, t2) ||
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cullhalfspace(v1.y + v1.w, v2.y + v2.w, t1, t2) ||
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cullhalfspace(v1.w - v1.y, v2.w - v2.y, t1, t2) ||
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cullhalfspace(v1.z + v1.w, v2.z + v2.w, t1, t2) ||
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cullhalfspace(v1.w - v1.z, v2.w - v2.z, t1, t2);
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if (culled)
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return;
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if (t1 == 0.0f)
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{
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clippedvert[numclipvert++] = v1;
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}
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else
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{
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auto &v = clippedvert[numclipvert++];
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v.x = v1.x * (1.0f - t1) + v2.x * t1;
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v.y = v1.y * (1.0f - t1) + v2.y * t1;
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v.z = v1.z * (1.0f - t1) + v2.z * t1;
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v.w = v1.w * (1.0f - t1) + v2.w * t1;
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for (int i = 0; i < TriVertex::NumVarying; i++)
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v.varying[i] = v1.varying[i] * (1.0f - t1) + v2.varying[i] * t1;
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}
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if (t2 != 1.0f)
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{
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auto &v = clippedvert[numclipvert++];
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v.x = v1.x * (1.0f - t2) + v2.x * t2;
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v.y = v1.y * (1.0f - t2) + v2.y * t2;
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v.z = v1.z * (1.0f - t2) + v2.z * t2;
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v.w = v1.w * (1.0f - t2) + v2.w * t2;
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for (int i = 0; i < TriVertex::NumVarying; i++)
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v.varying[i] = v1.varying[i] * (1.0f - t2) + v2.varying[i] * t2;
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}
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}
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void R_DrawTriangle()
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{
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TriVertex trivert[6];
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TriVertex cube[6 * 6] =
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{
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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trivert[0].x = 100;
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trivert[0].y = 350;
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trivert[0].w = 1.0f;
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trivert[0].varying[0] = 0.0f;
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trivert[0].varying[1] = 1.0f;
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trivert[0].varying[2] = 0.0f;
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trivert[1].x = 400;
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trivert[1].y = 500;
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trivert[1].w = 1.0f;
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trivert[1].varying[0] = 1.0f;
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trivert[1].varying[1] = 0.0f;
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trivert[1].varying[2] = 0.0f;
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trivert[2].x = 200;
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trivert[2].y = 200;
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trivert[2].w = 1.0f;
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trivert[2].varying[0] = 0.0f;
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trivert[2].varying[1] = 0.0f;
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trivert[2].varying[2] = 1.0f;
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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triangle((uint32_t*)dc_destorg, dc_pitch, trivert[0], trivert[1], trivert[2]);
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f }
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};
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for (int i = 0; i < 6; i++)
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{
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cube[i * 6 + 0].varying[0] = 1.0f;
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cube[i * 6 + 1].varying[1] = 1.0f;
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cube[i * 6 + 2].varying[2] = 1.0f;
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cube[i * 6 + 3].varying[2] = 1.0f;
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cube[i * 6 + 4].varying[0] = 1.0f;
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cube[i * 6 + 4].varying[1] = 1.0f;
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cube[i * 6 + 4].varying[2] = 1.0f;
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cube[i * 6 + 5].varying[0] = 1.0f;
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}
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static float angle = 0.0f;
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angle = fmod(angle + 0.5f, 360.0f);
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VSMatrix objectToWorld(0);
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objectToWorld.translate((float)ViewPos.X, (float)ViewPos.Y + 5.0f, (float)ViewPos.Z);
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objectToWorld.rotate(angle, 0.57735f, 0.57735f, 0.57735f);
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TriVertex *vinput = cube;
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for (int i = 0; i < 6 * 6 / 3; i++)
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{
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TriVertex vert[3];
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// Vertex shader stuff:
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for (int j = 0; j < 3; j++)
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{
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auto &v = vert[j];
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v = *(vinput++);
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// Apply object to world transform:
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const float *matrix = objectToWorld.get();
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float vx = matrix[0 * 4 + 0] * v.x + matrix[1 * 4 + 0] * v.y + matrix[2 * 4 + 0] * v.z + matrix[3 * 4 + 0] * v.w;
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float vy = matrix[0 * 4 + 1] * v.x + matrix[1 * 4 + 1] * v.y + matrix[2 * 4 + 1] * v.z + matrix[3 * 4 + 1] * v.w;
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float vz = matrix[0 * 4 + 2] * v.x + matrix[1 * 4 + 2] * v.y + matrix[2 * 4 + 2] * v.z + matrix[3 * 4 + 2] * v.w;
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float vw = matrix[0 * 4 + 3] * v.x + matrix[1 * 4 + 3] * v.y + matrix[2 * 4 + 3] * v.z + matrix[3 * 4 + 3] * v.w;
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v.x = vx;
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v.y = vy;
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v.z = vz;
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v.w = vw;
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// The software renderer world to clip transform:
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double nearp = 5.0f;
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double farp = 65536.f;
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double tr_x = v.x - ViewPos.X;
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double tr_y = v.y - ViewPos.Y;
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double tr_z = v.z - ViewPos.Z;
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double tx = tr_x * ViewSin - tr_y * ViewCos;
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double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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v.x = (float)tx;
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v.y = (float)tr_z;
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v.z = (float)(-tz * (farp + nearp) / (nearp - farp) + (2.0f * farp * nearp) / (nearp - farp));
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v.w = (float)tz;
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}
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// Cull, clip and generate additional vertices as needed
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TriVertex clippedvert[6];
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int numclipvert = 0;
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clipedge(vert[0], vert[1], clippedvert, numclipvert);
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clipedge(vert[1], vert[2], clippedvert, numclipvert);
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clipedge(vert[2], vert[0], clippedvert, numclipvert);
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// Map to 2D viewport:
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for (int j = 0; j < numclipvert; j++)
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{
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auto &v = clippedvert[j];
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// Calculate normalized device coordinates:
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v.w = 1.0f / v.w;
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v.x *= v.w;
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v.y *= v.w;
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v.z *= v.w;
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// Apply viewport scale to get screen coordinates:
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v.x = (float)(CenterX + v.x * CenterX);
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v.y = (float)(CenterY - v.y * InvZtoScale);
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}
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for (int i = numclipvert; i > 1; i--)
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{
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triangle((uint32_t*)dc_destorg, dc_pitch, clippedvert[numclipvert - 1], clippedvert[i - 1], clippedvert[i - 2]);
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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