mirror of https://github.com/encounter/SDL.git
SDL_RenderGeometry / software: TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1
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@ -119,8 +119,8 @@ void trianglepoint_2_fixedpoint(SDL_Point *a) {
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a->y <<= FP_BITS;
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a->y <<= FP_BITS;
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}
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}
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/* bounding rect of three points */
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/* bounding rect of three points (in fixed point) */
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static void bounding_rect(const SDL_Point *a, const SDL_Point *b, const SDL_Point *c, SDL_Rect *r)
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static void bounding_rect_fixedpoint(const SDL_Point *a, const SDL_Point *b, const SDL_Point *c, SDL_Rect *r)
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{
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{
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int min_x = SDL_min(a->x, SDL_min(b->x, c->x));
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int min_x = SDL_min(a->x, SDL_min(b->x, c->x));
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int max_x = SDL_max(a->x, SDL_max(b->x, c->x));
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int max_x = SDL_max(a->x, SDL_max(b->x, c->x));
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@ -133,6 +133,20 @@ static void bounding_rect(const SDL_Point *a, const SDL_Point *b, const SDL_Poin
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r->h = (max_y - min_y) >> FP_BITS;
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r->h = (max_y - min_y) >> FP_BITS;
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}
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}
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/* bounding rect of three points */
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static void bounding_rect(const SDL_Point *a, const SDL_Point *b, const SDL_Point *c, SDL_Rect *r)
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{
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int min_x = SDL_min(a->x, SDL_min(b->x, c->x));
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int max_x = SDL_max(a->x, SDL_max(b->x, c->x));
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int min_y = SDL_min(a->y, SDL_min(b->y, c->y));
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int max_y = SDL_max(a->y, SDL_max(b->y, c->y));
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r->x = min_x;
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r->y = min_y;
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r->w = (max_x - min_x);
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r->h = (max_y - min_y);
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}
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/* Triangle rendering, using Barycentric coordinates (w0, w1, w2)
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/* Triangle rendering, using Barycentric coordinates (w0, w1, w2)
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*
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*
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* The cross product isn't computed from scratch at each iteration,
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* The cross product isn't computed from scratch at each iteration,
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@ -232,7 +246,7 @@ int SDL_SW_FillTriangle(SDL_Surface *dst, SDL_Point *d0, SDL_Point *d1, SDL_Poin
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}
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}
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}
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}
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bounding_rect(d0, d1, d2, &dstrect);
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bounding_rect_fixedpoint(d0, d1, d2, &dstrect);
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{
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{
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/* Clip triangle rect with surface rect */
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/* Clip triangle rect with surface rect */
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@ -438,7 +452,6 @@ int SDL_SW_BlitTriangle(
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SDL_BlendMode blend;
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SDL_BlendMode blend;
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SDL_Rect srcrect;
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SDL_Rect dstrect;
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SDL_Rect dstrect;
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SDL_Point s2_x_area;
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SDL_Point s2_x_area;
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@ -495,11 +508,29 @@ int SDL_SW_BlitTriangle(
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is_uniform = COLOR_EQ(c0, c1) && COLOR_EQ(c1, c2);
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is_uniform = COLOR_EQ(c0, c1) && COLOR_EQ(c1, c2);
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bounding_rect(s0, s1, s2, &srcrect);
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bounding_rect_fixedpoint(d0, d1, d2, &dstrect);
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bounding_rect(d0, d1, d2, &dstrect);
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SDL_GetSurfaceBlendMode(src, &blend);
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SDL_GetSurfaceBlendMode(src, &blend);
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/* TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1 */
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{
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SDL_Rect srcrect;
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int maxx, maxy;
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bounding_rect(s0, s1, s2, &srcrect);
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maxx = srcrect.x + srcrect.w;
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maxy = srcrect.y + srcrect.h;
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if (srcrect.w > 0) {
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if (s0->x == maxx) s0->x--;
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if (s1->x == maxx) s1->x--;
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if (s2->x == maxx) s2->x--;
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}
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if (srcrect.h > 0) {
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if (s0->y == maxy) s0->y--;
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if (s1->y == maxy) s1->y--;
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if (s2->y == maxy) s2->y--;
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}
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}
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if (is_uniform) {
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if (is_uniform) {
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// SDL_GetSurfaceColorMod(src, &r, &g, &b);
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// SDL_GetSurfaceColorMod(src, &r, &g, &b);
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has_modulation = c0.r != 255 || c0.g != 255 || c0.b != 255 || c0.a != 255;;
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has_modulation = c0.r != 255 || c0.g != 255 || c0.b != 255 || c0.a != 255;;
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