// zlib open source license // // Copyright (c) 2017 to 2023 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #ifndef DFPSR_RENDER_RENDERING #define DFPSR_RENDER_RENDERING #include #include "../../image/PackOrder.h" #include "../../image/Image.h" #include "../../image/Texture.h" #include "../ITriangle2D.h" #include "shaderMethods.h" #include "shaderTypes.h" namespace dsr { struct TriangleTexCoords { FVector3D u1, v1, u2, v2; TriangleTexCoords() {} TriangleTexCoords(const FVector3D &u1, const FVector3D &v1, const FVector3D &u2, const FVector3D &v2) : u1(u1), v1(v1), u2(u2), v2(v2) {} TriangleTexCoords(const FVector4D &a, const FVector4D &b, const FVector4D &c) : u1(FVector3D(a.x, b.x, c.x)), v1(FVector3D(a.y, b.y, c.y)), u2(FVector3D(a.z, b.z, c.z)), v2(FVector3D(a.w, b.w, c.w)) {} }; struct TriangleColors { FVector3D red, green, blue, alpha; TriangleColors() {} explicit TriangleColors(float monochrome) : red(monochrome), green(monochrome), blue(monochrome), alpha(monochrome) {} TriangleColors(const FVector3D &red, const FVector3D &green, const FVector3D &blue, const FVector3D &alpha) : red(red), green(green), blue(blue), alpha(alpha) {} TriangleColors(const FVector4D &a, const FVector4D &b, const FVector4D &c) : red(FVector3D(a.x, b.x, c.x)), green(FVector3D(a.y, b.y, c.y)), blue(FVector3D(a.z, b.z, c.z)), alpha(FVector3D(a.w, b.w, c.w)) {} TriangleColors getScaled(float scalar) const { return TriangleColors(this->red * scalar, this->green * scalar, this->blue * scalar, this->alpha * scalar); } }; struct TriangleInput { const TextureRgbaU8 *diffuseMap; const TextureRgbaU8 *lightMap; const TriangleTexCoords texCoords; const TriangleColors colors; TriangleInput(const TextureRgbaU8 *diffuseMap, const TextureRgbaU8 *lightMap, const TriangleTexCoords &texCoords, const TriangleColors &colors) : diffuseMap(diffuseMap), lightMap(lightMap), texCoords(texCoords), colors(colors) {} }; // The template for function pointers doing the work inline void drawCallbackTemplate(const TriangleInput &triangleInput, ImageRgbaU8 *colorBuffer, ImageF32 *depthBuffer, const ITriangle2D &triangle, const Projection &projection, const RowShape &shape, Filter filter) {} using DRAW_CALLBACK_TYPE = decltype(&drawCallbackTemplate); } #endif