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hrydgard

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GitHub Repository: hrydgard/ppsspp
Path: blob/master/GPU/Software/trirast.txt
Views: 1401
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function drawPixel( x, y, r, g, b ) {
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var offset = ( x + y * canvasWidth ) * 4;
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if ( data[ offset + 3 ] ) return;
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data[ offset ] = r;
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data[ offset + 1 ] = g;
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data[ offset + 2 ] = b;
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data[ offset + 3 ] = 255;
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}
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function clearRectangle( x1, y1, x2, y2 ) {
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var xmin = Math.max( Math.min( x1, x2 ), 0 );
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var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
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var ymin = Math.max( Math.min( y1, y2 ), 0 );
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var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
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var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
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var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
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for ( var y = ymin; y < ymax; y ++ ) {
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for ( var x = xmin; x < xmax; x ++ ) {
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data[ offset += 4 ] = 0;
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}
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offset += linestep;
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}
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}
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function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
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// https://gist.github.com/2486101
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// explanation: ttp://pouet.net/topic.php?which=8760&page=1
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// 28.4 fixed-point coordinates
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var x1 = Math.round( 16 * x1 );
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var x2 = Math.round( 16 * x2 );
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var x3 = Math.round( 16 * x3 );
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var y1 = Math.round( 16 * y1 );
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var y2 = Math.round( 16 * y2 );
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var y3 = Math.round( 16 * y3 );
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// Deltas
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var dx12 = x1 - x2, dy12 = y2 - y1;
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var dx23 = x2 - x3, dy23 = y3 - y2;
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var dx31 = x3 - x1, dy31 = y1 - y3;
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// Bounding rectangle
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var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
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var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
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var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
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var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
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rectx1 = Math.min( minx, rectx1 );
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rectx2 = Math.max( maxx, rectx2 );
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recty1 = Math.min( miny, recty1 );
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recty2 = Math.max( maxy, recty2 );
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// Block size, standard 8x8 (must be power of two)
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var q = blocksize;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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// Constant part of half-edge functions
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var c1 = dy12 * ((minx << 4) - x1) + dx12 * ((miny << 4) - y1);
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var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2);
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var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - y3);
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// Correct for fill convention
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if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
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if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
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if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
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// Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
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// It's a bit subtle. :)
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c1 = (c1 - 1) >> 4;
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c2 = (c2 - 1) >> 4;
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c3 = (c3 - 1) >> 4;
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// Set up min/max corners
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var qm1 = q - 1; // for convenience
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var nmin1 = 0, nmax1 = 0;
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var nmin2 = 0, nmax2 = 0;
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var nmin3 = 0, nmax3 = 0;
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if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
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if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
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if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
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if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
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if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
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if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
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// Loop through blocks
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var linestep = (canvasWidth - q) * 4;
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var scale = 255.0 / (c1 + c2 + c3);
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var cb1 = c1;
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var cb2 = c2;
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var cb3 = c3;
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var qstep = -q;
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var e1x = qstep * dy12;
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var e2x = qstep * dy23;
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var e3x = qstep * dy31;
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var x0 = minx;
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for (var y0 = miny; y0 < maxy; y0 += q) {
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// New block line - keep hunting for tri outer edge in old block line dir
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while (x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3) {
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x0 += qstep;
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cb1 += e1x;
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cb2 += e2x;
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cb3 += e3x;
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}
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// Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
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qstep = -qstep;
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e1x = -e1x;
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e2x = -e2x;
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e3x = -e3x;
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while (1) {
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// Step everything
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x0 += qstep;
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cb1 += e1x;
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cb2 += e2x;
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cb3 += e3x;
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// We're done with this block line when at least one edge completely out
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// If an edge function is too small and decreasing in the current traversal
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// dir, we're done with this line.
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if (x0 < minx || x0 >= maxx) break;
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if (cb1 < nmax1) if (e1x < 0) break; else continue;
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if (cb2 < nmax2) if (e2x < 0) break; else continue;
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if (cb3 < nmax3) if (e3x < 0) break; else continue;
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// We can skip this block if it's already fully covered
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var blockX = (x0 / q) | 0;
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var blockY = (y0 / q) | 0;
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var blockInd = blockX + blockY * canvasWBlocks;
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if (block_full[blockInd]) continue;
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// Offset at top-left corner
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var offset = (x0 + y0 * canvasWidth) * 4;
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// Accept whole block when fully covered
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if (cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3) {
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var cy1 = cb1;
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var cy2 = cb2;
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for ( var iy = 0; iy < q; iy ++ ) {
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var cx1 = cy1;
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var cx2 = cy2;
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for ( var ix = 0; ix < q; ix ++ ) {
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if (!data[offset + 3]) {
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var u = cx1 * scale; // 0-255!
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var v = cx2 * scale; // 0-255!
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data[offset] = u;
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data[offset + 1] = v;
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data[offset + 2] = 0;
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data[offset + 3] = 255;
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}
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cx1 += dy12;
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cx2 += dy23;
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offset += 4;
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}
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cy1 += dx12;
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cy2 += dx23;
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offset += linestep;
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}
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block_full[blockInd] = 1;
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} else { // Partially covered block
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var cy1 = cb1;
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var cy2 = cb2;
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var cy3 = cb3;
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for ( var iy = 0; iy < q; iy ++ ) {
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var cx1 = cy1;
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var cx2 = cy2;
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var cx3 = cy3;
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for ( var ix = 0; ix < q; ix ++ ) {
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if ( (cx1 | cx2 | cx3) >= 0 && !data[offset+3]) {
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var u = cx1 * scale; // 0-255!
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var v = cx2 * scale; // 0-255!
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data[offset] = u;
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data[offset + 1] = v;
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data[offset + 2] = 0;
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data[offset + 3] = 255;
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}
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cx1 += dy12;
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cx2 += dy23;
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cx3 += dy31;
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offset += 4;
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}
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cy1 += dx12;
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cy2 += dx23;
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cy3 += dx31;
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offset += linestep;
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}
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}
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}
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// Advance to next row of blocks
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cb1 += q*dx12;
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cb2 += q*dx23;
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cb3 += q*dx31;
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}
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}
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function normalToComponent( normal ) {
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var component = ( normal + 1 ) * 127;
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return component < 0 ? 0 : ( component > 255 ? 255 : component );
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}
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};
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