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a scanline rasterizer derivation
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void span( float x0, float y0 ) | |
{ | |
// blah | |
} | |
void raster( vec2 point[3] ) | |
{ | |
std::array<mut::vec2, 3> p = { | |
point[0], point[1], point[2] | |
}; | |
// sorting network for the vertices | |
if (p[2].y < p[1].y) std::swap(p[2], p[1]); | |
if (p[1].y < p[0].y) std::swap(p[1], p[0]); | |
if (p[2].y < p[1].y) std::swap(p[2], p[1]); | |
// triangles will be of either form: | |
// | |
// 0 0 | |
// 1 | |
// 1 | |
// 2 2 | |
// | |
// test point 1 on line 0->2 ? | |
// | |
// find the gradients (dx/dy) | |
const std::array<float, 3> d = { | |
(p[1].x - p[0].x) / (p[1].y - p[0].y), | |
(p[2].x - p[1].x) / (p[2].y - p[1].y), | |
(p[0].x - p[2].x) / (p[0].y - p[2].y), | |
}; | |
// find y crossings | |
const float miny = floor(p[0].y + .5f) + .5f; | |
const float midy = p[1].y; | |
const float maxy = p[2].y; | |
// top half | |
draw::colour( 0x00FF00 ); | |
float x0, x1; | |
float y = miny; | |
// calculate top half starting points | |
x0 = p[0].x + (y - p[0].y) * d[0]; | |
x1 = p[2].x + (y - p[2].y) * d[2]; | |
// top half | |
for (; y < midy; y += 1.f) { | |
span(x0, x1); | |
x0 += d[0]; | |
x1 += d[2]; | |
} | |
// calculate bottom half starting points | |
x0 = p[1].x + (y - p[1].y) * d[1]; | |
x1 = p[2].x + (y - p[2].y) * d[2]; | |
// bottom half | |
for (; y < maxy; y += 1.f) { | |
span(x0, x1); | |
x0 += d[1]; | |
x1 += d[2]; | |
} | |
} |
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