Bilinear blend working!
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assets/bricksx64.png
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assets/bricksx64.png
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After Width: | Height: | Size: 7.5 KiB |
24
main.cpp
24
main.cpp
@@ -94,8 +94,6 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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float area = EdgeFunction(p0, p1, p2);
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float area = EdgeFunction(p0, p1, p2);
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for (int y = min_y; y < max_y; y++) {
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for (int y = min_y; y < max_y; y++) {
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for (int x = min_x; x < max_x; x++) {
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for (int x = min_x; x < max_x; x++) {
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int xi = (int)(x + 0.5f);
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int yi = (int)(y + 0.5f);
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float edge1 = EdgeFunction(p0, p1, { (float)x,(float)y });
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float edge1 = EdgeFunction(p0, p1, { (float)x,(float)y });
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float edge2 = EdgeFunction(p1, p2, { (float)x,(float)y });
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float edge2 = EdgeFunction(p1, p2, { (float)x,(float)y });
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float edge3 = EdgeFunction(p2, p0, { (float)x,(float)y });
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float edge3 = EdgeFunction(p2, p0, { (float)x,(float)y });
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@@ -104,8 +102,6 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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float w1 = edge2 / area;
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float w1 = edge2 / area;
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float w2 = edge3 / area;
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float w2 = edge3 / area;
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float w3 = edge1 / area;
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float w3 = edge1 / area;
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float x_diff = xi - x;
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float y_diff = yi - y;
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#if 1
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#if 1
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float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
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float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
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float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
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float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
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@@ -117,21 +113,25 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
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float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
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float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
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float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
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#endif
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#endif
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u = u * (src->x - 2);
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v = v * (src->y - 2);
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int ui = (int)(u);
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int vi = (int)(v);
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float udiff = u - (float)ui;
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float vdiff = v - (float)vi;
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int ui = (int)(u * (src->x - 2) + 0.5f);
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int vi = (int)(v * (src->y - 2) + 0.5f);
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uint32_t *pixel = src->pixels + (ui + (src->y - 1 - vi) * src->x);
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uint32_t *pixel = src->pixels + (ui + (src->y - 1 - vi) * src->x);
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Vec4 pixelx1y1 = V4ABGR(*pixel);
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Vec4 pixelx1y1 = V4ABGR(*pixel);
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Vec4 pixelx2y1 = V4ABGR(*(pixel + 1));
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Vec4 pixelx2y1 = V4ABGR(*(pixel + 1));
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Vec4 pixelx1y2 = V4ABGR(*(pixel - src->x));
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Vec4 pixelx1y2 = V4ABGR(*(pixel - src->x));
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Vec4 pixelx2y2 = V4ABGR(*(pixel + 1 - src->x));
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Vec4 pixelx2y2 = V4ABGR(*(pixel + 1 - src->x));
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Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, x_diff);
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Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, x_diff);
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Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 result_color = Lerp(blendx1, blendx2, y_diff);
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Vec4 result_color = Lerp(blendx1, blendx2, vdiff);
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uint32_t color32 = ColorToU32ARGB(pixelx1y1);
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uint32_t color32 = ColorToU32ARGB(result_color);
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dst->pixels[xi + (dst->y - 1 - yi) * dst->x] = color32;
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dst->pixels[x + (dst->y - 1 - y) * dst->x] = color32;
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}
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}
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}
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}
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}
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}
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@@ -163,7 +163,7 @@ int main() {
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float rotation = 0;
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float rotation = 0;
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Vec3 camera_pos = {0,0,-5};
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Vec3 camera_pos = {0,0,-5};
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int x,y,n;
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int x,y,n;
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unsigned char *data = stbi_load("assets/cat.png", &x, &y, &n, 4);
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unsigned char *data = stbi_load("assets/bricksx64.png", &x, &y, &n, 4);
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Image img = {(uint32_t *)data, x, y};
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Image img = {(uint32_t *)data, x, y};
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Mat4 perspective = Mat4Perspective(60.f, screen.x, screen.y, 0.1f, 100.f);
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Mat4 perspective = Mat4Perspective(60.f, screen.x, screen.y, 0.1f, 100.f);
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while (OS_GameLoop()) {
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while (OS_GameLoop()) {
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