Bilinear blend working!

This commit is contained in:
Krzosa Karol
2022-02-17 10:56:10 +01:00
parent 512dba64cb
commit 0404615190
2 changed files with 12 additions and 12 deletions

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assets/bricksx64.png Normal file

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