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Expand rasterization rules
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32
s3l.h
32
s3l.h
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@ -65,19 +65,29 @@
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Coordinates of pixels on screen start typically at the top left, from [0,0].
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Rasterization rules are to be the same as in OpenGL or DirectX:
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Triangle rasterization rules are these (mostly same as OpenGL, D3D etc.):
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- Pixel centers are at integer coordinates.
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- Pixel is rasterized if its center is inside the primitive (e.g. a triangle)
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OR
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if its center is exactly on the primitive's side, which is either left
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(no exactly horizontal and on the left side of triangle) or top (exactly
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horizontal and above the other two edges)
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- Let's define:
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- left side: not exactly horizontal, and on the left side of triangle
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- top side: exactly horizontal and above the other two sides
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- right side: not left side nor top side
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- Pixel centers are at integer coordinates and triangle for drawing are
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specified with integer coordinates of pixel centers.
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- A pixel is rasterized:
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- if its center is inside the triangle OR
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- if its center is exactly on the triangle side which is either left or top
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and at the same time is not on the side that's right (case of a triangle
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that's on a single line) OR
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- if its center is exactly on the triangle corner of sides neither of which
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is right.
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These rules imply e.g.:
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These rules imply among others:
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- Triangles of points that lie on a single line are not rasterized.
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- A single "long" triangle can be rasterized as non-continuous.
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- Adjacent triangles don't have any overlapping pixels, nor gaps between.
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- Triangles of points that lie on a single line are NOT rasterized.
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- A single "long" triangle CAN be rasterized as non-continuous.
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- Bottom most corner (or side) of a triangle is never rasterized if specified
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with integer coordinates.
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*/
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#ifndef S3L_H
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@ -666,7 +676,7 @@ void S3L_drawTriangle(
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return;
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}
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// triangle mode
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// triangle mode -- TODO: maybe move to the top as this is most common?
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S3L_ScreenCoord
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tPointX, tPointY, // top triangle point coords
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