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Document rasterization
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46
s3l.h
46
s3l.h
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@ -68,16 +68,19 @@
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Triangle rasterization rules are these (mostly same as OpenGL, D3D etc.):
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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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- left side:
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- not exactly horizontal, and on the left side of triangle
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- exactly horizontal and above the topmost
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(in other words: its normal points at least a little to the left or
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completely up)
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- right side: not left 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 side which is left and at the
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same time is not on the side that's right (case of a triangle that's on
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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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@ -86,8 +89,13 @@
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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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- If specifying a triangle with integer coordinates, then:
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- a Bottom-most corner (or side) of a triangle is never rasterized (because
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it is connected to a right side).
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- Top-most corner can only be rasterized on completely horizontal side
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(otherwise it is connected to a right side).
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- Vertically middle corner is rasterized if and only if it is on the left
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of the triangle and at the same time is also not the bottom-most corner.
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*/
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#ifndef S3L_H
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@ -768,8 +776,26 @@ void S3L_drawTriangle(
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S3L_ScreenCoord currentY = tPointY;
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/* We'll be using a slight modification of Bresenham line algorithm (a one
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that draws a _non-continous_ line). */
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/* We'll be using an algorithm similar to Bresenham line algorithm. The
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specifics of this algorithm are among others:
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- drawing possibly a NON-CONTINUOUS line
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- NOT tracing the line exactly, but rather rasterizing either on the
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left or right side of it (depending on what's chosen), according to
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the pixel CENTERS
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The principle is this:
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- Move vertically by pixels and accumulate the error (abs(dx/dy)).
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- If the error is greater than one (crossed the next pixel center), keep
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moving horizontally and substracting 1 from the error until it is less
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than 1 again.
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- To make this INTEGER ONLY, scale the case so that distance between
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pixels is equal to dy (instead of 1). This way the error becomes
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dx/dy * dy == dx, and we're comparing the error to (and potentially
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substracting) 1 * dy == dy.
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- The inital error is set to either 0 or dy (effectively shifting the
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line) dependin on whether we want to rasterize on right or left. */
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int16_t
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/* triangle side:
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