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Document rasterization

This commit is contained in:
Miloslav Číž 2019-05-04 18:11:28 +02:00
parent 42eaf3d8e8
commit cf7b6494f8

46
s3l.h
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@ -68,16 +68,19 @@
Triangle rasterization rules are these (mostly same as OpenGL, D3D etc.):
- Let's define:
- left side: not exactly horizontal, and on the left side of triangle
- top side: exactly horizontal and above the other two sides
- right side: not left side nor top side
- left side:
- not exactly horizontal, and on the left side of triangle
- exactly horizontal and above the topmost
(in other words: its normal points at least a little to the left or
completely up)
- right side: not left side
- Pixel centers are at integer coordinates and triangle for drawing are
specified with integer coordinates of pixel centers.
- A pixel is rasterized:
- if its center is inside the triangle OR
- if its center is exactly on the triangle side which is either left or top
and at the same time is not on the side that's right (case of a triangle
that's on a single line) OR
- if its center is exactly on the triangle side which is left and at the
same time is not on the side that's right (case of a triangle that's on
a single line) OR
- if its center is exactly on the triangle corner of sides neither of which
is right.
@ -86,8 +89,13 @@
- Adjacent triangles don't have any overlapping pixels, nor gaps between.
- Triangles of points that lie on a single line are NOT rasterized.
- A single "long" triangle CAN be rasterized as non-continuous.
- Bottom most corner (or side) of a triangle is never rasterized if specified
with integer coordinates.
- If specifying a triangle with integer coordinates, then:
- a Bottom-most corner (or side) of a triangle is never rasterized (because
it is connected to a right side).
- Top-most corner can only be rasterized on completely horizontal side
(otherwise it is connected to a right side).
- Vertically middle corner is rasterized if and only if it is on the left
of the triangle and at the same time is also not the bottom-most corner.
*/
#ifndef S3L_H
@ -768,8 +776,26 @@ void S3L_drawTriangle(
S3L_ScreenCoord currentY = tPointY;
/* We'll be using a slight modification of Bresenham line algorithm (a one
that draws a _non-continous_ line). */
/* We'll be using an algorithm similar to Bresenham line algorithm. The
specifics of this algorithm are among others:
- drawing possibly a NON-CONTINUOUS line
- NOT tracing the line exactly, but rather rasterizing either on the
left or right side of it (depending on what's chosen), according to
the pixel CENTERS
The principle is this:
- Move vertically by pixels and accumulate the error (abs(dx/dy)).
- If the error is greater than one (crossed the next pixel center), keep
moving horizontally and substracting 1 from the error until it is less
than 1 again.
- To make this INTEGER ONLY, scale the case so that distance between
pixels is equal to dy (instead of 1). This way the error becomes
dx/dy * dy == dx, and we're comparing the error to (and potentially
substracting) 1 * dy == dy.
- The inital error is set to either 0 or dy (effectively shifting the
line) dependin on whether we want to rasterize on right or left. */
int16_t
/* triangle side: