add a bunch of extra RgbaBitmap textured triangle rendering options
variations on texturing with single-color/multi-color/blending/tinted
This commit is contained in:
parent
2695bf4679
commit
2280578904
|
@ -1,6 +1,6 @@
|
|||
use crate::graphics::bitmap::rgb::RgbaBitmap;
|
||||
use crate::graphics::bitmap::triangles::{edge_function, per_pixel_triangle_2d};
|
||||
use crate::graphics::color::{from_rgb32_normalized, to_rgb32_normalized, BlendFunction};
|
||||
use crate::graphics::color::{from_rgb32_normalized, multiply_argb32, tint_argb32, to_rgb32_normalized, BlendFunction};
|
||||
use crate::math::vector2::Vector2;
|
||||
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
|
@ -28,6 +28,38 @@ pub enum RgbaTriangle2d<'a> {
|
|||
texcoord: [Vector2; 3],
|
||||
bitmap: &'a RgbaBitmap,
|
||||
},
|
||||
SolidTexturedColored {
|
||||
position: [Vector2; 3], //
|
||||
texcoord: [Vector2; 3],
|
||||
color: u32,
|
||||
bitmap: &'a RgbaBitmap,
|
||||
},
|
||||
SolidTexturedColoredBlended {
|
||||
position: [Vector2; 3], //
|
||||
texcoord: [Vector2; 3],
|
||||
color: u32,
|
||||
bitmap: &'a RgbaBitmap,
|
||||
blend: BlendFunction,
|
||||
},
|
||||
SolidTexturedMultiColored {
|
||||
position: [Vector2; 3], //
|
||||
texcoord: [Vector2; 3],
|
||||
color: [u32; 3],
|
||||
bitmap: &'a RgbaBitmap,
|
||||
},
|
||||
SolidTexturedMultiColoredBlended {
|
||||
position: [Vector2; 3], //
|
||||
texcoord: [Vector2; 3],
|
||||
color: [u32; 3],
|
||||
bitmap: &'a RgbaBitmap,
|
||||
blend: BlendFunction,
|
||||
},
|
||||
SolidTexturedTinted {
|
||||
position: [Vector2; 3], //
|
||||
texcoord: [Vector2; 3],
|
||||
bitmap: &'a RgbaBitmap,
|
||||
tint: u32,
|
||||
},
|
||||
SolidTexturedBlended {
|
||||
position: [Vector2; 3], //
|
||||
texcoord: [Vector2; 3],
|
||||
|
@ -108,6 +140,90 @@ impl RgbaBitmap {
|
|||
},
|
||||
)
|
||||
}
|
||||
SolidTexturedColored { position, texcoord, color, bitmap } => {
|
||||
let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
|
||||
per_pixel_triangle_2d(
|
||||
self, //
|
||||
position[0],
|
||||
position[1],
|
||||
position[2],
|
||||
|dest_pixels, w0, w1, w2| {
|
||||
let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
|
||||
let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
|
||||
*dest_pixels = multiply_argb32(bitmap.sample_at(u, v), *color)
|
||||
},
|
||||
)
|
||||
}
|
||||
SolidTexturedColoredBlended { position, texcoord, color, bitmap, blend } => {
|
||||
let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
|
||||
per_pixel_triangle_2d(
|
||||
self, //
|
||||
position[0],
|
||||
position[1],
|
||||
position[2],
|
||||
|dest_pixels, w0, w1, w2| {
|
||||
let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
|
||||
let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
|
||||
let src = multiply_argb32(bitmap.sample_at(u, v), *color);
|
||||
*dest_pixels = blend.blend(src, *dest_pixels)
|
||||
},
|
||||
)
|
||||
}
|
||||
SolidTexturedMultiColored { position, texcoord, color, bitmap } => {
|
||||
let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
|
||||
let (r1, g1, b1) = from_rgb32_normalized(color[0]);
|
||||
let (r2, g2, b2) = from_rgb32_normalized(color[1]);
|
||||
let (r3, g3, b3) = from_rgb32_normalized(color[2]);
|
||||
per_pixel_triangle_2d(
|
||||
self, //
|
||||
position[0],
|
||||
position[1],
|
||||
position[2],
|
||||
|dest_pixels, w0, w1, w2| {
|
||||
let r = (w0 * r1 + w1 * r2 + w2 * r3) * inverse_area;
|
||||
let g = (w0 * g1 + w1 * g2 + w2 * g3) * inverse_area;
|
||||
let b = (w0 * b1 + w1 * b2 + w2 * b3) * inverse_area;
|
||||
let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
|
||||
let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
|
||||
*dest_pixels = multiply_argb32(bitmap.sample_at(u, v), to_rgb32_normalized(r, g, b))
|
||||
},
|
||||
)
|
||||
}
|
||||
SolidTexturedMultiColoredBlended { position, texcoord, color, bitmap, blend } => {
|
||||
let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
|
||||
let (r1, g1, b1) = from_rgb32_normalized(color[0]);
|
||||
let (r2, g2, b2) = from_rgb32_normalized(color[1]);
|
||||
let (r3, g3, b3) = from_rgb32_normalized(color[2]);
|
||||
per_pixel_triangle_2d(
|
||||
self, //
|
||||
position[0],
|
||||
position[1],
|
||||
position[2],
|
||||
|dest_pixels, w0, w1, w2| {
|
||||
let r = (w0 * r1 + w1 * r2 + w2 * r3) * inverse_area;
|
||||
let g = (w0 * g1 + w1 * g2 + w2 * g3) * inverse_area;
|
||||
let b = (w0 * b1 + w1 * b2 + w2 * b3) * inverse_area;
|
||||
let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
|
||||
let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
|
||||
let src = multiply_argb32(bitmap.sample_at(u, v), to_rgb32_normalized(r, g, b));
|
||||
*dest_pixels = blend.blend(src, *dest_pixels)
|
||||
},
|
||||
)
|
||||
}
|
||||
SolidTexturedTinted { position, texcoord, bitmap, tint } => {
|
||||
let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
|
||||
per_pixel_triangle_2d(
|
||||
self, //
|
||||
position[0],
|
||||
position[1],
|
||||
position[2],
|
||||
|dest_pixels, w0, w1, w2| {
|
||||
let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
|
||||
let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
|
||||
*dest_pixels = tint_argb32(bitmap.sample_at(u, v), *tint);
|
||||
},
|
||||
)
|
||||
}
|
||||
SolidTexturedBlended { position, texcoord, bitmap, blend } => {
|
||||
let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
|
||||
per_pixel_triangle_2d(
|
||||
|
|
Loading…
Reference in a new issue