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:
Gered 2023-04-01 22:17:34 -04:00
parent 2695bf4679
commit 2280578904

View file

@ -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(