add blended triangle_2d drawing operations for IndexedBitmaps
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@ -1,5 +1,6 @@
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use crate::graphics::bitmap::indexed::IndexedBitmap;
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use crate::graphics::bitmap::indexed::IndexedBitmap;
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use crate::graphics::bitmap::triangles::{edge_function, per_pixel_triangle_2d};
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use crate::graphics::bitmap::triangles::{edge_function, per_pixel_triangle_2d};
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use crate::graphics::blendmap::BlendMap;
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use crate::math::vector2::Vector2;
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use crate::math::vector2::Vector2;
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#[derive(Debug, Clone, PartialEq)]
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#[derive(Debug, Clone, PartialEq)]
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@ -8,11 +9,22 @@ pub enum IndexedTriangle2d<'a> {
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position: [Vector2; 3], //
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position: [Vector2; 3], //
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color: u8,
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color: u8,
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},
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},
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SolidBlended {
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position: [Vector2; 3], //
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color: u8,
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blendmap: &'a BlendMap,
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},
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SolidTextured {
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SolidTextured {
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position: [Vector2; 3], //
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position: [Vector2; 3], //
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texcoord: [Vector2; 3],
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texcoord: [Vector2; 3],
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bitmap: &'a IndexedBitmap,
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bitmap: &'a IndexedBitmap,
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},
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},
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SolidTexturedBlended {
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position: [Vector2; 3], //
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texcoord: [Vector2; 3],
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bitmap: &'a IndexedBitmap,
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blendmap: &'a BlendMap,
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},
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}
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}
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impl IndexedBitmap {
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impl IndexedBitmap {
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@ -28,6 +40,18 @@ impl IndexedBitmap {
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|dest_pixels, _w0, _w1, _w2| *dest_pixels = *color,
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|dest_pixels, _w0, _w1, _w2| *dest_pixels = *color,
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)
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)
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}
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}
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SolidBlended { position, color, blendmap } => {
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per_pixel_triangle_2d(
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self, //
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position[0],
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position[1],
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position[2],
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|dest_pixels, _w0, _w1, _w2| {
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*dest_pixels =
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if let Some(blended) = blendmap.blend(*color, *dest_pixels) { blended } else { *color };
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},
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)
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}
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SolidTextured { position, texcoord, bitmap } => {
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SolidTextured { position, texcoord, bitmap } => {
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let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
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let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
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per_pixel_triangle_2d(
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per_pixel_triangle_2d(
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@ -42,6 +66,22 @@ impl IndexedBitmap {
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},
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},
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)
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)
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}
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}
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SolidTexturedBlended { position, texcoord, bitmap, blendmap } => {
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let inverse_area = 1.0 / edge_function(position[0], position[1], position[2]);
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per_pixel_triangle_2d(
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self, //
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position[0],
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position[1],
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position[2],
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|dest_pixels, w0, w1, w2| {
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let u = (w0 * texcoord[0].x + w1 * texcoord[1].x + w2 * texcoord[2].x) * inverse_area;
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let v = (w0 * texcoord[0].y + w1 * texcoord[1].y + w2 * texcoord[2].y) * inverse_area;
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let texel = bitmap.sample_at(u, v);
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*dest_pixels =
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if let Some(blended) = blendmap.blend(texel, *dest_pixels) { blended } else { texel };
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},
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)
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}
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}
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}
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}
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}
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