keeping the original single triangle_2d function taking the enum, but
also allowing separate functions to be called without the need for an
enum, which might be useful.
plus this also feels a bit better organized and easier to read when you
just need to look at one or two different triangle drawing
implementations.
in truth, there's a lot of per-pixel color munging going on in these
triangle renderers. maybe too much? we're doing a lot of operations that
are constantly deconstructing argb32 colors and then reconstructing, and
then deconstructing+reconstructing again. and some of the time we were
doing this as floats, via the "normalized" conversion functions. this
seemed to be adding a bit of "color jitter" that could be visible
at run-time when triangles were being animated somehow (e.g. resized).
also, the whole "inverse area" thing, while probably a bit of a
micro-optimization at best, was causing its own little bit of visible
"color jitter" sometimes, probably due to an increased level of
floating-point inaccuracy when representing the area as a fraction
like that.
improve in the readability sense, not performance i don't think, since
this style of iterator looping is what the slice fill method does
anyway i'm pretty sure
i'm not *entirely* sold on this particular enum-based api, but i think
it could work. in the future i'd likely ALSO want something that could
work with triangle data as an offset from a larger buffer, but we can
solve that problem later when it comes up.
mainly i just didn't want to have a bunch of different triangle_2d
function variants exposed. same justification as with the blit enums,
basically.
the difference is important to note since most articles discussing
implementations of barycentric triangle rasterization show a test
for positive w0/w1/w2 to determine if you're inside the triangle or not.
they also usually use a slightly different formula in the `cross`
function if they assume counter-clockwise vertex winding.
since i'll admit i still don't *fully* grasp the math behind the edge
functions and that stuff that is used to calculate the a01/b01/a12/...
values, i wasn't sure how to adjust these for counter-clockwise winding
to keep a positive w0/w1/w2 check. so the simple solution is to use
the `cross` function as it is now, calculate a01/b01/a12/b12/a20/b20
as we are now, and do a negative w0/w1/w2 check and we get to keep
counter-clockwise vertex winding which i prefer. hooray!
to be honest, i'm not sure how this compiled successfully before, since
the value being passed in via Bitmap::triangle_2d_custom is clearly of
type `&mut PixelType` ... ? either way, this is now written consistently
and we get to remove an unnecessary unsafe block