33 inline void LeRasterizer::fillFlatTexZCFog(
int y,
float x1,
float x2,
float w1,
float w2,
float u1,
float u2,
float v1,
float v2)
35 uint8_t * sc = (uint8_t *) &curTriangle->
solidColor;
36 uint8_t * fc = (uint8_t *) &curTrilist->
fog.
color;
39 if (d == 0.0f)
return;
41 float au = (u2 - u1) / d;
42 float av = (v2 - v1) / d;
43 float aw = (w2 - w1) / d;
45 float znear = curTrilist->
fog.
near;
46 float zfar = curTrilist->
fog.
far;
47 float zscale = -1.0f / (znear - zfar);
50 int xe = (int)(x2 + 1.9999f);
53 uint8_t * p = (uint8_t *)(xb + y *
frame.
tx + pixels);
55 for (
int x = xb; x < xe; x++) {
57 uint32_t tu = ((int32_t) (u1 * z)) & texMaskU;
58 uint32_t tv = ((int32_t) (v1 * z)) & texMaskV;
59 uint8_t * t = (uint8_t *) &texDiffusePixels[tu + (tv << texSizeU)];
61 int r = (t[0] * sc[0]) >> 8;
62 int g = (t[1] * sc[1]) >> 8;
63 int b = (t[2] * sc[2]) >> 8;
65 float ff = (z - znear) * zscale;
68 ff = 256.0f * ff * ff;
71 p[0] = r + (((fc[0] - r) * fb) >> 8);
72 p[1] = g + (((fc[1] - g) * fb) >> 8);
73 p[2] = b + (((fc[2] - b) * fb) >> 8);
LeColor color
Definition: trilist.h:53
LeColor solidColor
Definition: trilist.h:83
#define cmmin(a, b)
Definition: global.h:45
int tx
Definition: bitmap.h:81
LeBitmap frame
Definition: rasterizer_float.h:61
float near
Definition: trilist.h:54
LeFog fog
Definition: trilist.h:103
float far
Definition: trilist.h:55
#define cmmax(a, b)
Definition: global.h:44