33 inline void LeRasterizer::fillFlatTexZCFog(
int y,
float x1,
float x2,
float w1,
float w2,
float u1,
float u2,
float v1,
float v2)
36 uint8_t * sc = (uint8_t *)&curTriangle->
solidColor;
37 uint8_t * fc = (uint8_t *)&curTrilist->
fog.
color;
40 if (d == 0.0f)
return;
42 float au = (u2 - u1) / d;
43 float av = (v2 - v1) / d;
44 float aw = (w2 - w1) / d;
46 float znear = curTrilist->
fog.
near;
47 float zfar = curTrilist->
fog.
far;
48 float zscale = -1.0f / (znear - zfar);
51 int xe = (int)(x2 + 1.9999f);
54 uint8_t * p = (uint8_t *)(xb + y *
frame.
tx + pixels);
56 for (
int x = xb; x < xe; x++) {
58 uint32_t tu = ((int32_t)(u1 * z)) & texMaskU;
59 uint32_t tv = ((int32_t)(v1 * z)) & texMaskV;
60 uint8_t * t = (uint8_t *)&texDiffusePixels[tu + (tv << texSizeU)];
62 int r = (t[0] * sc[0]) >> 8;
63 int g = (t[1] * sc[1]) >> 8;
64 int b = (t[2] * sc[2]) >> 8;
66 float ff = (z - znear) * zscale;
69 ff = 256.0f * ff * ff;
72 p[0] = r + (((fc[0] - r) * fb) >> 8);
73 p[1] = g + (((fc[1] - g) * fb) >> 8);
74 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