Michaël Lemaire
52bad18d26
Backface culling speeds up rasterization Previous fragment will be used later by vegetation rasterizer
442 lines
14 KiB
C++
442 lines
14 KiB
C++
#include "Rasterizer.h"
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#include "SoftwareRenderer.h"
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#include "CameraDefinition.h"
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#include "CanvasPortion.h"
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#include "CanvasFragment.h"
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#include "Vector3.h"
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#include "RenderProgress.h"
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struct paysages::software::ScanPoint
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{
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int x;
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int y;
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struct {
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double x;
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double y;
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double z;
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} pixel;
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struct {
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double x;
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double y;
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double z;
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} location;
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int client;
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bool front_facing;
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};
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struct paysages::software::RenderScanlines
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{
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ScanPoint* up;
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ScanPoint* down;
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int left;
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int right;
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};
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Rasterizer::Rasterizer(SoftwareRenderer* renderer, RenderProgress *progress, int client_id, const Color &color):
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renderer(renderer), progress(progress), client_id(client_id)
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{
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this->color = new Color(color);
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interrupted = false;
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backface_culling = false;
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triangle_count = 0;
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auto_cut_limit = 0.01;
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setQuality(0.5);
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}
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Rasterizer::~Rasterizer()
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{
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delete color;
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}
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void Rasterizer::interrupt()
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{
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interrupted = true;
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}
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void Rasterizer::setQuality(double)
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{
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}
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void Rasterizer::setColor(const Color &color)
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{
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*this->color = color;
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}
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void Rasterizer::setBackFaceCulling(bool cull)
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{
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this->backface_culling = cull;
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}
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void Rasterizer::setAutoCutLimit(double limit)
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{
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this->auto_cut_limit = limit;
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}
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void Rasterizer::resetTriangleCount()
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{
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triangle_count = 0;
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}
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bool Rasterizer::pushProjectedTriangle(CanvasPortion *canvas, const Vector3 &pixel1, const Vector3 &pixel2, const Vector3 &pixel3, const Vector3 &location1, const Vector3 &location2, const Vector3 &location3)
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{
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ScanPoint point1, point2, point3;
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double limit_width = (double)(canvas->getWidth() - 1);
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double limit_height = (double)(canvas->getHeight() - 1);
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Vector3 canvas_offset(canvas->getXOffset(), canvas->getYOffset(), 0.0);
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Vector3 dpixel1 = pixel1.sub(canvas_offset);
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Vector3 dpixel2 = pixel2.sub(canvas_offset);
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Vector3 dpixel3 = pixel3.sub(canvas_offset);
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double limit_near = renderer->render_camera->getPerspective().znear;
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if ((dpixel1.z < limit_near && dpixel2.z < limit_near && dpixel3.z < limit_near) || (dpixel1.x < 0.0 && dpixel2.x < 0.0 && dpixel3.x < 0.0) || (dpixel1.y < 0.0 && dpixel2.y < 0.0 && dpixel3.y < 0.0) || (dpixel1.x > limit_width && dpixel2.x > limit_width && dpixel3.x > limit_width) || (dpixel1.y > limit_height && dpixel2.y > limit_height && dpixel3.y > limit_height))
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{
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// Fully outside screen
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return false;
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}
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else if (dpixel1.z < limit_near || dpixel2.z < limit_near || dpixel3.z < limit_near)
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{
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// Intersects the near frustum plane, needs cutting
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// ... except if the triangle is already small
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return location1.sub(location2).getNorm() > auto_cut_limit && location2.sub(location3).getNorm() > auto_cut_limit && location3.sub(location1).getNorm() > auto_cut_limit;
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}
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// Check the poylgon's facing (front-face or back-face)
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Vector3 normal = dpixel2.sub(dpixel1).crossProduct(dpixel3.sub(dpixel1));
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bool front_facing = (normal.z >= 0.0);
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if (backface_culling and not front_facing)
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{
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return false;
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}
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// Prepare vertices
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point1.pixel.x = dpixel1.x;
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point1.pixel.y = dpixel1.y;
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point1.pixel.z = dpixel1.z;
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point1.location.x = location1.x;
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point1.location.y = location1.y;
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point1.location.z = location1.z;
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point1.client = client_id;
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point1.front_facing = front_facing;
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point2.pixel.x = dpixel2.x;
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point2.pixel.y = dpixel2.y;
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point2.pixel.z = dpixel2.z;
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point2.location.x = location2.x;
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point2.location.y = location2.y;
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point2.location.z = location2.z;
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point2.client = client_id;
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point2.front_facing = front_facing;
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point3.pixel.x = dpixel3.x;
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point3.pixel.y = dpixel3.y;
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point3.pixel.z = dpixel3.z;
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point3.location.x = location3.x;
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point3.location.y = location3.y;
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point3.location.z = location3.z;
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point3.client = client_id;
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point3.front_facing = front_facing;
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// Prepare scanlines
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// TODO Don't create scanlines for each triangles (one by thread is more appropriate)
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RenderScanlines scanlines;
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int width = canvas->getWidth();
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scanlines.left = width;
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scanlines.right = -1;
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scanlines.up = new ScanPoint[width];
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scanlines.down = new ScanPoint[width];
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// Render edges in scanlines
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pushScanLineEdge(canvas, &scanlines, &point1, &point2);
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pushScanLineEdge(canvas, &scanlines, &point2, &point3);
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pushScanLineEdge(canvas, &scanlines, &point3, &point1);
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// Commit scanlines to area
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renderScanLines(canvas, &scanlines);
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// Free scalines
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delete[] scanlines.up;
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delete[] scanlines.down;
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triangle_count++;
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return false;
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}
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void Rasterizer::pushTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3)
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{
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Vector3 p1, p2, p3;
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p1 = getRenderer()->projectPoint(v1);
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p2 = getRenderer()->projectPoint(v2);
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p3 = getRenderer()->projectPoint(v3);
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if (pushProjectedTriangle(canvas, p1, p2, p3, v1, v2, v3))
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{
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// Cutting needed
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Vector3 vm1 = v1.midPointTo(v2);
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Vector3 vm2 = v2.midPointTo(v3);
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Vector3 vm3 = v3.midPointTo(v1);
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pushTriangle(canvas, v1, vm1, vm3);
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pushTriangle(canvas, v2, vm1, vm2);
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pushTriangle(canvas, v3, vm3, vm2);
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pushTriangle(canvas, vm1, vm2, vm3);
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}
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}
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void Rasterizer::pushDisplacedTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3)
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{
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Vector3 p1, p2, p3;
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// TODO v1, v2 and v3 are lost, but may be useful (avoid need to unproject)
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p1 = getRenderer()->projectPoint(v1);
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p2 = getRenderer()->projectPoint(v2);
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p3 = getRenderer()->projectPoint(v3);
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if (pushProjectedTriangle(canvas, p1, p2, p3, ov1, ov2, ov3))
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{
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// Cutting needed
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Vector3 vm1 = v1.midPointTo(v2);
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Vector3 vm2 = v2.midPointTo(v3);
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Vector3 vm3 = v3.midPointTo(v1);
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Vector3 ovm1 = ov1.midPointTo(ov2);
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Vector3 ovm2 = ov2.midPointTo(ov3);
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Vector3 ovm3 = ov3.midPointTo(ov1);
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pushDisplacedTriangle(canvas, v1, vm1, vm3, ov1, ovm1, ovm3);
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pushDisplacedTriangle(canvas, v2, vm1, vm2, ov2, ovm1, ovm2);
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pushDisplacedTriangle(canvas, v3, vm3, vm2, ov3, ovm3, ovm2);
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pushDisplacedTriangle(canvas, vm1, vm2, vm3, ovm1, ovm2, ovm3);
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}
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}
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void Rasterizer::pushQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4)
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{
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pushTriangle(canvas, v2, v3, v1);
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pushTriangle(canvas, v4, v1, v3);
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}
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void Rasterizer::pushDisplacedQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, const Vector3 &ov4)
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{
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pushDisplacedTriangle(canvas, v2, v3, v1, ov2, ov3, ov1);
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pushDisplacedTriangle(canvas, v4, v1, v3, ov4, ov1, ov3);
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}
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void Rasterizer::scanGetDiff(ScanPoint* v1, ScanPoint* v2, ScanPoint* result)
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{
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result->pixel.x = v2->pixel.x - v1->pixel.x;
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result->pixel.y = v2->pixel.y - v1->pixel.y;
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result->pixel.z = v2->pixel.z - v1->pixel.z;
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result->location.x = v2->location.x - v1->location.x;
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result->location.y = v2->location.y - v1->location.y;
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result->location.z = v2->location.z - v1->location.z;
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result->client = v1->client;
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}
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void Rasterizer::scanInterpolate(CameraDefinition* camera, ScanPoint* v1, ScanPoint* diff, double value, ScanPoint* result)
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{
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Vector3 vec1(v1->pixel.x, v1->pixel.y, v1->pixel.z);
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Vector3 vecdiff(diff->pixel.x, diff->pixel.y, diff->pixel.z);
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double v1depth = 1.0 / camera->getRealDepth(vec1);
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double v2depth = 1.0 / camera->getRealDepth(vec1.add(vecdiff));
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double factor = 1.0 / ((1.0 - value) * v1depth + value * v2depth);
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result->pixel.x = v1->pixel.x + diff->pixel.x * value;
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result->pixel.y = v1->pixel.y + diff->pixel.y * value;
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result->pixel.z = v1->pixel.z + diff->pixel.z * value;
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result->location.x = ((1.0 - value) * (v1->location.x * v1depth) + value * (v1->location.x + diff->location.x) * v2depth) * factor;
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result->location.y = ((1.0 - value) * (v1->location.y * v1depth) + value * (v1->location.y + diff->location.y) * v2depth) * factor;
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result->location.z = ((1.0 - value) * (v1->location.z * v1depth) + value * (v1->location.z + diff->location.z) * v2depth) * factor;
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result->client = v1->client;
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result->front_facing = v1->front_facing;
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}
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void Rasterizer::pushScanPoint(CanvasPortion* canvas, RenderScanlines* scanlines, ScanPoint* point)
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{
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point->x = (int)floor(point->pixel.x);
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point->y = (int)floor(point->pixel.y);
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if (point->x < 0 || point->x >= canvas->getWidth())
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{
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// Point outside scanline range
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return;
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}
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else if (scanlines->right < 0)
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{
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// First point pushed
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scanlines->left = point->x;
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scanlines->right = point->x;
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scanlines->up[point->x] = *point;
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scanlines->down[point->x] = *point;
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}
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else if (point->x > scanlines->right)
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{
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// Grow scanlines to right
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for (int x = scanlines->right + 1; x < point->x; x++)
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{
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scanlines->up[x].y = -1;
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scanlines->down[x].y = canvas->getHeight();
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}
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scanlines->right = point->x;
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scanlines->up[point->x] = *point;
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scanlines->down[point->x] = *point;
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}
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else if (point->x < scanlines->left)
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{
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// Grow scanlines to left
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for (int x = point->x + 1; x < scanlines->left; x++)
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{
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scanlines->up[x].y = -1;
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scanlines->down[x].y = canvas->getHeight();
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}
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scanlines->left = point->x;
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scanlines->up[point->x] = *point;
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scanlines->down[point->x] = *point;
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}
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else
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{
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// Expand existing scanline
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if (point->y > scanlines->up[point->x].y)
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{
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scanlines->up[point->x] = *point;
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}
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if (point->y < scanlines->down[point->x].y)
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{
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scanlines->down[point->x] = *point;
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}
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}
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}
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void Rasterizer::pushScanLineEdge(CanvasPortion *canvas, RenderScanlines *scanlines, ScanPoint *point1, ScanPoint *point2)
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{
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double dx, fx;
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ScanPoint diff, point;
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int startx = lround(point1->pixel.x);
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int endx = lround(point2->pixel.x);
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int curx;
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if (endx < startx)
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{
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pushScanLineEdge(canvas, scanlines, point2, point1);
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}
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else if (endx < 0 || startx >= canvas->getWidth())
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{
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return;
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}
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else if (startx == endx)
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{
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pushScanPoint(canvas, scanlines, point1);
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pushScanPoint(canvas, scanlines, point2);
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}
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else
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{
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if (startx < 0)
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{
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startx = 0;
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}
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if (endx >= canvas->getWidth())
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{
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endx = canvas->getWidth() - 1;
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}
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dx = point2->pixel.x - point1->pixel.x;
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scanGetDiff(point1, point2, &diff);
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for (curx = startx; curx <= endx; curx++)
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{
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fx = (double)curx + 0.5;
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if (fx < point1->pixel.x)
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{
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fx = point1->pixel.x;
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}
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else if (fx > point2->pixel.x)
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{
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fx = point2->pixel.x;
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}
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fx = fx - point1->pixel.x;
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scanInterpolate(renderer->render_camera, point1, &diff, fx / dx, &point);
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/*point.pixel.x = (double)curx;*/
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pushScanPoint(canvas, scanlines, &point);
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}
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}
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}
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void Rasterizer::renderScanLines(CanvasPortion *canvas, RenderScanlines* scanlines)
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{
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int x, starty, endy, cury;
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ScanPoint diff;
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double dy, fy;
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ScanPoint up, down, current;
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if (scanlines->right > 0)
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{
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for (x = scanlines->left; x <= scanlines->right; x++)
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{
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up = scanlines->up[x];
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down = scanlines->down[x];
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starty = down.y;
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endy = up.y;
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if (endy < 0 || starty >= canvas->getHeight())
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{
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continue;
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}
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if (starty < 0)
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{
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starty = 0;
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}
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if (endy >= canvas->getHeight())
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{
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endy = canvas->getHeight() - 1;
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}
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dy = up.pixel.y - down.pixel.y;
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scanGetDiff(&down, &up, &diff);
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current.x = x;
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for (cury = starty; cury <= endy; cury++)
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{
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if (dy == 0)
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{
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// Down and up are the same
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current = down;
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}
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else
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{
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fy = (double)cury + 0.5;
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if (fy < down.pixel.y)
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{
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fy = down.pixel.y;
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}
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else if (fy > up.pixel.y)
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{
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fy = up.pixel.y;
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}
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fy = fy - down.pixel.y;
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current.y = cury;
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scanInterpolate(renderer->render_camera, &down, &diff, fy / dy, ¤t);
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}
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Vector3 pixel(current.pixel.x + canvas->getXOffset(), current.pixel.y + canvas->getYOffset(), current.pixel.z);
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Vector3 location(current.location.x, current.location.y, current.location.z);
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CanvasFragment fragment(current.front_facing, pixel, location, current.client, color->a == 1.0);
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Color frag_color = *color;
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frag_color.a = 1.0;
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if (cury == starty || cury == endy)
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{
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frag_color.mask(Color(0.0, 0.0, 0.0, 0.3));
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}
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frag_color.a = color->a;
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fragment.setColor(frag_color);
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canvas->pushFragment(current.x, current.y, fragment);
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}
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}
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}
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}
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