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https://github.com/TorqueGameEngines/Torque3D.git
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60 lines
2.4 KiB
C
60 lines
2.4 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _BITRENDER_H_
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#define _BITRENDER_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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/// Functions for rendering to 1bpp bitmaps.
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///
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/// Used primarily for fast shadow rendering.
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struct BitRender
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{
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/// Render a triangle to a bitmap of 1-bit per pixel and size dim X dim.
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static void render(const Point2I *, const Point2I *, const Point2I *, S32 dim, U32 * bits);
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/// Render a number of triangle strips to 1-bit per pixel bmp of size dim by dim.
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static void render_strips(const U8 * draw, S32 numDraw, S32 szDraw, const U16 * indices, const Point2I * points, S32 dim, U32 * bits);
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/// Render a number of triangles to 1-bit per pixel bmp of size dim by dim.
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static void render_tris(const U8 * draw, S32 numDraw, S32 szDraw, const U16 * indices, const Point2I * points, S32 dim, U32 * bits);
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/// @name Render Bits
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/// These are used to convert a 1bpp bitmap to an 8bpp bitmap.
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///
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/// @see Shadow::endRenderToBitmap
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/// @{
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/// Render bits to the bitmap.
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static void bitTo8Bit(U32 * bits, U32 * eightBits, S32 dim);
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/// Render bits to the bitmap, with gaussian pass.
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static void bitTo8Bit_3(U32 * bits, U32 * eightBits, S32 dim);
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/// @}
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};
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#endif // _BIT_RENDER_H_
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