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285
Kha/Kinc/Sources/kinc/graphics2/graphics_soft.c
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285
Kha/Kinc/Sources/kinc/graphics2/graphics_soft.c
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#include "graphics.h"
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#include <kinc/graphics1/graphics.h>
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#include <kinc/math/core.h>
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#include <kinc/math/matrix.h>
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#include <stdint.h>
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#include <string.h>
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static kinc_matrix3x3_t transform;
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void kinc_g2_init(int screen_width, int screen_height) {
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kinc_g1_init(screen_width, screen_height);
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transform = kinc_matrix3x3_identity();
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}
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void kinc_g2_begin(void) {
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kinc_g1_begin();
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}
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void kinc_g2_end(void) {
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kinc_g1_end();
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}
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void kinc_g2_clear(float r, float g, float b) {
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memset(kinc_internal_g1_image, 0, kinc_internal_g1_tex_width * kinc_internal_g1_h * 4);
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}
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/*void kinc_g2_draw_image(kinc_image_t *img, float x, float y) {
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int xi = (int)kinc_round(x);
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int yi = (int)kinc_round(y);
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uint32_t *data = (uint32_t *)img->data;
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for (int yy = yi; yy < yi + img->height; ++yy) {
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for (int xx = xi; xx < xi + img->width; ++xx) {
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uint32_t pixel = data[(yy - yi) * img->width + (xx - xi)];
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uint32_t alpha = pixel >> 24;
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uint32_t blue = (pixel >> 16) & 0xff;
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uint32_t green = (pixel >> 8) & 0xff;
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uint32_t red = pixel & 0xff;
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float rf = red / 255.0f;
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float gf = green / 255.0f;
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float bf = blue / 255.0f;
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if (alpha == 0) {
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// nothing
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}
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else if (alpha == 255) {
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kinc_g1_set_pixel(xx, yy, rf, gf, bf);
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}
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else {
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float a = alpha / 255.0f;
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uint32_t old = kinc_internal_g1_image[(yy - yi) * kinc_internal_g1_tex_width + (xx - xi)];
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float oldblue = ((old >> 16) & 0xff) / 255.0f;
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float oldgreen = ((old >> 8) & 0xff) / 255.0f;
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float oldred = (old & 0xff) / 255.0f;
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kinc_g1_set_pixel(xx, yy, rf * a + oldred * (1.0f - a), gf * a + oldgreen * (1.0f - a), bf * a + oldblue * (1.0f - a));
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}
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}
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}
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}*/
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static void draw_pixel_point(kinc_image_t *img, int frame_x, int frame_y, float u, float v) {
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// int xi = (int)kinc_round(x);
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// int yi = (int)kinc_round(y);
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uint32_t *data = (uint32_t *)img->data;
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int image_x = (int)kinc_round(u * (img->width - 1));
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int image_y = (int)kinc_round(v * (img->height - 1));
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uint32_t pixel = data[image_y * img->width + image_x];
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uint32_t alpha = pixel >> 24;
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uint32_t blue = (pixel >> 16) & 0xff;
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uint32_t green = (pixel >> 8) & 0xff;
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uint32_t red = pixel & 0xff;
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float rf = red / 255.0f;
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float gf = green / 255.0f;
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float bf = blue / 255.0f;
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if (alpha == 0) {
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// nothing
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}
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else if (alpha == 255) {
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kinc_g1_set_pixel(frame_x, frame_y, rf, gf, bf);
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}
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else {
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float a = alpha / 255.0f;
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uint32_t old = kinc_internal_g1_image[frame_y * kinc_internal_g1_tex_width + frame_x];
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float oldblue = ((old >> 16) & 0xff) / 255.0f;
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float oldgreen = ((old >> 8) & 0xff) / 255.0f;
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float oldred = (old & 0xff) / 255.0f;
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kinc_g1_set_pixel(frame_x, frame_y, rf * a + oldred * (1.0f - a), gf * a + oldgreen * (1.0f - a), bf * a + oldblue * (1.0f - a));
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}
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}
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#if 0
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static void draw_pixel_bilinear(kinc_image_t *img, int frame_x, int frame_y, float u, float v) {
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// int xi = (int)kinc_round(x);
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// int yi = (int)kinc_round(y);
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uint32_t *data = (uint32_t *)img->data;
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int image_x0 = (int)kinc_floor(u * (img->width - 1));
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int image_y0 = (int)kinc_floor(v * (img->height - 1));
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int image_x1 = kinc_mini(image_x0 + 1, img->width - 1);
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int image_y1 = kinc_mini(image_y0 + 1, img->height - 1);
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uint32_t pixel00 = data[image_y0 * img->width + image_x0];
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uint32_t pixel01 = data[image_y1 * img->width + image_x0];
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uint32_t pixel10 = data[image_y0 * img->width + image_x1];
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uint32_t pixel11 = data[image_y1 * img->width + image_x1];
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float alpha00 = (pixel00 >> 24) / 255.0f;
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float blue00 = ((pixel00 >> 16) & 0xff) / 255.0f;
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float green00 = ((pixel00 >> 8) & 0xff) / 255.0f;
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float red00 = (pixel00 & 0xff) / 255.0f;
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float alpha01 = (pixel01 >> 24) / 255.0f;
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float blue01 = ((pixel01 >> 16) & 0xff) / 255.0f;
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float green01 = ((pixel01 >> 8) & 0xff) / 255.0f;
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float red01 = (pixel01 & 0xff) / 255.0f;
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float alpha10 = (pixel10 >> 24) / 255.0f;
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float blue10 = ((pixel10 >> 16) & 0xff) / 255.0f;
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float green10 = ((pixel10 >> 8) & 0xff) / 255.0f;
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float red10 = (pixel10 & 0xff) / 255.0f;
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float alpha11 = (pixel11 >> 24) / 255.0f;
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float blue11 = ((pixel11 >> 16) & 0xff) / 255.0f;
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float green11 = ((pixel11 >> 8) & 0xff) / 255.0f;
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float red11 = (pixel11 & 0xff) / 255.0f;
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float xx = (u * (img->width - 1)) - image_x0;
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float alpha0 = alpha00 * xx + alpha10 * (1.0f - xx);
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float blue0 = blue00 * xx + blue10 * (1.0f - xx);
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float green0 = green00 * xx + green10 * (1.0f - xx);
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float red0 = red00 * xx + red10 * (1.0f - xx);
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float alpha1 = alpha01 * xx + alpha11 * (1.0f - xx);
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float blue1 = blue01 * xx + blue11 * (1.0f - xx);
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float green1 = green01 * xx + green11 * (1.0f - xx);
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float red1 = red01 * xx + red11 * (1.0f - xx);
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float yy = (v * (img->height - 1)) - image_y0;
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float a = alpha0 * yy + alpha1 * (1.0f - yy);
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float rf = red0 * yy + red1 * (1.0f - yy);
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float gf = green0 * yy + green1 * (1.0f - yy);
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float bf = blue0 * yy + blue1 * (1.0f - yy);
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// float rf = red / 255.0f;
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// float gf = green / 255.0f;
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// float bf = blue / 255.0f;
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if (a == 0.0f) {
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// nothing
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}
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else if (a == 1.0f) {
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kinc_g1_set_pixel(frame_x, frame_y, rf, gf, bf);
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}
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else {
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// float a = alpha / 255.0f;
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uint32_t old = kinc_internal_g1_image[frame_y * kinc_internal_g1_tex_width + frame_x];
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float oldblue = ((old >> 16) & 0xff) / 255.0f;
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float oldgreen = ((old >> 8) & 0xff) / 255.0f;
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float oldred = (old & 0xff) / 255.0f;
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kinc_g1_set_pixel(frame_x, frame_y, rf * a + oldred * (1.0f - a), gf * a + oldgreen * (1.0f - a), bf * a + oldblue * (1.0f - a));
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}
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}
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#endif
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static void draw_pixel(kinc_image_t *img, int frame_x, int frame_y, float u, float v) {
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draw_pixel_point(img, frame_x, frame_y, u, v);
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}
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typedef struct Point2D {
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int x, y;
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} Point2D_t;
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static int orient2d(Point2D_t a, Point2D_t b, Point2D_t c) {
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return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
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}
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static int min4(int a, int b, int c, int d) {
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return kinc_mini(kinc_mini(a, b), kinc_mini(c, d));
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}
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static int max4(int a, int b, int c, int d) {
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return kinc_maxi(kinc_maxi(a, b), kinc_maxi(c, d));
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}
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static void drawQuad(kinc_image_t *img, Point2D_t v0, Point2D_t v1, Point2D_t v2, Point2D_t v3) {
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// Compute triangle bounding box
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int minX = min4(v0.x, v1.x, v2.x, v3.x);
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int minY = min4(v0.y, v1.y, v2.y, v3.y);
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int maxX = max4(v0.x, v1.x, v2.x, v3.x);
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int maxY = max4(v0.y, v1.y, v2.y, v3.y);
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// Clip against screen bounds
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minX = kinc_maxi(minX, 0);
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minY = kinc_maxi(minY, 0);
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maxX = kinc_mini(maxX, kinc_internal_g1_w - 1);
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maxY = kinc_mini(maxY, kinc_internal_g1_h - 1);
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// v1 - v0
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int x1 = v1.x - v0.x;
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int x2 = v1.y - v0.y;
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// v2 - v1
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int y1 = v2.x - v1.x;
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int y2 = v2.y - v1.y;
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int area = x1 * y2 - x2 * y1;
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// Rasterize
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Point2D_t p;
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for (p.y = minY; p.y <= maxY; p.y++) {
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for (p.x = minX; p.x <= maxX; p.x++) {
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// Determine barycentric coordinates
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int w0 = orient2d(v0, v1, p);
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int w1 = orient2d(v1, v2, p);
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// int w2 = orient2d(v2, v3, p);
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// int w3 = orient2d(v3, v0, p);
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float u = w0 / (float)area; //(w0 + w2);
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float v = w1 / (float)area; //(w1 + w3);
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// If p is on or inside all edges, render pixel.
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// if (w0 >= 0 && w1 >= 0 && w2 >= 0 && w3 >= 0) {
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if (u >= 0.0f && u <= 1.0f && v >= 0.0f && v <= 1.0f) {
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// renderPixel(p, w0, w1, w2);
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// kinc_g1_set_pixel(p.x, p.y, u, v, 0.0f);
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draw_pixel(img, p.x, p.y, u, v);
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}
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}
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}
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}
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void kinc_g2_draw_image(kinc_image_t *img, float x, float y) {
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kinc_vector3_t _0;
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_0.x = x;
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_0.y = y;
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_0.z = 1.0f;
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kinc_vector3_t _1;
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_1.x = x + img->width;
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_1.y = y;
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_1.z = 1.0f;
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kinc_vector3_t _2;
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_2.x = x + img->width;
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_2.y = y + img->height;
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_2.z = 1.0f;
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kinc_vector3_t _3;
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_3.x = x;
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_3.y = y + img->height;
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_3.z = 1.0f;
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_0 = kinc_matrix3x3_multiply_vector(&transform, _0);
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_1 = kinc_matrix3x3_multiply_vector(&transform, _1);
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_2 = kinc_matrix3x3_multiply_vector(&transform, _2);
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_3 = kinc_matrix3x3_multiply_vector(&transform, _3);
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Point2D_t v0, v1, v2, v3;
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v0.x = (int)kinc_round(_0.x);
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v0.y = (int)kinc_round(_0.y);
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v1.x = (int)kinc_round(_1.x);
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v1.y = (int)kinc_round(_1.y);
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v2.x = (int)kinc_round(_2.x);
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v2.y = (int)kinc_round(_2.y);
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v3.x = (int)kinc_round(_3.x);
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v3.y = (int)kinc_round(_3.y);
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drawQuad(img, v0, v1, v2, v3);
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}
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void kinc_g2_set_rotation(float angle, float centerx, float centery) {
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kinc_matrix3x3_t translation1 = kinc_matrix3x3_translation(centerx, centery);
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kinc_matrix3x3_t rotation = kinc_matrix3x3_rotation_z(angle);
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kinc_matrix3x3_t translation2 = kinc_matrix3x3_translation(-centerx, -centery);
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kinc_matrix3x3_t transformation1 = kinc_matrix3x3_multiply(&translation1, &rotation);
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transform = kinc_matrix3x3_multiply(&transformation1, &translation2);
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}
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