private void DrawTriangle(Vertex v1, Vertex v2, Vertex v3, Color4 colour, Texture texture) { // Sorting the points in order to always have this order on screen p1, p2 & p3 // with p1 always up (thus having the Y the lowest possible to be near the top screen) // then p2 between p1 & p3 if (v1.Coordinates.Y > v2.Coordinates.Y) { var temp = v2; v2 = v1; v1 = temp; } if (v2.Coordinates.Y > v3.Coordinates.Y) { var temp = v2; v2 = v3; v3 = temp; } if (v1.Coordinates.Y > v2.Coordinates.Y) { var temp = v2; v2 = v1; v1 = temp; } Vector3 p1 = v1.Coordinates; Vector3 p2 = v2.Coordinates; Vector3 p3 = v3.Coordinates; // computing the cos of the angle between the light vector and the normal vector // it will return a value between 0 and 1 that will be used as the intensity of the colour float nl1 = ComputeNDotL(v1.WorldCoordinates, v1.Normal, _lightPos); float nl2 = ComputeNDotL(v2.WorldCoordinates, v2.Normal, _lightPos); float nl3 = ComputeNDotL(v3.WorldCoordinates, v3.Normal, _lightPos); // computing lines' directions // http://en.wikipedia.org/wiki/Slope // Computing slopes float dP1P2 = p2.Y - p1.Y > 0 ? (p2.X - p1.X) / (p2.Y - p1.Y) : 0; float dP1P3 = p3.Y - p1.Y > 0 ? (p3.X - p1.X) / (p3.Y - p1.Y) : 0; if (dP1P2 > dP1P3) { // Where triangles are like: // P1 // - - // - - P2 // - - // P3 DrawRightTriangle( colour, texture, p1, p2, p3, v1, v2, v3, nl1, nl2, nl3); } else { // Where triangles are like: // P1 // - - // P2 - - // - - // P3 DrawLeftTriangle( colour, texture, p1, p2, p3, v1, v2, v3, nl1, nl2, nl3); } }
// drawing line between 2 points from left to right // papb -> pcpd // pa, pb, pc, pd must then be sorted before // drawing line between 2 points from left to right // papb -> pcpd // pa, pb, pc, pd must then be sorted before private void ProcessScanLine(ScanLineData data, Vertex va, Vertex vb, Vertex vc, Vertex vd, Color4 colour, Texture texture) { Vector3 pa = va.Coordinates; Vector3 pb = vb.Coordinates; Vector3 pc = vc.Coordinates; Vector3 pd = vd.Coordinates; // Thanks to current Y, we can compute the gradient to compute others values like // the starting X (sx) and ending X (ex) to draw between // if pa.Y == pb.Y or pc.Y == pd.Y, gradient is forced to 1 var gradient1 = pa.Y != pb.Y ? (data.currentY - pa.Y) / (pb.Y - pa.Y) : 1; var gradient2 = pc.Y != pd.Y ? (data.currentY - pc.Y) / (pd.Y - pc.Y) : 1; int sx = (int)Interpolate(pa.X, pb.X, gradient1); int ex = (int)Interpolate(pc.X, pd.X, gradient2); // starting Z & ending Z float z1 = Interpolate(pa.Z, pb.Z, gradient1); float z2 = Interpolate(pc.Z, pd.Z, gradient2); // Interpolating normals on Y var snl = Interpolate(data.ndotla, data.ndotlb, gradient1); var enl = Interpolate(data.ndotlc, data.ndotld, gradient2); // Interpolating texture coordinates on Y var su = Interpolate(data.ua, data.ub, gradient1); var eu = Interpolate(data.uc, data.ud, gradient2); var sv = Interpolate(data.va, data.vb, gradient1); var ev = Interpolate(data.vc, data.vd, gradient2); // drawing a line from left (sx) to right (ex) for (var x = sx; x < ex; x++) { float gradient = (x - sx) / (float)(ex - sx); // Interpolating Z, normal and texture coordinates on X var z = Interpolate(z1, z2, gradient); var ndotl = Interpolate(snl, enl, gradient); var u = Interpolate(su, eu, gradient); var v = Interpolate(sv, ev, gradient); Color4 textureColour = texture != null ? textureColour = texture.Map(u, v) : textureColour = new Color4(1, 1, 1, 1); // changing the native colour value using the cosine of the angle // between the light vector and the normal vector // and the texture colour DrawPoint(new Vector3(x, data.currentY, z), colour * ndotl * textureColour); } }