librw/tools/playground/ras_test.cpp

903 lines
18 KiB
C++

#include <rw.h>
#include <skeleton.h>
namespace rs {
typedef int8_t i8;
typedef uint8_t u8;
typedef int16_t i16;
typedef uint16_t u16;
typedef int32_t i32;
typedef uint32_t u32;
typedef int64_t i64;
typedef uint64_t u64;
typedef struct Canvas Canvas;
struct Canvas
{
u8 *fb;
u32 *zbuf;
int w, h;
};
extern Canvas *canvas;
typedef struct Texture Texture;
struct Texture
{
u8 *pixels;
int w, h;
int wrap;
};
typedef struct Point3 Point3;
struct Point3
{
int x, y, z;
};
typedef struct Color Color;
struct Color
{
u8 r, g, b, a;
};
typedef struct Vertex Vertex;
struct Vertex
{
i32 x, y, z;
float q; // 1/z
u8 r, g, b, a;
u8 f; // fog
float s, t;
};
Canvas *makecanvas(int w, int h);
Texture *maketexture(int w, int h);
void putpixel(Canvas *canvas, Point3 p, Color c);
void clearcanvas(Canvas *canvas);
void drawTriangle(Canvas *canvas, Vertex p1, Vertex p2, Vertex p3);
// not good
void drawRect(Canvas *canvas, Point3 p1, Point3 p2, Color c);
void drawLine(Canvas *canvas, Point3 p1, Point3 p2, Color c);
//#define trace(...) printf(__VA_ARGS__)
#define trace(...)
int clamp(int x);
/*
* Render States
*/
enum TextureWrap {
WRAP_REPEAT,
WRAP_CLAMP,
WRAP_BORDER,
};
enum TextureFunction {
TFUNC_MODULATE,
TFUNC_DECAL,
TFUNC_HIGHLIGHT,
TFUNC_HIGHLIGHT2,
};
enum AlphaTestFunc {
ALPHATEST_NEVER,
ALPHATEST_ALWAYS,
ALPHATEST_LESS,
ALPHATEST_LEQUAL,
ALPHATEST_EQUAL,
ALPHATEST_GEQUAL,
ALPHATEST_GREATER,
ALPHATEST_NOTEQUAL,
};
enum AlphaTestFail {
ALPHAFAIL_KEEP,
ALPHAFAIL_FB_ONLY,
ALPHAFAIL_ZB_ONLY,
};
enum DepthTestFunc {
DEPTHTEST_NEVER,
DEPTHTEST_ALWAYS,
DEPTHTEST_GEQUAL,
DEPTHTEST_GREATER,
};
// The blend equation is
// out = ((A - B) * C >> 7) + D
// A, B and D select the color, C the alpha value
enum AlphaBlendOp {
ALPHABLEND_SRC,
ALPHABLEND_DST,
ALPHABLEND_ZERO,
ALPHABLEND_FIX = ALPHABLEND_ZERO,
};
extern int srScissorX0, srScissorX1;
extern int srScissorY0, srScissorY1;
extern int srDepthTestEnable;
extern int srDepthTestFunction;
extern int srWriteZ;
extern int srAlphaTestEnable;
extern int srAlphaTestFunction;
extern int srAlphaTestReference;
extern int srAlphaTestFail;
extern int srAlphaBlendEnable;
extern int srAlphaBlendA;
extern int srAlphaBlendB;
extern int srAlphaBlendC;
extern int srAlphaBlendD;
extern int srAlphaBlendFix;
extern int srTexEnable;
extern Texture *srTexture;
extern int srWrapU;
extern int srWrapV;
extern Color srBorder;
extern int srTexUseAlpha;
extern int srTexFunc;
extern int srFogEnable;
extern Color srFogCol;
// end header
#define CEIL(p) (((p)+15) >> 4)
// render states
int srScissorX0, srScissorX1;
int srScissorY0, srScissorY1;
int srDepthTestEnable = 1;
int srDepthTestFunction = DEPTHTEST_GEQUAL;
int srWriteZ = 1;
int srAlphaTestEnable = 1;
int srAlphaTestFunction = ALPHATEST_ALWAYS;
int srAlphaTestReference;
int srAlphaTestFail = ALPHAFAIL_FB_ONLY;
int srAlphaBlendEnable = 1;
int srAlphaBlendA = ALPHABLEND_SRC;
int srAlphaBlendB = ALPHABLEND_DST;
int srAlphaBlendC = ALPHABLEND_SRC;
int srAlphaBlendD = ALPHABLEND_DST;
int srAlphaBlendFix = 0x80;
int srTexEnable = 0;
Texture *srTexture;
int srWrapU = WRAP_REPEAT;
int srWrapV = WRAP_REPEAT;
Color srBorder = { 255, 0, 0, 255 };
int srTexUseAlpha = 1;
int srTexFunc = TFUNC_MODULATE;
int srFogEnable = 0;
Color srFogCol = { 0, 0, 0, 0 };
int clamp(int x) { if(x < 0) return 0; if(x > 255) return 255; return x; }
Canvas*
makecanvas(int w, int h)
{
Canvas *canv;
canv = (Canvas*)malloc(sizeof(*canv) + w*h*(4+4));
canv->w = w;
canv->h = h;
canv->fb = ((u8*)canv + sizeof(*canv));
canv->zbuf = (u32*)(canv->fb + w*h*4);
return canv;
}
Texture*
maketexture(int w, int h)
{
Texture *t;
t = (Texture*)malloc(sizeof(*t) + w*h*4);
t->w = w;
t->h = h;
t->pixels = (u8*)t + sizeof(*t);
t->wrap = 0x11; // wrap u and v
return t;
}
void
clearcanvas(Canvas *canvas)
{
memset(canvas->fb, 0, canvas->w*canvas->h*4);
memset(canvas->zbuf, 0, canvas->w*canvas->h*4);
}
void
writefb(Canvas *canvas, int x, int y, Color c)
{
u8 *px = &canvas->fb[(y*canvas->w + x)*4];
u32 *z = &canvas->zbuf[y*canvas->w + x];
px[3] = c.r;
px[2] = c.g;
px[1] = c.b;
px[0] = c.a;
}
void
putpixel(Canvas *canvas, Point3 p, Color c)
{
// scissor test
if(p.x < srScissorX0 || p.x > srScissorX1 ||
p.y < srScissorY0 || p.y > srScissorY1)
return;
u8 *px = &canvas->fb[(p.y*canvas->w + p.x)*4];
u32 *z = &canvas->zbuf[p.y*canvas->w + p.x];
int fbwrite = 1;
int zbwrite = srWriteZ;
// alpha test
if(srAlphaTestEnable){
int fail;
switch(srAlphaTestFunction){
case ALPHATEST_NEVER:
fail = 1;
break;
case ALPHATEST_ALWAYS:
fail = 0;
break;
case ALPHATEST_LESS:
fail = c.a >= srAlphaTestReference;
break;
case ALPHATEST_LEQUAL:
fail = c.a > srAlphaTestReference;
break;
case ALPHATEST_EQUAL:
fail = c.a != srAlphaTestReference;
break;
case ALPHATEST_GEQUAL:
fail = c.a < srAlphaTestReference;
break;
case ALPHATEST_GREATER:
fail = c.a <= srAlphaTestReference;
break;
case ALPHATEST_NOTEQUAL:
fail = c.a == srAlphaTestReference;
break;
}
if(fail){
switch(srAlphaTestFail){
case ALPHAFAIL_KEEP:
return;
case ALPHAFAIL_FB_ONLY:
zbwrite = 0;
break;
case ALPHAFAIL_ZB_ONLY:
fbwrite = 0;
}
}
}
// ztest
if(srDepthTestEnable){
switch(srDepthTestFunction){
case DEPTHTEST_NEVER:
return;
case DEPTHTEST_ALWAYS:
break;
case DEPTHTEST_GEQUAL:
if((u32)p.z < *z)
return;
break;
case DEPTHTEST_GREATER:
if((u32)p.z <= *z)
return;
break;
}
}
Color d = { px[3], px[2], px[1], px[0] };
// blend
if(srAlphaBlendEnable){
int ar, ag, ab;
int br, bg, bb;
int dr, dg, db;
int ca;
switch(srAlphaBlendA){
case ALPHABLEND_SRC:
ar = c.r;
ag = c.g;
ab = c.b;
break;
case ALPHABLEND_DST:
ar = d.r;
ag = d.g;
ab = d.b;
break;
case ALPHABLEND_ZERO:
ar = 0;
ag = 0;
ab = 0;
break;
default: assert(0);
}
switch(srAlphaBlendB){
case ALPHABLEND_SRC:
br = c.r;
bg = c.g;
bb = c.b;
break;
case ALPHABLEND_DST:
br = d.r;
bg = d.g;
bb = d.b;
break;
case ALPHABLEND_ZERO:
br = 0;
bg = 0;
bb = 0;
break;
default: assert(0);
}
switch(srAlphaBlendC){
case ALPHABLEND_SRC:
ca = c.a;
break;
case ALPHABLEND_DST:
ca = d.a;
break;
case ALPHABLEND_FIX:
ca = srAlphaBlendFix;
break;
default: assert(0);
}
switch(srAlphaBlendD){
case ALPHABLEND_SRC:
dr = c.r;
dg = c.g;
db = c.b;
break;
case ALPHABLEND_DST:
dr = d.r;
dg = d.g;
db = d.b;
break;
case ALPHABLEND_ZERO:
dr = 0;
dg = 0;
db = 0;
break;
default: assert(0);
}
int r, g, b;
r = ((ar - br) * ca >> 7) + dr;
g = ((ag - bg) * ca >> 7) + dg;
b = ((ab - bb) * ca >> 7) + db;
c.r = clamp(r);
c.g = clamp(g);
c.b = clamp(b);
}
if(fbwrite)
writefb(canvas, p.x, p.y, c);
if(zbwrite)
*z = p.z;
}
Color
sampletex_nearest(int u, int v)
{
Texture *tex = srTexture;
const int usize = tex->w;
const int vsize = tex->h;
int iu = u >> 4;
int iv = v >> 4;
switch(srWrapU){
case WRAP_REPEAT:
iu %= usize;
break;
case WRAP_CLAMP:
if(iu < 0) iu = 0;
if(iu >= usize) iu = usize-1;
break;
case WRAP_BORDER:
if(iu < 0 || iu >= usize)
return srBorder;
}
switch(srWrapV){
case WRAP_REPEAT:
iv %= vsize;
break;
case WRAP_CLAMP:
if(iv < 0) iv = 0;
if(iv >= vsize) iv = vsize-1;
break;
case WRAP_BORDER:
if(iv < 0 || iv >= vsize)
return srBorder;
}
u8 *cp = &tex->pixels[(iv*tex->w + iu)*4];
Color c = { cp[0], cp[1], cp[2], cp[3] };
return c;
}
// t is texture, f is fragment
Color
texfunc(Color t, Color f)
{
int r, g, b, a;
switch(srTexFunc){
case TFUNC_MODULATE:
r = t.r * f.r >> 7;
g = t.g * f.g >> 7;
b = t.b * f.b >> 7;
a = srTexUseAlpha ?
t.a * f.a >> 7 :
f.a;
break;
case TFUNC_DECAL:
r = t.r;
g = t.g;
b = t.b;
a = srTexUseAlpha ? t.a : f.a;
break;
case TFUNC_HIGHLIGHT:
r = (t.r * f.r >> 7) + f.a;
g = (t.g * f.g >> 7) + f.a;
b = (t.b * f.b >> 7) + f.a;
a = srTexUseAlpha ?
t.a + f.a :
f.a;
break;
case TFUNC_HIGHLIGHT2:
r = (t.r * f.r >> 7) + f.a;
g = (t.g * f.g >> 7) + f.a;
b = (t.b * f.b >> 7) + f.a;
a = srTexUseAlpha ? t.a : f.a;
break;
}
Color v;
v.r = clamp(r);
v.g = clamp(g);
v.b = clamp(b);
v.a = clamp(a);
return v;
}
Point3 mkpnt(int x, int y, int z) { Point3 p = { x, y, z}; return p; }
void
drawRect(Canvas *canvas, Point3 p1, Point3 p2, Color c)
{
int x, y;
for(y = p1.y; y <= p2.y; y++)
for(x = p1.x; x <= p2.x; x++)
putpixel(canvas, mkpnt(x, y, 0), c);
}
void
drawLine(Canvas *canvas, Point3 p1, Point3 p2, Color c)
{
int dx, dy;
int incx, incy;
int e;
int x, y;
dx = abs(p2.x-p1.x);
incx = p2.x > p1.x ? 1 : -1;
dy = abs(p2.y-p1.y);
incy = p2.y > p1.y ? 1 : -1;
e = 0;
if(dx == 0){
for(y = p1.y; y != p2.y; y += incy)
putpixel(canvas, mkpnt(p1.x, y, 0), c);
}else if(dx > dy){
y = p1.y;
for(x = p1.x; x != p2.x; x += incx){
putpixel(canvas, mkpnt(x, y, 0), c);
e += dy;
if(2*e >= dx){
e -= dx;
y += incy;
}
}
}else{
x = p1.x;
for(y = p1.y; y != p2.y; y += incy){
putpixel(canvas, mkpnt(x, y, 0), c);
e += dx;
if(2*e >= dy){
e -= dy;
x += incx;
}
}
}
}
/*
attibutes we want to interpolate:
R G B A
U V / S T Q
X Y Z F
*/
struct TriAttribs
{
i64 z;
i32 r, g, b, a;
i32 f;
float s, t;
float q;
};
static void
add1(struct TriAttribs *a, struct TriAttribs *b)
{
a->z += b->z;
a->r += b->r;
a->g += b->g;
a->b += b->b;
a->a += b->a;
a->f += b->f;
a->s += b->s;
a->t += b->t;
a->q += b->q;
}
static void
sub1(struct TriAttribs *a, struct TriAttribs *b)
{
a->z -= b->z;
a->r -= b->r;
a->g -= b->g;
a->b -= b->b;
a->a -= b->a;
a->f -= b->f;
a->s -= b->s;
a->t -= b->t;
a->q -= b->q;
}
static void
guard(struct TriAttribs *a)
{
if(a->z < 0) a->z = 0;
else if(a->z > 0x3FFFFFFFC000LL) a->z = 0x3FFFFFFFC000LL;
if(a->r < 0) a->r = 0;
else if(a->r > 0xFF000) a->r = 0xFF000;
if(a->g < 0) a->g = 0;
else if(a->g > 0xFF000) a->g = 0xFF000;
if(a->b < 0) a->b = 0;
else if(a->b > 0xFF000) a->b = 0xFF000;
if(a->a < 0) a->a = 0;
else if(a->a > 0xFF000) a->a = 0xFF000;
if(a->f < 0) a->f = 0;
else if(a->f > 0xFF000) a->f = 0xFF000;
}
struct RasTri
{
int x, y;
int ymid, yend;
int right;
int e[2], dx[3], dy[3];
struct TriAttribs gx, gy, v, s;
};
static int
triangleSetup(struct RasTri *tri, Vertex v1, Vertex v2, Vertex v3)
{
int dx1, dx2, dx3;
int dy1, dy2, dy3;
dy1 = v3.y - v1.y; // long edge
if(dy1 == 0) return 1;
dx1 = v3.x - v1.x;
dx2 = v2.x - v1.x; // first small edge
dy2 = v2.y - v1.y;
dx3 = v3.x - v2.x; // second small edge
dy3 = v3.y - v2.y;
// this is twice the triangle area
const int area = dx2*dy1 - dx1*dy2;
if(area == 0) return 1;
// figure out if 0 or 1 is the right edge
tri->right = area < 0;
/* The gradients are to step whole pixels,
* so they are pre-multiplied by 16. */
float denom = 16.0f/area;
// gradients x
#define GX(p) ((v2.p - v1.p)*dy1 - (v3.p - v1.p)*dy2)
tri->gx.z = GX(z)*denom * 16384;
tri->gx.r = GX(r)*denom * 4096;
tri->gx.g = GX(g)*denom * 4096;
tri->gx.b = GX(b)*denom * 4096;
tri->gx.a = GX(a)*denom * 4096;
tri->gx.f = GX(f)*denom * 4096;
tri->gx.s = GX(s)*denom;
tri->gx.t = GX(t)*denom;
tri->gx.q = GX(q)*denom;
// gradients y
denom = -denom;
#define GY(p) ((v2.p - v1.p)*dx1 - (v3.p - v1.p)*dx2)
tri->gy.z = GY(z)*denom * 16384;
tri->gy.r = GY(r)*denom * 4096;
tri->gy.g = GY(g)*denom * 4096;
tri->gy.b = GY(b)*denom * 4096;
tri->gy.a = GY(a)*denom * 4096;
tri->gy.f = GY(f)*denom * 4096;
tri->gy.s = GY(s)*denom;
tri->gy.t = GY(t)*denom;
tri->gy.q = GY(q)*denom;
tri->ymid = CEIL(v2.y);
tri->yend = CEIL(v3.y);
tri->y = CEIL(v1.y);
tri->x = CEIL(v1.x);
tri->dy[0] = dy2<<4; // upper edge
tri->dy[1] = dy1<<4; // lower edge
tri->dy[2] = dy3<<4; // long edge
tri->dx[0] = dx2<<4;
tri->dx[1] = dx1<<4;
tri->dx[2] = dx3<<4;
// prestep to land on pixel center
int stepx = v1.x - (tri->x<<4);
int stepy = v1.y - (tri->y<<4);
tri->e[0] = (-stepy*tri->dx[0] + stepx*tri->dy[0]) >> 4;
tri->e[1] = (-stepy*tri->dx[1] + stepx*tri->dy[1]) >> 4;
// attributes along interpolated edge
// why is this cast needed? (mingw)
tri->v.z = (i64)v1.z*16384 - (stepy*tri->gy.z + stepx*tri->gx.z)/16;
tri->v.r = v1.r*4096 - (stepy*tri->gy.r + stepx*tri->gx.r)/16;
tri->v.g = v1.g*4096 - (stepy*tri->gy.g + stepx*tri->gx.g)/16;
tri->v.b = v1.b*4096 - (stepy*tri->gy.b + stepx*tri->gx.b)/16;
tri->v.a = v1.a*4096 - (stepy*tri->gy.a + stepx*tri->gx.a)/16;
tri->v.f = v1.f*4096 - (stepy*tri->gy.f + stepx*tri->gx.f)/16;
tri->v.s = v1.s - (stepy*tri->gy.s + stepx*tri->gx.s)/16.0f;
tri->v.t = v1.t - (stepy*tri->gy.t + stepx*tri->gx.t)/16.0f;
tri->v.q = v1.q - (stepy*tri->gy.q + stepx*tri->gx.q)/16.0f;
return 0;
}
void
drawTriangle(Canvas *canvas, Vertex v1, Vertex v2, Vertex v3)
{
Color c;
struct RasTri tri;
int stepx, stepy;
// Sort such that we have from top to bottom v1,v2,v3
if(v2.y < v1.y){ Vertex tmp = v1; v1 = v2; v2 = tmp; }
if(v3.y < v1.y){ Vertex tmp = v1; v1 = v3; v3 = tmp; }
if(v3.y < v2.y){ Vertex tmp = v2; v2 = v3; v3 = tmp; }
if(triangleSetup(&tri, v1, v2, v3))
return;
// Current scanline start and end
int xn[2] = { tri.x, tri.x };
int a = !tri.right; // left edge
int b = tri.right; // right edge
// If upper triangle has no height, only do the lower part
if(tri.dy[0] == 0)
goto secondtri;
while(tri.y < tri.yend){
/* TODO: is this the righ way to step the edges? */
/* Step x and interpolated value down left edge */
while(tri.e[a] <= -tri.dy[a]){
xn[a]--;
tri.e[a] += tri.dy[a];
sub1(&tri.v, &tri.gx);
}
while(tri.e[a] > 0){
xn[a]++;
tri.e[a] -= tri.dy[a];
add1(&tri.v, &tri.gx);
}
/* Step x down right edge */
while(tri.e[b] <= -tri.dy[b]){
xn[b]--;
tri.e[b] += tri.dy[b];
}
while(tri.e[b] > 0){
xn[b]++;
tri.e[b] -= tri.dy[b];
}
// When we reach the mid vertex, change state and jump to start of loop again
// TODO: this is a bit ugly in here...can we fix it?
if(tri.y == tri.ymid){
secondtri:
tri.dx[0] = tri.dx[2];
tri.dy[0] = tri.dy[2];
// Either the while prevents this or we returned early because dy1 == 0
assert(tri.dy[0] != 0);
stepx = v2.x - (xn[0]<<4);
stepy = v2.y - (tri.y<<4);
tri.e[0] = (-stepy*tri.dx[0] + stepx*tri.dy[0]) >> 4;
tri.ymid = -1; // so we don't do this again
continue;
}
/* Rasterize one line */
tri.s = tri.v;
for(tri.x = xn[a]; tri.x < xn[b]; tri.x++){
guard(&tri.s);
c.r = tri.s.r >> 12;
c.g = tri.s.g >> 12;
c.b = tri.s.b >> 12;
c.a = tri.s.a >> 12;
if(srTexEnable && srTexture){
float w = 1.0f/tri.s.q;
float s = tri.s.s * w;
float t = tri.s.t * w;
int u = s * srTexture->w * 16;
int v = t * srTexture->h * 16;
Color texc = sampletex_nearest(u, v);
c = texfunc(texc, c);
}
if(srFogEnable){
const int f = tri.s.f >> 12;
c.r = (f*c.r >> 8) + ((255 - f)*srFogCol.r >> 8);
c.g = (f*c.g >> 8) + ((255 - f)*srFogCol.g >> 8);
c.b = (f*c.b >> 8) + ((255 - f)*srFogCol.b >> 8);
}
putpixel(canvas, mkpnt(tri.x, tri.y, tri.s.z>>14), c);
add1(&tri.s, &tri.gx);
}
/* Step in y */
tri.y++;
tri.e[a] += tri.dx[a];
tri.e[b] += tri.dx[b];
add1(&tri.v, &tri.gy);
}
}
Canvas *canvas;
}
using namespace rw;
void
rastest_renderTriangles(RWDEVICE::Im2DVertex *scrverts, int32 numVerts, uint16 *indices, int32 numTris)
{
int i;
RGBA col;
rs::Vertex v[3];
RWDEVICE::Im2DVertex *iv;
rs::srDepthTestEnable = 1;
rs::srAlphaTestEnable = 0;
rs::srTexEnable = 0;
rs::srAlphaBlendEnable = 0;
while(numTris--){
for(i = 0; i < 3; i++){
iv = &scrverts[indices[i]];
v[i].x = iv->getScreenX() * 16.0f;
v[i].y = iv->getScreenY() * 16.0f;
v[i].z = 16777216*(1.0f-iv->getScreenZ());
v[i].q = iv->getRecipCameraZ();
col = iv->getColor();
v[i].r = col.red;
v[i].g = col.green;
v[i].b = col.blue;
v[i].a = col.alpha;
v[i].f = 0;
v[i].s = iv->u*iv->getRecipCameraZ();
v[i].t = iv->v*iv->getRecipCameraZ();
}
drawTriangle(rs::canvas, v[0], v[1], v[2]);
indices += 3;
}
}
extern rw::Raster *testras;
void
beginSoftras(void)
{
Camera *cam = (Camera*)engine->currentCamera;
if(rs::canvas == nil ||
cam->frameBuffer->width != rs::canvas->w ||
cam->frameBuffer->height != rs::canvas->h){
rs::canvas = rs::makecanvas(cam->frameBuffer->width, cam->frameBuffer->height);
testras = rw::Raster::create(rs::canvas->w, rs::canvas->h, 32, rw::Raster::C8888);
}
clearcanvas(rs::canvas);
rs::srScissorX0 = 0;
rs::srScissorX1 = rs::canvas->w-1;
rs::srScissorY0 = 0;
rs::srScissorY1 = rs::canvas->h-1;
}
void
endSoftras(void)
{
int i;
uint8 *dst = testras->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
if(dst == nil)
return;
uint8 *src = rs::canvas->fb;
for(i = 0; i < rs::canvas->w*rs::canvas->h; i++){
dst[0] = src[1];
dst[1] = src[2];
dst[2] = src[3];
dst[3] = src[0];
dst += 4;
src += 4;
}
// abgr in canvas
// bgra in raster
testras->unlock(0);
}
/*
typedef struct PixVert PixVert;
struct PixVert
{
float x, y, z, q;
int r, g, b, a;
float u, v;
};
#include "test.inc"
void
drawtest(void)
{
int i, j;
rs::Vertex v[3];
rs::srDepthTestEnable = 1;
rs::srAlphaTestEnable = 0;
rs::srTexEnable = 0;
rs::srAlphaBlendEnable = 0;
for(i = 0; i < nelem(verts); i += 3){
for(j = 0; j < 3; j++){
v[j].x = verts[i+j].x * 16.0f;
v[j].y = verts[i+j].y * 16.0f;
v[j].z = 16777216*(1.0f - verts[i+j].z);
v[j].q = verts[i+j].q;
v[j].r = verts[i+j].r;
v[j].g = verts[i+j].g;
v[j].b = verts[i+j].b;
v[j].a = verts[i+j].a;
v[j].f = 0;
v[j].s = verts[i+j].u*v[j].q;
v[j].t = verts[i+j].v*v[j].q;
}
drawTriangle(rs::canvas, v[0], v[1], v[2]);
}
//exit(0);
}
*/