From bf05309af734431c3b3cf869a63ed477439a6739 Mon Sep 17 00:00:00 2001 From: Hein-Pieter van Braam Date: Fri, 8 Dec 2017 15:05:47 +0100 Subject: Import thekla_atlas As requested by reduz, an import of thekla_atlas into thirdparty/ --- .../thekla_atlas/nvmesh/raster/ClippedTriangle.h | 159 ++++++ thirdparty/thekla_atlas/nvmesh/raster/Raster.cpp | 626 +++++++++++++++++++++ thirdparty/thekla_atlas/nvmesh/raster/Raster.h | 49 ++ 3 files changed, 834 insertions(+) create mode 100644 thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h create mode 100644 thirdparty/thekla_atlas/nvmesh/raster/Raster.cpp create mode 100644 thirdparty/thekla_atlas/nvmesh/raster/Raster.h (limited to 'thirdparty/thekla_atlas/nvmesh/raster') diff --git a/thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h b/thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h new file mode 100644 index 0000000000..0947d4851c --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/raster/ClippedTriangle.h @@ -0,0 +1,159 @@ +// Copyright NVIDIA Corporation 2007 -- Denis Kovacs + +#pragma once +#ifndef NV_MESH_CLIPPEDTRIANGLE_H +#define NV_MESH_CLIPPEDTRIANGLE_H + +#include + +namespace nv +{ + + class ClippedTriangle + { + public: + ClippedTriangle(Vector2::Arg a, Vector2::Arg b, Vector2::Arg c) + { + m_numVertices = 3; + m_activeVertexBuffer = 0; + + m_verticesA[0]=a; + m_verticesA[1]=b; + m_verticesA[2]=c; + + m_vertexBuffers[0] = m_verticesA; + m_vertexBuffers[1] = m_verticesB; + } + + uint vertexCount() + { + return m_numVertices; + } + + const Vector2 * vertices() + { + return m_vertexBuffers[m_activeVertexBuffer]; + } + + inline void clipHorizontalPlane(float offset, float clipdirection) + { + Vector2 * v = m_vertexBuffers[m_activeVertexBuffer]; + m_activeVertexBuffer ^= 1; + Vector2 * v2 = m_vertexBuffers[m_activeVertexBuffer]; + + v[m_numVertices] = v[0]; + + float dy2, dy1 = offset - v[0].y; + int dy2in, dy1in = clipdirection*dy1 >= 0; + uint p=0; + + for (uint k=0; k= 0; + + if (dy1in) v2[p++] = v[k]; + + if ( dy1in + dy2in == 1 ) // not both in/out + { + float dx = v[k+1].x - v[k].x; + float dy = v[k+1].y - v[k].y; + v2[p++] = Vector2(v[k].x + dy1*(dx/dy), offset); + } + + dy1 = dy2; dy1in = dy2in; + } + m_numVertices = p; + + //for (uint k=0; k= 0; + uint p=0; + + for (uint k=0; k= 0; + + if (dx1in) v2[p++] = v[k]; + + if ( dx1in + dx2in == 1 ) // not both in/out + { + float dx = v[k+1].x - v[k].x; + float dy = v[k+1].y - v[k].y; + v2[p++] = Vector2(offset, v[k].y + dx1*(dy/dx)); + } + + dx1 = dx2; dx1in = dx2in; + } + m_numVertices = p; + + //for (uint k=0; kv1 = v0; + this->v2 = v2; + this->v3 = v1; + + // Set barycentric coordinates. + this->t1 = t0; + this->t2 = t2; + this->t3 = t1; + + // make sure every triangle is front facing. + flipBackface(); + + // Compute deltas. + valid = computeDeltas(); + + computeUnitInwardNormals(); + } + + + /// Compute texture space deltas. + /// This method takes two edge vectors that form a basis, determines the + /// coordinates of the canonic vectors in that basis, and computes the + /// texture gradient that corresponds to those vectors. + bool Triangle::computeDeltas() + { + Vector2 e0 = v3 - v1; + Vector2 e1 = v2 - v1; + + Vector3 de0 = t3 - t1; + Vector3 de1 = t2 - t1; + + float denom = 1.0f / (e0.y * e1.x - e1.y * e0.x); + if (!isFinite(denom)) { + return false; + } + + float lambda1 = - e1.y * denom; + float lambda2 = e0.y * denom; + float lambda3 = e1.x * denom; + float lambda4 = - e0.x * denom; + + dx = de0 * lambda1 + de1 * lambda2; + dy = de0 * lambda3 + de1 * lambda4; + + return true; + } + + // compute unit inward normals for each edge. + void Triangle::computeUnitInwardNormals() + { + n1 = v1 - v2; n1 = Vector2(-n1.y, n1.x); n1 = n1 * (1.0f/sqrtf(n1.x*n1.x + n1.y*n1.y)); + n2 = v2 - v3; n2 = Vector2(-n2.y, n2.x); n2 = n2 * (1.0f/sqrtf(n2.x*n2.x + n2.y*n2.y)); + n3 = v3 - v1; n3 = Vector2(-n3.y, n3.x); n3 = n3 * (1.0f/sqrtf(n3.x*n3.x + n3.y*n3.y)); + } + + void Triangle::flipBackface() + { + // check if triangle is backfacing, if so, swap two vertices + if ( ((v3.x-v1.x)*(v2.y-v1.y) - (v3.y-v1.y)*(v2.x-v1.x)) < 0 ) { + Vector2 hv=v1; v1=v2; v2=hv; // swap pos + Vector3 ht=t1; t1=t2; t2=ht; // swap tex + } + } + + bool Triangle::draw(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param) + { + // 28.4 fixed-point coordinates + const int Y1 = iround(16.0f * v1.y); + const int Y2 = iround(16.0f * v2.y); + const int Y3 = iround(16.0f * v3.y); + + const int X1 = iround(16.0f * v1.x); + const int X2 = iround(16.0f * v2.x); + const int X3 = iround(16.0f * v3.x); + + // Deltas + const int DX12 = X1 - X2; + const int DX23 = X2 - X3; + const int DX31 = X3 - X1; + + const int DY12 = Y1 - Y2; + const int DY23 = Y2 - Y3; + const int DY31 = Y3 - Y1; + + // Fixed-point deltas + const int FDX12 = DX12 << 4; + const int FDX23 = DX23 << 4; + const int FDX31 = DX31 << 4; + + const int FDY12 = DY12 << 4; + const int FDY23 = DY23 << 4; + const int FDY31 = DY31 << 4; + + int minx, miny, maxx, maxy; + if (enableScissors) { + int frustumX0 = 0 << 4; + int frustumY0 = 0 << 4; + int frustumX1 = (int)extents.x << 4; + int frustumY1 = (int)extents.y << 4; + + // Bounding rectangle + minx = (nv::max(min3(X1, X2, X3), frustumX0) + 0xF) >> 4; + miny = (nv::max(min3(Y1, Y2, Y3), frustumY0) + 0xF) >> 4; + maxx = (nv::min(max3(X1, X2, X3), frustumX1) + 0xF) >> 4; + maxy = (nv::min(max3(Y1, Y2, Y3), frustumY1) + 0xF) >> 4; + } + else { + // Bounding rectangle + minx = (min3(X1, X2, X3) + 0xF) >> 4; + miny = (min3(Y1, Y2, Y3) + 0xF) >> 4; + maxx = (max3(X1, X2, X3) + 0xF) >> 4; + maxy = (max3(Y1, Y2, Y3) + 0xF) >> 4; + } + + // Block size, standard 8x8 (must be power of two) + const int q = 8; + + // @@ This won't work when minx,miny are negative. This code path is not used. Leaving as is for now. + nvCheck(minx >= 0); + nvCheck(miny >= 0); + + // Start in corner of 8x8 block + minx &= ~(q - 1); + miny &= ~(q - 1); + + // Half-edge constants + int C1 = DY12 * X1 - DX12 * Y1; + int C2 = DY23 * X2 - DX23 * Y2; + int C3 = DY31 * X3 - DX31 * Y3; + + // Correct for fill convention + if(DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++; + if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++; + if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++; + + // Loop through blocks + for(int y = miny; y < maxy; y += q) + { + for(int x = minx; x < maxx; x += q) + { + // Corners of block + int x0 = x << 4; + int x1 = (x + q - 1) << 4; + int y0 = y << 4; + int y1 = (y + q - 1) << 4; + + // Evaluate half-space functions + bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0; + bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0; + bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0; + bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0; + int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3); + + bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0; + bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0; + bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0; + bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0; + int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3); + + bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0; + bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0; + bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0; + bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0; + int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3); + + // Skip block when outside an edge + if(a == 0x0 || b == 0x0 || c == 0x0) continue; + + // Accept whole block when totally covered + if(a == 0xF && b == 0xF && c == 0xF) + { + Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x); + + for(int iy = y; iy < y + q; iy++) + { + Vector3 tex = texRow; + for(int ix = x; ix < x + q; ix++) + { + //Vector3 tex = t1 + dx * (ix - v1.x) + dy * (iy - v1.y); + if (!cb(param, ix, iy, tex, dx, dy, 1.0)) { + // early out. + return false; + } + tex += dx; + } + texRow += dy; + } + } + else // Partially covered block + { + int CY1 = C1 + DX12 * y0 - DY12 * x0; + int CY2 = C2 + DX23 * y0 - DY23 * x0; + int CY3 = C3 + DX31 * y0 - DY31 * x0; + Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x); + + for(int iy = y; iy < y + q; iy++) + { + int CX1 = CY1; + int CX2 = CY2; + int CX3 = CY3; + Vector3 tex = texRow; + + for(int ix = x; ix < x + q; ix++) + { + if(CX1 > 0 && CX2 > 0 && CX3 > 0) + { + if (!cb(param, ix, iy, tex, dx, dy, 1.0)) + { + // early out. + return false; + } + } + + CX1 -= FDY12; + CX2 -= FDY23; + CX3 -= FDY31; + tex += dx; + } + + CY1 += FDX12; + CY2 += FDX23; + CY3 += FDX31; + texRow += dy; + } + } + } + } + + return true; + } + + +#define PX_INSIDE 1.0f/sqrt(2.0f) +#define PX_OUTSIDE -1.0f/sqrt(2.0f) + +#define BK_SIZE 8 +#define BK_INSIDE sqrt(BK_SIZE*BK_SIZE/2.0f) +#define BK_OUTSIDE -sqrt(BK_SIZE*BK_SIZE/2.0f) + + // extents has to be multiple of BK_SIZE!! + bool Triangle::drawAA(const Vector2 & extents, bool enableScissors, SamplingCallback cb, void * param) + { + float minx, miny, maxx, maxy; + if (enableScissors) { + // Bounding rectangle + minx = floorf(max(min3(v1.x, v2.x, v3.x), 0.0f)); + miny = floorf(max(min3(v1.y, v2.y, v3.y), 0.0f)); + maxx = ceilf( min(max3(v1.x, v2.x, v3.x), extents.x-1.0f)); + maxy = ceilf( min(max3(v1.y, v2.y, v3.y), extents.y-1.0f)); + } + else { + // Bounding rectangle + minx = floorf(min3(v1.x, v2.x, v3.x)); + miny = floorf(min3(v1.y, v2.y, v3.y)); + maxx = ceilf( max3(v1.x, v2.x, v3.x)); + maxy = ceilf( max3(v1.y, v2.y, v3.y)); + } + + // There's no reason to align the blocks to the viewport, instead we align them to the origin of the triangle bounds. + minx = floorf(minx); + miny = floorf(miny); + //minx = (float)(((int)minx) & (~((int)BK_SIZE - 1))); // align to blocksize (we don't need to worry about blocks partially out of viewport) + //miny = (float)(((int)miny) & (~((int)BK_SIZE - 1))); + + minx += 0.5; miny +=0.5; // sampling at texel centers! + maxx += 0.5; maxy +=0.5; + + // Half-edge constants + float C1 = n1.x * (-v1.x) + n1.y * (-v1.y); + float C2 = n2.x * (-v2.x) + n2.y * (-v2.y); + float C3 = n3.x * (-v3.x) + n3.y * (-v3.y); + + // Loop through blocks + for(float y0 = miny; y0 <= maxy; y0 += BK_SIZE) + { + for(float x0 = minx; x0 <= maxx; x0 += BK_SIZE) + { + // Corners of block + float xc = (x0 + (BK_SIZE-1)/2.0f); + float yc = (y0 + (BK_SIZE-1)/2.0f); + + // Evaluate half-space functions + float aC = C1 + n1.x * xc + n1.y * yc; + float bC = C2 + n2.x * xc + n2.y * yc; + float cC = C3 + n3.x * xc + n3.y * yc; + + // Skip block when outside an edge + if( (aC <= BK_OUTSIDE) || (bC <= BK_OUTSIDE) || (cC <= BK_OUTSIDE) ) continue; + + // Accept whole block when totally covered + if( (aC >= BK_INSIDE) && (bC >= BK_INSIDE) && (cC >= BK_INSIDE) ) + { + Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x); + + for (float y = y0; y < y0 + BK_SIZE; y++) + { + Vector3 tex = texRow; + for(float x = x0; x < x0 + BK_SIZE; x++) + { + if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f)) + { + return false; + } + tex += dx; + } + texRow += dy; + } + } + else // Partially covered block + { + float CY1 = C1 + n1.x * x0 + n1.y * y0; + float CY2 = C2 + n2.x * x0 + n2.y * y0; + float CY3 = C3 + n3.x * x0 + n3.y * y0; + Vector3 texRow = t1 + dy*(y0 - v1.y) + dx*(x0 - v1.x); + + for(float y = y0; y < y0 + BK_SIZE; y++) // @@ This is not clipping to scissor rectangle correctly. + { + float CX1 = CY1; + float CX2 = CY2; + float CX3 = CY3; + Vector3 tex = texRow; + + for (float x = x0; x < x0 + BK_SIZE; x++) // @@ This is not clipping to scissor rectangle correctly. + { + if (CX1 >= PX_INSIDE && CX2 >= PX_INSIDE && CX3 >= PX_INSIDE) + { + // pixel completely covered + Vector3 tex = t1 + dx * (x - v1.x) + dy * (y - v1.y); + if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f)) + { + return false; + } + } + else if ((CX1 >= PX_OUTSIDE) && (CX2 >= PX_OUTSIDE) && (CX3 >= PX_OUTSIDE)) + { + // triangle partially covers pixel. do clipping. + ClippedTriangle ct(v1-Vector2(x,y), v2-Vector2(x,y), v3-Vector2(x,y)); + ct.clipAABox(-0.5, -0.5, 0.5, 0.5); + Vector2 centroid = ct.centroid(); + float area = ct.area(); + if (area > 0.0f) + { + Vector3 texCent = tex - dx*centroid.x - dy*centroid.y; + //nvCheck(texCent.x >= -0.1f && texCent.x <= 1.1f); // @@ Centroid is not very exact... + //nvCheck(texCent.y >= -0.1f && texCent.y <= 1.1f); + //nvCheck(texCent.z >= -0.1f && texCent.z <= 1.1f); + //Vector3 texCent2 = t1 + dx * (x - v1.x) + dy * (y - v1.y); + if (!cb(param, (int)x, (int)y, texCent, dx, dy, area)) + { + return false; + } + } + } + + CX1 += n1.x; + CX2 += n2.x; + CX3 += n3.x; + tex += dx; + } + + CY1 += n1.y; + CY2 += n2.y; + CY3 += n3.y; + texRow += dy; + } + } + } + } + + return true; + } + +} // namespace + + +/// Process the given triangle. +bool nv::Raster::drawTriangle(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void * param) +{ + Triangle tri(v[0], v[1], v[2], Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)); + + // @@ It would be nice to have a conservative drawing mode that enlarges the triangle extents by one texel and is able to handle degenerate triangles. + // @@ Maybe the simplest thing to do would be raster triangle edges. + + if (tri.valid) { + if (mode == Mode_Antialiased) { + return tri.drawAA(extents, enableScissors, cb, param); + } + if (mode == Mode_Nearest) { + return tri.draw(extents, enableScissors, cb, param); + } + } + + return true; +} + +inline static float triangleArea(Vector2::Arg v1, Vector2::Arg v2, Vector2::Arg v3) +{ + return 0.5f * (v3.x * v1.y + v1.x * v2.y + v2.x * v3.y - v2.x * v1.y - v3.x * v2.y - v1.x * v3.y); +} + +/// Process the given quad. +bool nv::Raster::drawQuad(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[4], SamplingCallback cb, void * param) +{ + bool sign0 = triangleArea(v[0], v[1], v[2]) > 0.0f; + bool sign1 = triangleArea(v[0], v[2], v[3]) > 0.0f; + + // Divide the quad into two non overlapping triangles. + if (sign0 == sign1) { + Triangle tri0(v[0], v[1], v[2], Vector3(0,0,0), Vector3(1,0,0), Vector3(1,1,0)); + Triangle tri1(v[0], v[2], v[3], Vector3(0,0,0), Vector3(1,1,0), Vector3(0,1,0)); + + if (tri0.valid && tri1.valid) { + if (mode == Mode_Antialiased) { + return tri0.drawAA(extents, enableScissors, cb, param) && tri1.drawAA(extents, enableScissors, cb, param); + } else { + return tri0.draw(extents, enableScissors, cb, param) && tri1.draw(extents, enableScissors, cb, param); + } + } + } + else + { + Triangle tri0(v[0], v[1], v[3], Vector3(0,0,0), Vector3(1,0,0), Vector3(0,1,0)); + Triangle tri1(v[1], v[2], v[3], Vector3(1,0,0), Vector3(1,1,0), Vector3(0,1,0)); + + if (tri0.valid && tri1.valid) { + if (mode == Mode_Antialiased) { + return tri0.drawAA(extents, enableScissors, cb, param) && tri1.drawAA(extents, enableScissors, cb, param); + } else { + return tri0.draw(extents, enableScissors, cb, param) && tri1.draw(extents, enableScissors, cb, param); + } + } + } + + return true; +} + + +static bool drawPoint(const Vector2 & p, const Vector2 v[2], LineSamplingCallback cb, void * param) { + + int x = ftoi_round(p.x); + int y = ftoi_round(p.y); + Vector2 ip = Vector2(float(x) + 0.5f, float(y) + 0.5f); + + float t; + + // Return minimum distance between line segment vw and point p + Vector2 dv = v[1] - v[0]; + const float l2 = nv::lengthSquared(dv); // i.e. |w-v|^2 - avoid a sqrt + if (l2 == 0.0) { + t = 0; // v0 == v1 case + } + else { + // Consider the line extending the segment, parameterized as v + t (w - v). + // We find projection of point p onto the line. + // It falls where t = [(p-v) . (w-v)] / |w-v|^2 + t = dot(ip - v[0], dv) / l2; + if (t < 0.0) { + t = 0; // Beyond the 'v0' end of the segment + } + else if (t > 1.0) { + t = 1; // Beyond the 'v1' end of the segment + } + } + + Vector2 projection = v[0] + t * dv; // Projection falls on the segment + + float d = distance(ip, projection); + + return cb(param, x, y, t, saturate(1-d)); +} + + +void nv::Raster::drawLine(bool antialias, Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param) +{ + nvCheck(antialias == true); // @@ Not implemented. + //nvCheck(enableScissors == false); // @@ Not implemented. + + // Very crappy DDA implementation. + + Vector2 p = v[0]; + Vector2 dp, dpdy; + + float dx = v[1].x - v[0].x; + float dy = v[1].y - v[0].y; + int n; + + // Degenerate line. + if (dx == 0 && dy == 0) return; + + if (fabsf(dx) >= fabsf(dy)) { + n = iround(fabsf(dx)); + dp.x = dx / fabsf(dx); + dp.y = dy / fabsf(dx); + nvDebugCheck(fabsf(dp.y) <= 1.0f); + dpdy.x = 0; + dpdy.y = 1; + } + else { + n = iround(fabs(dy)); + dp.x = dx / fabsf(dy); + dp.y = dy / fabsf(dy); + nvDebugCheck(fabsf(dp.x) <= 1.0f); + dpdy.x = 1; + dpdy.y = 0; + } + + for (int i = 0; i <= n; i++) { + drawPoint(p, v, cb, param); + drawPoint(p + dpdy, v, cb, param); + drawPoint(p - dpdy, v, cb, param); + p += dp; + } +} + + +// Draw vertical or horizontal segments. For degenerate triangles. +/*bool nv::Raster::drawSegment(Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param) +{ + nvCheck(enableScissors == false); + + + if (v[0].x == v[1].x) { // Vertical segment. + + } + else if (v[0].y == v[1].y) { // Horizontal segment. + int y = ftoi_round(v[0].y); + int x0 = ftoi_floor(v[0].x); + int x1 = ftoi_floor(v[0].x); + + for (int x = x0; x <= x1; x++) { + + cb(param, x, y, t, + } + } + + return false; // Not a valid segment. +} +*/ diff --git a/thirdparty/thekla_atlas/nvmesh/raster/Raster.h b/thirdparty/thekla_atlas/nvmesh/raster/Raster.h new file mode 100644 index 0000000000..05af2ddb00 --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/raster/Raster.h @@ -0,0 +1,49 @@ +// This code is in the public domain -- castanyo@yahoo.es + +#pragma once +#ifndef NV_MESH_RASTER_H +#define NV_MESH_RASTER_H + +/** @file Raster.h + * @brief Rasterization library. + * + * This is just a standard scanline rasterizer that I took from one of my old + * projects. The perspective correction wasn't necessary so I just removed it. +**/ + +#include "nvmath/Vector.h" +#include "nvmesh/nvmesh.h" + +namespace nv +{ + + namespace Raster + { + enum Mode { + Mode_Nearest, + Mode_Antialiased, + //Mode_Conservative + }; + + + /// A callback to sample the environment. Return false to terminate rasterization. + typedef bool (NV_CDECL * SamplingCallback)(void * param, int x, int y, Vector3::Arg bar, Vector3::Arg dx, Vector3::Arg dy, float coverage); + + // Process the given triangle. Returns false if rasterization was interrupted by the callback. + NVMESH_API bool drawTriangle(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void * param); + + // Process the given quad. Returns false if rasterization was interrupted by the callback. + NVMESH_API bool drawQuad(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[4], SamplingCallback cb, void * param); + + typedef bool (NV_CDECL * LineSamplingCallback)(void * param, int x, int y, float t, float d); // t is the position along the segment, d is the distance to the line. + + // Process the given line. + NVMESH_API void drawLine(bool antialias, Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param); + + // Draw vertical or horizontal segments. For degenerate triangles. + //NVMESH_API void drawSegment(Vector2::Arg extents, bool enableScissors, const Vector2 v[2], SamplingCallback cb, void * param); + } +} + + +#endif // NV_MESH_RASTER_H -- cgit v1.2.3