#include "fb/pixfb.h" #include #include #include "math/vector.h" #include "o3d/vertex_data.h" using namespace engine::fb; PixelFrameBuffer::PixelFrameBuffer(unsigned int w, unsigned int h) { resize(w, h); } void PixelFrameBuffer::resize(unsigned int w, unsigned int h) { this->w = w; this->h = h; pixels_vector.resize(w * h); clear(); } unsigned int PixelFrameBuffer::width() const { return w; } unsigned int PixelFrameBuffer::height() const { return h; } const uint32_t* PixelFrameBuffer::pixels() const { return pixels_vector.data(); } void PixelFrameBuffer::clear() { std::fill(pixels_vector.begin(), pixels_vector.end(), 0x000000FF); } void PixelFrameBuffer::draw_point(int x, int y, engine::math::Vector3 loc, const engine::o3d::VertexData& vd) { (void) loc; int ir = ((int) (((float) ((int) (vd.tx * 10.f))) * 25.5f)); int ig = ((int) (((float) ((int) (vd.ty * 10.f))) * 25.5f)); pixels_vector[x + y * w] = (ir << 24) | (ig << 16) | 0xFFFF; } uint32_t PixelFrameBuffer::face_color(int face_ind) const { int n = face_ind / 2; return ((n % 2 ? 0xFF000000 : 0x55000000) >> ((n % 6) / 2 * 8)) | 0xFF; }