#include "engine/tinygl/zgl.h" // fill triangle profile // #define PROFILE #define CLIP_XMIN (1 << 0) #define CLIP_XMAX (1 << 1) #define CLIP_YMIN (1 << 2) #define CLIP_YMAX (1 << 3) #define CLIP_ZMIN (1 << 4) #define CLIP_ZMAX (1 << 5) void gl_transform_to_viewport(GLContext *c, GLVertex *v) { float winv; // coordinates winv = (float)(1.0 / v->pc.W); v->zp.x = (int)(v->pc.X * winv * c->viewport.scale.X + c->viewport.trans.X); v->zp.y = (int)(v->pc.Y * winv * c->viewport.scale.Y + c->viewport.trans.Y); v->zp.z = (int)(v->pc.Z * winv * c->viewport.scale.Z + c->viewport.trans.Z); // color if (c->lighting_enabled) { v->zp.r = (int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN); v->zp.g = (int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN); v->zp.b = (int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN); } else { // no need to convert to integer if no lighting : take current color v->zp.r = c->longcurrent_color[0]; v->zp.g = c->longcurrent_color[1]; v->zp.b = c->longcurrent_color[2]; } // texture if (c->texture_2d_enabled) { v->zp.s = (int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN); v->zp.t = (int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) + ZB_POINT_T_MIN); } } static void gl_add_select1(GLContext *c, int z1, int z2, int z3) { int min, max; min = max = z1; if (z2 < min) min = z2; if (z3 < min) min = z3; if (z2 > max) max = z2; if (z3 > max) max = z3; gl_add_select(c, 0xffffffff - min, 0xffffffff - max); } // point void gl_draw_point(GLContext *c, GLVertex *p0) { if (p0->clip_code == 0) { if (c->render_mode == TGL_SELECT) { gl_add_select(c,p0->zp.z,p0->zp.z); } else { ZB_plot(c->zb,&p0->zp); } } } // line static inline void interpolate(GLVertex *q, GLVertex *p0, GLVertex *p1, float t) { q->pc.X = p0->pc.X + (p1->pc.X - p0->pc.X) * t; q->pc.Y = p0->pc.Y + (p1->pc.Y - p0->pc.Y) * t; q->pc.Z = p0->pc.Z + (p1->pc.Z - p0->pc.Z) * t; q->pc.W = p0->pc.W + (p1->pc.W - p0->pc.W) * t; q->color.v[0] = p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t; q->color.v[1] = p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t; q->color.v[2] = p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t; } // Line Clipping // Line Clipping algorithm from 'Computer Graphics', Principles and // Practice static inline int ClipLine1(float denom,float num,float *tmin,float *tmax) { float t; if (denom > 0) { t = num / denom; if (t > *tmax) return 0; if (t > *tmin) *tmin = t; } else if (denom < 0) { t = num / denom; if (t < *tmin) return 0; if (t < *tmax) *tmax = t; } else if (num > 0) return 0; return 1; } void gl_draw_line(GLContext *c, GLVertex *p1, GLVertex *p2) { float dx, dy, dz, dw, x1, y1, z1, w1; float tmin, tmax; GLVertex q1, q2; int cc1, cc2; cc1 = p1->clip_code; cc2 = p2->clip_code; if ((cc1 | cc2) == 0) { if (c->render_mode == TGL_SELECT) { gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z); } else { if (c->depth_test) ZB_line_z(c->zb,&p1->zp,&p2->zp); else ZB_line(c->zb,&p1->zp,&p2->zp); } } else if ( (cc1&cc2) != 0 ) { return; } else { dx=p2->pc.X-p1->pc.X; dy=p2->pc.Y-p1->pc.Y; dz=p2->pc.Z-p1->pc.Z; dw=p2->pc.W-p1->pc.W; x1=p1->pc.X; y1=p1->pc.Y; z1=p1->pc.Z; w1=p1->pc.W; tmin=0; tmax=1; if (ClipLine1(dx + dw, -x1 - w1, &tmin, &tmax) && ClipLine1(-dx + dw, x1 - w1, &tmin, &tmax) && ClipLine1(dy + dw, -y1 - w1, &tmin, &tmax) && ClipLine1(-dy + dw, y1 - w1, &tmin, &tmax) && ClipLine1(dz + dw, -z1 - w1, &tmin, &tmax) && ClipLine1(-dz + dw, z1 - w1, &tmin, &tmax)) { interpolate(&q1,p1,p2,tmin); interpolate(&q2,p1,p2,tmax); gl_transform_to_viewport(c,&q1); gl_transform_to_viewport(c,&q2); if (c->depth_test) ZB_line_z(c->zb,&q1.zp,&q2.zp); else ZB_line(c->zb,&q1.zp,&q2.zp); } } } // triangle // Clipping // We clip the segment [a,b] against the 6 planes of the normal volume. // We compute the point 'c' of intersection and the value of the parameter 't' // of the intersection if x=a+t(b-a). #define clip_func(name, sign, dir, dir1, dir2) \ static float name(V4 *c, V4 *a, V4 *b) { \ float t, dX, dY, dZ, dW, den;\ dX = (b->X - a->X); \ dY = (b->Y - a->Y); \ dZ = (b->Z - a->Z); \ dW = (b->W - a->W); \ den = -(sign d ## dir) + dW; \ if (den == 0) \ t = 0; \ else \ t = (sign a->dir - a->W) / den; \ c->dir1 = a->dir1 + t * d ## dir1; \ c->dir2 = a->dir2 + t * d ## dir2; \ c->W = a->W + t * dW; \ c->dir = sign c->W; \ return t; \ } clip_func(clip_xmin, -, X, Y, Z) clip_func(clip_xmax, +, X, Y, Z) clip_func(clip_ymin, -, Y, X, Z) clip_func(clip_ymax, +, Y, X, Z) clip_func(clip_zmin, -, Z, X, Y) clip_func(clip_zmax, +, Z, X, Y) float (*clip_proc[6])(V4 *, V4 *, V4 *)= { clip_xmin, clip_xmax, clip_ymin, clip_ymax, clip_zmin, clip_zmax }; static inline void updateTmp(GLContext *c, GLVertex *q, GLVertex *p0, GLVertex *p1, float t) { if (c->current_shade_model == TGL_SMOOTH) { q->color.v[0] = p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t; q->color.v[1] = p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t; q->color.v[2] = p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t; } else { q->color.v[0] = p0->color.v[0]; q->color.v[1] = p0->color.v[1]; q->color.v[2] = p0->color.v[2]; } if (c->texture_2d_enabled) { q->tex_coord.X = p0->tex_coord.X + (p1->tex_coord.X - p0->tex_coord.X) * t; q->tex_coord.Y = p0->tex_coord.Y + (p1->tex_coord.Y - p0->tex_coord.Y) * t; } q->clip_code=gl_clipcode(q->pc.X, q->pc.Y, q->pc.Z, q->pc.W); if (q->clip_code == 0) gl_transform_to_viewport(c, q); } static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2, int clip_bit); void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) { int co,c_and,cc[3],front; float norm; cc[0]=p0->clip_code; cc[1]=p1->clip_code; cc[2]=p2->clip_code; co=cc[0] | cc[1] | cc[2]; // we handle the non clipped case here to go faster if (co == 0) { norm = (float)(p1->zp.x - p0->zp.x) * (float)(p2->zp.y - p0->zp.y) - (float)(p2->zp.x - p0->zp.x) * (float)(p1->zp.y - p0->zp.y); if (norm == 0) return; front = norm < 0.0; front = front ^ c->current_front_face; // back face culling if (c->cull_face_enabled) { // most used case first */ if (c->current_cull_face == TGL_BACK) { if (front == 0) return; c->draw_triangle_front(c, p0, p1, p2); } else if (c->current_cull_face == TGL_FRONT) { if (front != 0) return; c->draw_triangle_back(c,p0,p1,p2); } else { return; } } else { // no culling if (front) { c->draw_triangle_front(c, p0, p1, p2); } else { c->draw_triangle_back(c, p0, p1, p2); } } } else { c_and = cc[0] & cc[1] & cc[2]; if (c_and == 0) { gl_draw_triangle_clip(c, p0, p1, p2, 0); } } } static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2, int clip_bit) { int co, c_and, co1, cc[3], edge_flag_tmp, clip_mask; GLVertex tmp1, tmp2, *q[3]; float tt; cc[0] = p0->clip_code; cc[1] = p1->clip_code; cc[2] = p2->clip_code; co = cc[0] | cc[1] | cc[2]; if (co == 0) { gl_draw_triangle(c, p0, p1, p2); } else { c_and = cc[0] & cc[1] & cc[2]; // the triangle is completely outside if (c_and != 0) return; // find the next direction to clip while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) { clip_bit++; } // this test can be true only in case of rounding errors if (clip_bit == 6) { #if 0 printf("Error:\n"); printf("%f %f %f %f\n", p0->pc.X, p0->pc.Y, p0->pc.Z, p0->pc.W); printf("%f %f %f %f\n", p1->pc.X, p1->pc.Y, p1->pc.Z, p1->pc.W); printf("%f %f %f %f\n", p2->pc.X, p2->pc.Y, p2->pc.Z, p2->pc.W); #endif return; } clip_mask = 1 << clip_bit; co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask; if (co1) { // one point outside if (cc[0] & clip_mask) { q[0] = p0; q[1] = p1; q[2] = p2; } else if (cc[1] & clip_mask) { q[0] = p1; q[1] = p2; q[2] = p0; } else { q[0] = p2; q[1] = p0; q[2] = p1; } tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc); updateTmp(c, &tmp1, q[0], q[1], tt); tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc); updateTmp(c, &tmp2, q[0], q[2],tt); tmp1.edge_flag = q[0]->edge_flag; edge_flag_tmp = q[2]->edge_flag; q[2]->edge_flag = 0; gl_draw_triangle_clip(c, &tmp1, q[1], q[2], clip_bit + 1); tmp2.edge_flag = 1; tmp1.edge_flag = 0; q[2]->edge_flag = edge_flag_tmp; gl_draw_triangle_clip(c, &tmp2, &tmp1, q[2], clip_bit + 1); } else { // two points outside if ((cc[0] & clip_mask) == 0) { q[0] = p0; q[1] = p1; q[2] = p2; } else if ((cc[1] & clip_mask) == 0) { q[0] = p1; q[1] = p2; q[2] = p0; } else { q[0] = p2; q[1] = p0; q[2] = p1; } tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc); updateTmp(c, &tmp1, q[0], q[1], tt); tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc); updateTmp(c, &tmp2, q[0], q[2], tt); tmp1.edge_flag = 1; tmp2.edge_flag = q[2]->edge_flag; gl_draw_triangle_clip(c, q[0], &tmp1, &tmp2, clip_bit + 1); } } } void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1,GLVertex *p2) { gl_add_select1(c, p0->zp.z, p1->zp.z, p2->zp.z); } #ifdef PROFILE int count_triangles, count_triangles_textured, count_pixels; #endif void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) { #ifdef PROFILE { int norm; assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize); assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize); assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize); assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize); assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize); assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize); norm = (p1->zp.x - p0->zp.x) * (p2->zp.y - p0->zp.y) - (p2->zp.x - p0->zp.x) * (p1->zp.y - p0->zp.y); count_pixels += abs(norm) / 2; count_triangles++; } #endif if (c->shadow_mode & 1) { assert(c->zb->shadow_mask_buf); ZB_fillTriangleFlatShadowMask(c->zb, &p0->zp, &p1->zp, &p2->zp); } else if (c->shadow_mode & 2) { assert(c->zb->shadow_mask_buf); ZB_fillTriangleFlatShadow(c->zb, &p0->zp, &p1->zp, &p2->zp); } else if (c->texture_2d_enabled) { #ifdef PROFILE count_triangles_textured++; #endif ZB_setTexture(c->zb, (PIXEL *)c->current_texture->images[0].pixmap); ZB_fillTriangleMappingPerspective(c->zb, &p0->zp, &p1->zp, &p2->zp); } else if (c->current_shade_model == TGL_SMOOTH) { ZB_fillTriangleSmooth(c->zb, &p0->zp, &p1->zp, &p2->zp); } else { ZB_fillTriangleFlat(c->zb, &p0->zp, &p1->zp, &p2->zp); } } // Render a clipped triangle in line mode void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1,GLVertex *p2) { if (c->depth_test) { if (p0->edge_flag) ZB_line_z(c->zb, &p0->zp, &p1->zp); if (p1->edge_flag) ZB_line_z(c->zb, &p1->zp, &p2->zp); if (p2->edge_flag) ZB_line_z(c->zb, &p2->zp, &p0->zp); } else { if (p0->edge_flag) ZB_line(c->zb, &p0->zp, &p1->zp); if (p1->edge_flag) ZB_line(c->zb, &p1->zp, &p2->zp); if (p2->edge_flag) ZB_line(c->zb, &p2->zp, &p0->zp); } } // Render a clipped triangle in point mode void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) { if (p0->edge_flag) ZB_plot(c->zb, &p0->zp); if (p1->edge_flag) ZB_plot(c->zb, &p1->zp); if (p2->edge_flag) ZB_plot(c->zb, &p2->zp); }