/* draw_points * * Draw a set of 3D points on the canvas. Each point in geometry is * formatted (vx, vy, vz, nx, ny, nz, s, t). Don't forget to test the * points against the clipping plains of the projection. If you don't * you'll get weird behavior (especially when objects behind the camera * are being rendered). */ void canvashdl::draw_points(const vector<vec8f> &geometry) { update_normal_matrix(); mat4f transform = matrices[projection_matrix]*matrices[modelview_matrix]; vec4f planes[6]; for (int i = 0; i < 6; i++) planes[i] = transform.row(3) + (float)pow(-1.0, i)*(vec4f)transform.row(i/2); vector<pair<vec3f, vector<float> > > processed_geometry; processed_geometry.reserve(geometry.size()); for (int i = 0; i < geometry.size(); i += 3) { bool keep = true; for (int j = 0; j < 6 && keep; j++) if (dot(homogenize((vec3f)geometry[i]), planes[j]) <= 0) keep = false; if (keep) { vector<float> varying; vec3f position = matrices[viewport_matrix]*homogenize(shade_vertex(geometry[i], varying)); processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } } for (int i = 0; i < processed_geometry.size(); i++) plot_point(processed_geometry[i].first, processed_geometry[i].second); }
/* Draw a set of 3D triangles on the canvas. Each point in geometry is * formatted (vx, vy, vz, nx, ny, nz, s, t). Don't forget to clip the * triangles against the clipping planes of the projection. You can't * just not render them because you'll get some weird popping at the * edge of the view. Also, this is where font/back face culling is implemented. */ void canvashdl::draw_triangles(const vector<vec8f> &geometry, const vector<int> &indices) { update_normal_matrix(); mat4f transform = matrices[projection_matrix]*matrices[modelview_matrix]; vec4f planes[6]; for (int i = 0; i < 6; i++) planes[i] = transform.row(3) + (float)pow(-1.0, i)*(vec4f)transform.row(i/2); vec3f eye = matrices[modelview_matrix].col(3)(0,3); vector<pair<vec3f, vector<float> > > processed_geometry; vector<int> processed_indices; processed_geometry.reserve(geometry.size()); processed_indices.reserve(indices.size()); vector<int> index_map; index_map.resize(geometry.size(), -1); for (int i = 0; i < indices.size(); i += 3) { vector<pair<vec8f, int> > polygon; for (int j = 0; j < 3; j++) polygon.push_back(pair<vec8f, int>(geometry[indices[i+j]], indices[i+j])); vector<pair<vec8f, int> > clipped; for (int j = 0; j < 6; j++) { pair<vec8f, int> x0 = polygon[polygon.size()-1]; float d0 = dot(homogenize(x0.first), planes[j]); for (int k = 0; k < polygon.size(); k++) { pair<vec8f, int> x1 = polygon[k]; float d1 = dot(homogenize(x1.first), planes[j]); float del = dot(homogenize(x1.first) - homogenize(x0.first), planes[j]); float p = -d0/del; if (d0 >= 0.0 && d1 >= 0.0) clipped.push_back(x1); else if (d0 >= 0.0 && d1 < 0.0) clipped.push_back(pair<vec8f, int>((1-(p+0.001f))*x0.first + (p+0.001f)*x1.first, -1)); else if (d0 < 0.0 && d1 >= 0.0) { clipped.push_back(pair<vec8f, int>((1-(p-0.001f))*x0.first + (p-0.001f)*x1.first, -1)); clipped.push_back(x1); } x0 = x1; d0 = d1; } polygon = clipped; clipped.clear(); } if (polygon.size() > 2) { for (int i = 0; i < polygon.size(); i++) { vector<float> varying; vec3f position; if (polygon[i].second == -1) { polygon[i].second = processed_geometry.size(); position = matrices[viewport_matrix]*homogenize(shade_vertex(polygon[i].first, varying)); polygon[i].first = position; processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } else if (index_map[polygon[i].second] == -1) { index_map[polygon[i].second] = processed_geometry.size(); polygon[i].second = processed_geometry.size(); position = matrices[viewport_matrix]*homogenize(shade_vertex(polygon[i].first, varying)); polygon[i].first = position; processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } else { polygon[i].second = index_map[polygon[i].second]; polygon[i].first = processed_geometry[polygon[i].second].first; } } for (int i = 2; i < polygon.size(); i++) { vec3f normal = cross(norm((vec3f)polygon[0].first - (vec3f)polygon[i-1].first), norm((vec3f)polygon[i].first - (vec3f)polygon[i-1].first)); if (culling == disable || (normal[2] >= 0.0 && culling == backface) || (normal[2] <= 0.0 && culling == frontface)) { processed_indices.push_back(polygon[0].second); processed_indices.push_back(polygon[i-1].second); processed_indices.push_back(polygon[i].second); } } } } for (int i = 2; i < processed_indices.size(); i+=3) plot_triangle(processed_geometry[processed_indices[i-2]].first, processed_geometry[processed_indices[i-2]].second, processed_geometry[processed_indices[i-1]].first, processed_geometry[processed_indices[i-1]].second, processed_geometry[processed_indices[i]].first, processed_geometry[processed_indices[i]].second); }
/* Draw a set of 3D lines on the canvas. Each point in geometry * is formatted (vx, vy, vz, nx, ny, nz, s, t). Don't forget to clip * the lines against the clipping planes of the projection. You can't * just not render them because you'll get some weird popping at the * edge of the view. */ void canvashdl::draw_lines(const vector<vec8f> &geometry, const vector<int> &indices) { update_normal_matrix(); mat4f transform = matrices[projection_matrix]*matrices[modelview_matrix]; vec4f planes[6]; for (int i = 0; i < 6; i++) planes[i] = transform.row(3) + (float)pow(-1.0, i)*(vec4f)transform.row(i/2); vector<pair<vec3f, vector<float> > > processed_geometry; vector<int> processed_indices; processed_geometry.reserve(geometry.size()); processed_indices.reserve(indices.size()); vector<int> index_map; index_map.resize(geometry.size(), -1); for (int i = 0; i < indices.size(); i += 2) { pair<vec8f, int> x0 = pair<vec8f, int>(geometry[indices[i]], indices[i]); pair<vec8f, int> x1 = pair<vec8f, int>(geometry[indices[i+1]], indices[i+1]); bool keep = true; for (int j = 0; j < 6 && keep; j++) { float d0 = dot(homogenize(x0.first), planes[j]); float d1 = dot(homogenize(x1.first), planes[j]); float del = dot(homogenize(x1.first) - homogenize(x0.first), planes[j]); float p = -d0/del; if (d0 > 0.0 && d1 <= 0.0) { x1.first = (1-p)*x0.first + p*x1.first; x1.second = -1; } else if (d0 <= 0.0 && d1 > 0.0) { x0.first = (1-p)*x0.first + p*x1.first; x0.second = -1; } else if (d0 <= 0.0 && d1 <= 0.0) keep = false; } if (keep) { vector<float> varying; vec3f position; if (x0.second == -1) { x0.second = processed_geometry.size(); position = matrices[viewport_matrix]*homogenize(shade_vertex(x0.first, varying)); processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } else if (index_map[x0.second] == -1) { index_map[x0.second] = processed_geometry.size(); x0.second = processed_geometry.size(); position = matrices[viewport_matrix]*homogenize(shade_vertex(x0.first, varying)); processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } else x0.second = index_map[x0.second]; if (x1.second == -1) { x1.second = processed_geometry.size(); position = matrices[viewport_matrix]*homogenize(shade_vertex(x1.first, varying)); processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } else if (index_map[x1.second] == -1) { index_map[x1.second] = processed_geometry.size(); x1.second = processed_geometry.size(); position = matrices[viewport_matrix]*homogenize(shade_vertex(x1.first, varying)); processed_geometry.push_back(pair<vec3f, vector<float> >(position, varying)); } else x1.second = index_map[x1.second]; processed_indices.push_back(x0.second); processed_indices.push_back(x1.second); } } for (int i = 1; i < processed_indices.size(); i+=2) plot_line(processed_geometry[processed_indices[i-1]].first, processed_geometry[processed_indices[i-1]].second, processed_geometry[processed_indices[i]].first, processed_geometry[processed_indices[i]].second); }
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVariant variant, TriBlendMode blendmode, WorkerThreadData *thread) { if (drawargs.vcount < 3) return; auto llvm = LLVMDrawers::Instance(); void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *); int bmode = (int)blendmode; switch (variant) { default: case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break; case TriDrawVariant::FillNormal: drawfunc = dest_bgra ? llvm->TriFillNormal32[bmode] : llvm->TriFillNormal8[bmode]; break; case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? llvm->TriDrawSubsector32[bmode] : llvm->TriDrawSubsector8[bmode]; break; case TriDrawVariant::FuzzSubsector: case TriDrawVariant::FillSubsector: drawfunc = dest_bgra ? llvm->TriFillSubsector32[bmode] : llvm->TriFillSubsector8[bmode]; break; case TriDrawVariant::Stencil: drawfunc = llvm->TriStencil; break; } TriDrawTriangleArgs args; args.dest = dest; args.pitch = dest_pitch; args.clipleft = 0; args.clipright = dest_width; args.cliptop = 0; args.clipbottom = dest_height; args.texturePixels = drawargs.texturePixels; args.textureWidth = drawargs.textureWidth; args.textureHeight = drawargs.textureHeight; args.translation = drawargs.translation; args.uniforms = &drawargs.uniforms; args.stencilTestValue = drawargs.stenciltestvalue; args.stencilWriteValue = drawargs.stencilwritevalue; args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth(); args.stencilValues = PolyStencilBuffer::Instance()->Values(); args.stencilMasks = PolyStencilBuffer::Instance()->Masks(); args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values(); args.colormaps = drawargs.colormaps; args.RGB32k = RGB32k.All; args.BaseColors = (const uint8_t *)GPalette.BaseColors; bool ccw = drawargs.ccw; const TriVertex *vinput = drawargs.vinput; int vcount = drawargs.vcount; TriVertex vert[3]; if (drawargs.mode == TriangleDrawMode::Normal) { for (int i = 0; i < vcount / 3; i++) { for (int j = 0; j < 3; j++) vert[j] = shade_vertex(*drawargs.objectToClip, *(vinput++)); draw_shaded_triangle(vert, ccw, &args, thread, drawfunc); } } else if (drawargs.mode == TriangleDrawMode::Fan) { vert[0] = shade_vertex(*drawargs.objectToClip, *(vinput++)); vert[1] = shade_vertex(*drawargs.objectToClip, *(vinput++)); for (int i = 2; i < vcount; i++) { vert[2] = shade_vertex(*drawargs.objectToClip, *(vinput++)); draw_shaded_triangle(vert, ccw, &args, thread, drawfunc); vert[1] = vert[2]; } } else // TriangleDrawMode::Strip { vert[0] = shade_vertex(*drawargs.objectToClip, *(vinput++)); vert[1] = shade_vertex(*drawargs.objectToClip, *(vinput++)); for (int i = 2; i < vcount; i++) { vert[2] = shade_vertex(*drawargs.objectToClip, *(vinput++)); draw_shaded_triangle(vert, ccw, &args, thread, drawfunc); vert[0] = vert[1]; vert[1] = vert[2]; ccw = !ccw; } } }