Esempio n. 1
0
/* 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);
}
Esempio n. 2
0
/* 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);
}
Esempio n. 3
0
/* 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;
		}
	}
}