123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 |
- #include <cmath>
- #include <limits>
- #include <cstdlib>
- #include "our_gl.h"
- #include "Bullet3Common/b3MinMax.h"
- IShader::~IShader() {}
- Matrix viewport(int x, int y, int w, int h)
- {
- Matrix Viewport;
- Viewport = Matrix::identity();
- Viewport[0][3] = x+w/2.f;
- Viewport[1][3] = y+h/2.f;
- Viewport[2][3] = 1.f;
- Viewport[0][0] = w/2.f;
- Viewport[1][1] = h/2.f;
- Viewport[2][2] = 0;
- return Viewport;
- }
- Matrix projection(float coeff) {
- Matrix Projection;
- Projection = Matrix::identity();
- Projection[3][2] = coeff;
- return Projection;
- }
- Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
- Vec3f z = (eye-center).normalize();
- Vec3f x = cross(up,z).normalize();
- Vec3f y = cross(z,x).normalize();
- Matrix Minv = Matrix::identity();
- Matrix Tr = Matrix::identity();
- for (int i=0; i<3; i++) {
- Minv[0][i] = x[i];
- Minv[1][i] = y[i];
- Minv[2][i] = z[i];
- Tr[i][3] = -center[i];
- }
- Matrix ModelView;
- ModelView = Minv*Tr;
- return ModelView;
- }
- Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
- Vec3f s[2];
- for (int i=2; i--; ) {
- s[i][0] = C[i]-A[i];
- s[i][1] = B[i]-A[i];
- s[i][2] = A[i]-P[i];
- }
- Vec3f u = cross(s[0], s[1]);
- if (std::abs(u[2])>1e-2) // dont forget that u[2] is integer. If it is zero then triangle ABC is degenerate
- return Vec3f(1.f-(u.x+u.y)/u.z, u.y/u.z, u.x/u.z);
- return Vec3f(-1,1,1); // in this case generate negative coordinates, it will be thrown away by the rasterizator
- }
- void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix)
- {
- triangle(clipc,shader,image,zbuffer,0,viewPortMatrix,0);
- }
- void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex) {
- mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
-
-
- //we don't clip triangles that cross the near plane, just discard them instead of showing artifacts
- if (pts[0][3]<0 || pts[1][3] <0 || pts[2][3] <0)
- return;
-
- mat<3,2,float> pts2;
- for (int i=0; i<3; i++) pts2[i] = proj<2>(pts[i]/pts[i][3]);
- Vec2f bboxmin( std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
- Vec2f bboxmax(-std::numeric_limits<float>::max(), -std::numeric_limits<float>::max());
- Vec2f clamp(image.get_width()-1, image.get_height()-1);
-
- for (int i=0; i<3; i++) {
- for (int j=0; j<2; j++) {
- bboxmin[j] = b3Max(0.f, b3Min(bboxmin[j], pts2[i][j]));
- bboxmax[j] = b3Min(clamp[j], b3Max(bboxmax[j], pts2[i][j]));
- }
- }
-
-
- Vec2i P;
- TGAColor color;
- for (P.x=bboxmin.x; P.x<=bboxmax.x; P.x++) {
- for (P.y=bboxmin.y; P.y<=bboxmax.y; P.y++) {
- Vec3f bc_screen = barycentric(pts2[0], pts2[1], pts2[2], P);
-
- Vec3f bc_clip = Vec3f(bc_screen.x/pts[0][3], bc_screen.y/pts[1][3], bc_screen.z/pts[2][3]);
- bc_clip = bc_clip/(bc_clip.x+bc_clip.y+bc_clip.z);
- float frag_depth = -1*(clipc[2]*bc_clip);
- if (bc_screen.x<0 || bc_screen.y<0 || bc_screen.z<0 ||
- zbuffer[P.x+P.y*image.get_width()]>frag_depth)
- continue;
- bool discard = shader.fragment(bc_clip, color);
- if (!discard) {
- zbuffer[P.x+P.y*image.get_width()] = frag_depth;
- if (segmentationMaskBuffer)
- {
- segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
- }
- image.set(P.x, P.y, color);
- }
- }
- }
- }
|