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- // zlib open source license
- //
- // Copyright (c) 2017 to 2019 David Forsgren Piuva
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- //
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- //
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would be
- // appreciated but is not required.
- //
- // 2. Altered source versions must be plainly marked as such, and must not be
- // misrepresented as being the original software.
- //
- // 3. This notice may not be removed or altered from any source
- // distribution.
- #include <cassert>
- #include "renderCore.h"
- #include "../base/virtualStack.h"
- #include "shader/RgbaMultiply.h"
- #include "constants.h"
- using namespace dsr;
- class SubVertex {
- public:
- FVector3D cs; // Camera space position based on the weights
- float subB, subC; // Weights for second and third vertices in the parent triangle
- int state = 0; // Used by algorithms
- float value = 0.0f; // Used by algorithms
- SubVertex() : cs(FVector3D()), subB(0.0f), subC(0.0f) {}
- SubVertex(FVector3D cs, float subB, float subC) : cs(cs), subB(subB), subC(subC) {}
- SubVertex(SubVertex vertexA, SubVertex vertexB, float ratio) {
- float invRatio = 1.0f - ratio;
- this->cs = vertexA.cs * invRatio + vertexB.cs * ratio;
- this->subB = vertexA.subB * invRatio + vertexB.subB * ratio;
- this->subC = vertexA.subC * invRatio + vertexB.subC * ratio;
- }
- };
- // Returns 0 when value = a
- // Returns 0.5 when value = (a + b) / 2
- // Returns 1 when value = b
- static float inverseLerp(float a, float b, float value) {
- float c = b - a;
- if (c == 0.0f) {
- return 0.5f;
- } else {
- return (value - a) / c;
- }
- }
- static const int maxPoints = 9; // If a triangle starts with 3 points and each of 6 planes in the view frustum can add one point each then the maximum is 9 points
- class ClippedTriangle {
- private:
- int vertexCount = 0;
- public:
- int getVertexCount() {
- return this->vertexCount;
- }
- SubVertex vertices[maxPoints] = {};
- ClippedTriangle(const ITriangle2D &triangle) {
- this->vertices[0] = SubVertex(triangle.position[0].cs, 0.0f, 0.0f);
- this->vertices[1] = SubVertex(triangle.position[1].cs, 1.0f, 0.0f);
- this->vertices[2] = SubVertex(triangle.position[2].cs, 0.0f, 1.0f);
- this->vertexCount = 3;
- }
- void deleteVertex(int removeIndex) {
- assert(removeIndex >= 0);
- assert(removeIndex < this->vertexCount);
- if (this->vertexCount > 0 && this->vertexCount <= maxPoints) {
- for (int v = removeIndex; v < this->vertexCount - 1; v++) {
- assert(v >= 0 && v + 1 < maxPoints);
- this->vertices[v] = this->vertices[v + 1];
- }
- this->vertexCount--;
- }
- }
- void insertVertex(int newIndex, const SubVertex &newVertex) {
- // Check against buffer overflow in case of bugs from rounding errors
- assert(newIndex >= 0);
- assert(newIndex <= this->vertexCount);
- if (this->vertexCount < maxPoints) {
- for (int v = this->vertexCount - 1; v >= newIndex; v--) {
- assert(v >= 0 && v + 1 < maxPoints);
- this->vertices[v + 1] = this->vertices[v];
- }
- this->vertices[newIndex] = newVertex;
- this->vertexCount++;
- }
- }
- void deleteAll() {
- this->vertexCount = 0;
- }
- // Cut away parts of the triangle that are on the positive side of the plane
- void clip(const FPlane3D &plane) {
- static const int state_use = 0;
- static const int state_delete = 1;
- static const int state_modified = 2;
- if (this->vertexCount >= 3 && this->vertexCount < maxPoints) {
- int outsideCount = 0;
- int lastOutside = 0;
- for (int v = 0; v < this->vertexCount; v++) {
- assert(v >= 0 && v < maxPoints);
- float distance = plane.signedDistance(this->vertices[v].cs);
- this->vertices[v].value = distance;
- if (distance > 0.0f) {
- outsideCount++;
- lastOutside = v;
- this->vertices[v].state = state_delete;
- } else {
- this->vertices[v].state = state_use;
- }
- }
- if (outsideCount > 0) {
- if (outsideCount >= this->vertexCount) {
- this->deleteAll();
- } else if (outsideCount == 1) {
- // Split a single vertex into two corners by interpolating with the previous and next corners
- int currentVertex = lastOutside;
- int previousVertex = (lastOutside - 1 + this->vertexCount) % this->vertexCount;
- int nextVertex = (lastOutside + 1) % this->vertexCount;
- float previousToCurrentRatio = inverseLerp(this->vertices[previousVertex].value, this->vertices[currentVertex].value, 0.0f);
- float currentToNextRatio = inverseLerp(this->vertices[currentVertex].value, this->vertices[nextVertex].value, 0.0f);
- SubVertex cutStart(this->vertices[previousVertex], this->vertices[currentVertex], previousToCurrentRatio);
- SubVertex cutEnd(this->vertices[currentVertex], this->vertices[nextVertex], currentToNextRatio);
- this->vertices[lastOutside] = cutStart;
- insertVertex(nextVertex, cutEnd);
- } else {
- // Start and end of the cut
- for (int currentVertex = 0; currentVertex < this->vertexCount; currentVertex++) {
- int previousVertex = (currentVertex - 1 + this->vertexCount) % this->vertexCount;
- int nextVertex = (currentVertex + 1) % this->vertexCount;
- if (this->vertices[currentVertex].state == state_delete) {
- if (this->vertices[previousVertex].state == state_use) {
- // Begin the cut
- float previousToCurrentRatio = inverseLerp(this->vertices[previousVertex].value, this->vertices[currentVertex].value, 0.0f);
- this->vertices[currentVertex] = SubVertex(this->vertices[previousVertex], this->vertices[currentVertex], previousToCurrentRatio);
- this->vertices[currentVertex].state = state_modified;
- } else if (this->vertices[nextVertex].state == state_use) {
- // End the cut
- float currentToNextRatio = inverseLerp(this->vertices[currentVertex].value, this->vertices[nextVertex].value, 0.0f);
- this->vertices[currentVertex] = SubVertex(this->vertices[currentVertex], this->vertices[nextVertex], currentToNextRatio);
- this->vertices[currentVertex].state = state_modified;
- }
- }
- }
- // Delete every vertex that is marked for removal
- // Looping backwards will avoid using altered indices while deleting
- if (outsideCount > 2) {
- for (int v = this->vertexCount - 1; v >= 0; v--) {
- assert(v >= 0 && v < maxPoints);
- if (this->vertices[v].state == state_delete) {
- this->deleteVertex(v);
- }
- }
- }
- }
- }
- }
- }
- };
- Visibility dsr::getTriangleVisibility(const ITriangle2D &triangle, const Camera &camera, bool clipFrustum) {
- static const int cornerCount = 3;
- int planeCount = camera.getFrustumPlaneCount(clipFrustum);
- VirtualStackAllocation<bool> outside(cornerCount * planeCount, "Corner outside buffer in getTriangleVIsibility");
- // Check which corners are outside of the different planes
- int offset = 0;
- for (int c = 0; c < cornerCount; c++) {
- FVector3D triangleCorner = triangle.position[c].cs;
- for (int s = 0; s < planeCount; s++) {
- outside[offset + s] = !(camera.getFrustumPlane(s, clipFrustum).inside(triangleCorner));
- }
- offset += planeCount;
- }
- // Do not render if all corners are outside of the same side
- for (int s = 0; s < planeCount; s++) {
- if (outside[s] && outside[s + planeCount] && outside[s + 2 * planeCount]) {
- return Visibility::Hidden; // All corners outside of the same plane
- }
- }
- // Partial visibility if any corner is outside of a side
- for (int i = 0; i < planeCount * cornerCount; i++) {
- if (outside[i]) {
- return Visibility::Partial; // Any corner outside of a plane
- }
- }
- return Visibility::Full;
- }
- static const int alignX = 2;
- static const int alignY = 2;
- void dsr::executeTriangleDrawing(const TriangleDrawCommand &command, const IRect &clipBound) {
- IRect finalClipBound = IRect::cut(command.clipBound, clipBound);
- int32_t rowCount = command.triangle.getBufferSize(finalClipBound, alignX, alignY);
- if (rowCount > 0) {
- int startRow;
- // TODO: Use SafePointer in shape functions.
- VirtualStackAllocation<RowInterval> rows(rowCount, "Row intervals in executeTriangleDrawing");
- command.triangle.getShape(startRow, rows.getUnsafe(), finalClipBound, alignX, alignY);
- Projection projection = command.triangle.getProjection(command.subB, command.subC, command.perspective);
- command.processTriangle(command.triangleInput, command.targetImage, command.depthBuffer, command.triangle, projection, RowShape(startRow, rowCount, rows.getUnsafe()), command.filter);
- #ifdef SHOW_POST_CLIPPING_WIREFRAME
- drawWireframe(command.targetImage, command.triangle);
- #endif
- }
- }
- // Draw a linearly interpolated sub-triangle for clipping
- static void drawSubTriangle(CommandQueue *commandQueue, const TriangleDrawData &triangleDrawData, const Camera &camera, const IRect &clipBound, const SubVertex &vertexA, const SubVertex &vertexB, const SubVertex &vertexC) {
- //Get the weight of the first corner from the other weights
- FVector3D subB(vertexA.subB, vertexB.subB, vertexC.subB);
- FVector3D subC(vertexA.subC, vertexB.subC, vertexC.subC);
- //FVector3D subA = FVector3D(1.0f, 1.0f, 1.0f) - (subB + subC);
- ProjectedPoint posA = camera.cameraToScreen(vertexA.cs);
- ProjectedPoint posB = camera.cameraToScreen(vertexB.cs);
- ProjectedPoint posC = camera.cameraToScreen(vertexC.cs);
- // Create the sub-triangle
- ITriangle2D triangle(posA, posB, posC);
- // Rounding sub-triangles to integer locations may reverse the direction of zero area triangles
- if (triangle.isFrontfacing()) {
- TriangleDrawCommand command(triangleDrawData, triangle, subB, subC, clipBound);
- if (commandQueue) {
- commandQueue->add(command);
- } else {
- executeTriangleDrawing(command, clipBound);
- }
-
- }
- }
- // Clip triangles against the clip bounds outside of the image
- // Precondition: The triangle needs to be clipped
- // TODO: Take drawSubTriangle as a lambda to drawClippedTriangle using vertex weights as arguments and vertex data as captured variables
- static void drawClippedTriangle(CommandQueue *commandQueue, const TriangleDrawData &triangleDrawData, const Camera &camera, const ITriangle2D &triangle, const IRect &clipBound) {
- ClippedTriangle clipped(triangle);
- int planeCount = camera.getFrustumPlaneCount(true);
- for (int s = 0; s < planeCount; s++) {
- clipped.clip(camera.getFrustumPlane(s, true));
- }
- // Draw a convex triangle fan from the clipped triangle
- for (int triangleIndex = 0; triangleIndex < clipped.getVertexCount() - 2; triangleIndex++) {
- int indexA = 0;
- int indexB = 1 + triangleIndex;
- int indexC = 2 + triangleIndex;
- drawSubTriangle(commandQueue, triangleDrawData, camera, clipBound, clipped.vertices[indexA], clipped.vertices[indexB], clipped.vertices[indexC]);
- }
- }
- // Clipping is applied automatically if needed
- static void renderTriangleWithShader(CommandQueue *commandQueue, const TriangleDrawData &triangleDrawData, const Camera &camera, const ITriangle2D &triangle, const IRect &clipBound) {
- // Allow small triangles to be a bit outside of the view frustum without being clipped by increasing the width and height slopes in a second test
- // This reduces redundant clipping to improve both speed and quality
- Visibility paddedVisibility = getTriangleVisibility(triangle, camera, true);
- // Draw the triangle
- if (paddedVisibility == Visibility::Full) {
- // Only check if the triangle is front facing once we know that the projection is in positive depth
- if (triangle.isFrontfacing()) {
- // Draw the full triangle
- TriangleDrawCommand command(triangleDrawData, triangle, FVector3D(0.0f, 1.0f, 0.0f), FVector3D(0.0f, 0.0f, 1.0f), clipBound);
- if (commandQueue) {
- commandQueue->add(command);
- } else {
- executeTriangleDrawing(command, clipBound);
- }
- }
- } else {
- // Draw a clipped triangle
- drawClippedTriangle(commandQueue, triangleDrawData, camera, triangle, clipBound);
- }
- }
- // TODO: Move shader selection to Shader_RgbaMultiply and let models default to its shader factory function pointer as shader selection
- void dsr::renderTriangleFromData(
- CommandQueue *commandQueue, ImageRgbaU8 *targetImage, ImageF32 *depthBuffer,
- const Camera &camera, const ProjectedPoint &posA, const ProjectedPoint &posB, const ProjectedPoint &posC,
- Filter filter, const TextureRgbaU8 *diffuse, const TextureRgbaU8 *light,
- TriangleTexCoords texCoords, TriangleColors colors) {
- // Get dimensions from both buffers
- int colorWidth = targetImage != nullptr ? image_getWidth(*targetImage) : 0;
- int colorHeight = targetImage != nullptr ? image_getHeight(*targetImage) : 0;
- int depthWidth = depthBuffer != nullptr ? image_getWidth(*depthBuffer) : 0;
- int depthHeight = depthBuffer != nullptr ? image_getHeight(*depthBuffer) : 0;
- // Combine dimensions
- int targetWidth, targetHeight;
- if (targetImage != nullptr) {
- targetWidth = colorWidth;
- targetHeight = colorHeight;
- if (depthBuffer != nullptr) {
- assert(targetWidth == depthWidth);
- assert(targetHeight == depthHeight);
- }
- } else {
- if (depthBuffer != nullptr) {
- targetWidth = depthWidth;
- targetHeight = depthHeight;
- } else {
- return; // No target buffer to draw on
- }
- }
- // Select a bound
- IRect clipBound = IRect::FromSize(targetWidth, targetHeight);
- // Create a triangle
- ITriangle2D triangle(posA, posB, posC);
- // Only draw visible triangles
- Visibility visibility = getTriangleVisibility(triangle, camera, false);
- if (visibility != Visibility::Hidden) {
- // Select an instance of the default shader
- if (!(filter == Filter::Alpha && almostZero(colors.alpha))) {
- renderTriangleWithShader(commandQueue, TriangleDrawData(targetImage, depthBuffer, camera.perspective, filter, TriangleInput(diffuse, light, texCoords, colors), &processTriangle_RgbaMultiply), camera, triangle, clipBound);
- }
- }
- }
- template<bool AFFINE>
- static void executeTriangleDrawingDepth(ImageF32 *depthBuffer, const ITriangle2D& triangle, const IRect &clipBound) {
- int32_t rowCount = triangle.getBufferSize(clipBound, 1, 1);
- if (rowCount > 0) {
- int startRow;
- VirtualStackAllocation<RowInterval> rows(rowCount, "Row intervals in executeTriangleDrawingDepth");
- triangle.getShape(startRow, rows.getUnsafe(), clipBound, 1, 1);
- Projection projection = triangle.getProjection(FVector3D(), FVector3D(), !AFFINE); // TODO: Create a weight using only depth to save time
- RowShape shape = RowShape(startRow, rowCount, rows.getUnsafe());
- // Draw the triangle
- const int depthBufferStride = image_getStride(*depthBuffer);
- SafePointer<float> depthDataRow = image_getSafePointer<float>(*depthBuffer, shape.startRow);
- for (int32_t y = shape.startRow; y < shape.startRow + shape.rowCount; y++) {
- RowInterval row = shape.rows[y - shape.startRow];
- SafePointer<float> depthData = depthDataRow + row.left;
- // Initialize depth iteration
- float depthValue;
- if (AFFINE) {
- depthValue = projection.getWeight_affine(IVector2D(row.left, y)).x;
- } else {
- depthValue = projection.getDepthDividedWeight_perspective(IVector2D(row.left, y)).x;
- }
- float depthDx = projection.pWeightDx.x;
- // Loop over a row of depth pixels
- for (int32_t x = row.left; x < row.right; x++) {
- float oldValue = *depthData;
- if (AFFINE) {
- // Write lower depthValue for orthogonal cameras
- if (depthValue < oldValue) {
- *depthData = depthValue;
- }
- } else {
- // Write higher depthValue for perspective cameras
- if (depthValue > oldValue) {
- *depthData = depthValue;
- }
- }
- depthValue += depthDx;
- depthData += 1;
- }
- // Iterate to the next row
- depthDataRow.increaseBytes(depthBufferStride);
- }
- }
- }
- static void drawTriangleDepth(ImageF32 *depthBuffer, const Camera &camera, const IRect &clipBound, const ITriangle2D& triangle) {
- // Rounding sub-triangles to integer locations may reverse the direction of zero area triangles
- if (triangle.isFrontfacing()) {
- if (camera.perspective) {
- executeTriangleDrawingDepth<false>(depthBuffer, triangle, clipBound);
- } else {
- executeTriangleDrawingDepth<true>(depthBuffer, triangle, clipBound);
- }
- }
- }
- static void drawSubTriangleDepth(ImageF32 *depthBuffer, const Camera &camera, const IRect &clipBound, const SubVertex &vertexA, const SubVertex &vertexB, const SubVertex &vertexC) {
- ProjectedPoint posA = camera.cameraToScreen(vertexA.cs);
- ProjectedPoint posB = camera.cameraToScreen(vertexB.cs);
- ProjectedPoint posC = camera.cameraToScreen(vertexC.cs);
- drawTriangleDepth(depthBuffer, camera, clipBound, ITriangle2D(posA, posB, posC));
- }
- void dsr::renderTriangleFromDataDepth(ImageF32 *depthBuffer, const Camera &camera, const ProjectedPoint &posA, const ProjectedPoint &posB, const ProjectedPoint &posC) {
- // Skip rendering if there's no target buffer
- if (depthBuffer == nullptr) { return; }
- // Select a bound
- IRect clipBound = IRect::FromSize(image_getWidth(*depthBuffer), image_getHeight(*depthBuffer));
- // Create a triangle
- ITriangle2D triangle(posA, posB, posC);
- // Only draw visible triangles
- Visibility visibility = getTriangleVisibility(triangle, camera, false);
- if (visibility != Visibility::Hidden) {
- // Allow small triangles to be a bit outside of the view frustum without being clipped by increasing the width and height slopes in a second test
- // This reduces redundant clipping to improve both speed and quality
- Visibility paddedVisibility = getTriangleVisibility(triangle, camera, true);
- // Draw the triangle
- if (paddedVisibility == Visibility::Full) {
- // Only check if the triangle is front facing once we know that the projection is in positive depth
- if (triangle.isFrontfacing()) {
- // Draw the full triangle
- drawTriangleDepth(depthBuffer, camera, clipBound, triangle);
- }
- } else {
- // Draw a clipped triangle
- ClippedTriangle clipped(triangle); // TODO: Simpler vertex clipping using only positions
- int planeCount = camera.getFrustumPlaneCount(true);
- for (int s = 0; s < planeCount; s++) {
- clipped.clip(camera.getFrustumPlane(s, true));
- }
- // Draw a convex triangle fan from the clipped triangle
- for (int triangleIndex = 0; triangleIndex < clipped.getVertexCount() - 2; triangleIndex++) {
- int indexA = 0;
- int indexB = 1 + triangleIndex;
- int indexC = 2 + triangleIndex;
- drawSubTriangleDepth(depthBuffer, camera, clipBound, clipped.vertices[indexA], clipped.vertices[indexB], clipped.vertices[indexC]);
- }
- }
- }
- }
- void CommandQueue::add(const TriangleDrawCommand &command) {
- this->buffer.push(command);
- }
- void CommandQueue::execute(const IRect &clipBound, int jobCount) const {
- if (jobCount <= 1) {
- // TODO: Make a setting for sorting triangles using indices within each job
- for (int i = 0; i < this->buffer.length(); i++) {
- if (!this->buffer[i].occluded) {
- executeTriangleDrawing(this->buffer[i], clipBound);
- }
- }
- } else {
- VirtualStackAllocation<std::function<void()>> jobs(jobCount, "Triangle draw jobs in CommandQueue::execute");
- int y1 = clipBound.top();
- for (int j = 0; j < jobCount; j++) {
- int y2 = clipBound.top() + ((clipBound.bottom() * (j + 1)) / jobCount);
- // Align to multiples of two lines if it's not at the bottom
- if (j < jobCount - 1) {
- y2 = (y2 / 2) * 2;
- }
- int height = y2 - y1;
- IRect subBound = IRect(clipBound.left(), y1, clipBound.width(), height);
- jobs[j] = [this, subBound]() {
- //this->execute(subBound, 1);
- for (int i = 0; i < this->buffer.length(); i++) {
- if (!this->buffer[i].occluded) {
- executeTriangleDrawing(this->buffer[i], subBound);
- }
- }
- };
- y1 = y2;
- }
- threadedWorkFromArray(jobs, jobCount);
- }
- }
- void CommandQueue::clear() {
- this->buffer.clear();
- }
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