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- #ifndef RASTERIZER_H
- #define RASTERIZER_H
- // ===============================
- // AUTHOR : Angel Ortiz (angelo12 AT vt DOT edu)
- // CREATE DATE : 2018-07-03
- // PURPOSE : To break down the vertex data into fragments. Determine which of those
- // fragments are visible within the screen and within a given line/triangle.
- // apply the fragment shader to each triangle and post process using gamma
- // correction. Can rasterize points, lines and triangles.
- // ===============================
- // SPECIAL NOTES: Although line rasterization is possible the engine currently only supports
- // triangle rasterization through the higher level software rendering class. It's important
- // to also note that this rasterizer is nowhere close to optimized. On a future iteration,
- // it would an ideal candidate for a total makeover, reducing the coupling with other classes
- // and transforming the rasterizer pipeline from a float and scalar one to a fixed point
- // and vectorized one. This would simplify the implementation of of many advanced features
- // such as mip-mapping, sub-pixel precision, gradient based shading and antialiasing which
- // are now very complicated to implement without it.
- // ===============================
- //Headers
- #include "SDL.h"
- #include "buffer.h"
- #include "vector3D.h"
- #include "shader.h"
-
- //Takes in vertex data, rasterizes the surface and applies the fragment shader at
- //each fragment. If it passes the depth test the fragment is written to the pixel buffer.
- class Rasterizer{
- public:
- //Simple full screen effects that don't need any vertex data
- static void makeCoolPattern(Buffer<Uint32> *pixelBuffer);
- static void testPattern(Buffer<Uint32> *pixelBuffer);
- //Bresenham's line drawing algorithm using only int arithmetic
- static void drawLine(Vector3f &vertex1, Vector3f &vertex2, const Uint32 &color, Buffer<Uint32> *pixelBuffer);
- //Draws wireframe rendering of triangle by calling the line drawer for each
- //Line in a triangle.(AB, BC, AC)
- static void drawWireFrame(Vector3f *vertices, IShader &shader, Buffer<Uint32> *pixelBuffer);
- //Proper triangle rasterization with vertex interpolation. Zbuffering, post processing
- //Sadly, not very efficient since it uses floats and scalar operations instead of SIMD
- static void drawTriangles(Vector3f *vertices, IShader &shader, Buffer<Uint32> *pixelBuffer, Buffer<float> *zBuffer);
- //Transforms coordinates from NDC to pixel values
- static void viewportTransform(Buffer<Uint32> *pixelBuffer, Vector3f *vertices);
- //Builds the triangle bounding box
- static void triBoundBox(int &xMax, int &xMin, int &yMax, int &yMin, Vector3f *vertices, Buffer<Uint32> *pixelBuffer);
- //Baricentric coordinates by use of pineda style edge detection
- static float edge(Vector3f &a, Vector3f &b, Vector3f &c);
- static bool inside(float edge, float a, float b);
- //Post processing operations
- static float clamp(float n, float lower, float upper);
- static int gammaAdjust(float n);
- private:
- Rasterizer(){}; //Ensuring an object can never be instanced accidentally
- //Setting this equal to the same pixel format our screen texture is in
- static const Uint32 PIXEL_FORMAT = SDL_PIXELFORMAT_RGB888;
- static const SDL_PixelFormat* mappingFormat;
- //Some basic colors
- static const Uint32 white;
- static const Uint32 red;
- static const Uint32 green;
- static const Uint32 blue;
- //Gamma correction look-up table for gamma = 2.2
- static const int gammaTable[256];
- };
- #endif
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