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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Camera.h"
- #include "Log.h"
- #include "OcclusionBuffer.h"
- #include <cstring>
- #include "DebugNew.h"
- namespace Urho3D
- {
- static const unsigned CLIPMASK_X_POS = 0x1;
- static const unsigned CLIPMASK_X_NEG = 0x2;
- static const unsigned CLIPMASK_Y_POS = 0x4;
- static const unsigned CLIPMASK_Y_NEG = 0x8;
- static const unsigned CLIPMASK_Z_POS = 0x10;
- static const unsigned CLIPMASK_Z_NEG = 0x20;
- OcclusionBuffer::OcclusionBuffer(Context* context) :
- Object(context),
- buffer_(0),
- width_(0),
- height_(0),
- numTriangles_(0),
- maxTriangles_(OCCLUSION_DEFAULT_MAX_TRIANGLES),
- cullMode_(CULL_CCW),
- depthHierarchyDirty_(true),
- reverseCulling_(false),
- nearClip_(0.0f),
- farClip_(0.0f)
- {
- }
- OcclusionBuffer::~OcclusionBuffer()
- {
- }
- bool OcclusionBuffer::SetSize(int width, int height)
- {
- // Force the height to an even amount of pixels for better mip generation
- if (height & 1)
- ++height;
-
- if (width == width_ && height == height_)
- return true;
-
- if (width <= 0 || height <= 0)
- return false;
-
- if (!IsPowerOfTwo(width))
- {
- LOGERROR("Width is not a power of two");
- return false;
- }
-
- width_ = width;
- height_ = height;
-
- // Reserve extra memory in case 3D clipping is not exact
- fullBuffer_ = new int[width * (height + 2) + 2];
- buffer_ = fullBuffer_.Get() + width + 1;
- mipBuffers_.Clear();
-
- // Build buffers for mip levels
- for (;;)
- {
- width = (width + 1) / 2;
- height = (height + 1) / 2;
-
- mipBuffers_.Push(SharedArrayPtr<DepthValue>(new DepthValue[width * height]));
-
- if (width <= OCCLUSION_MIN_SIZE && height <= OCCLUSION_MIN_SIZE)
- break;
- }
-
- LOGDEBUG("Set occlusion buffer size " + String(width_) + "x" + String(height_) + " with " +
- String(mipBuffers_.Size()) + " mip levels");
-
- CalculateViewport();
- return true;
- }
- void OcclusionBuffer::SetView(Camera* camera)
- {
- if (!camera)
- return;
-
- view_ = camera->GetView();
- projection_ = camera->GetProjection(false);
- viewProj_ = projection_ * view_;
- nearClip_ = camera->GetNearClip();
- farClip_ = camera->GetFarClip();
- reverseCulling_ = camera->GetReverseCulling();
- CalculateViewport();
- }
- void OcclusionBuffer::SetMaxTriangles(unsigned triangles)
- {
- maxTriangles_ = triangles;
- }
- void OcclusionBuffer::SetCullMode(CullMode mode)
- {
- if (reverseCulling_)
- {
- if (mode == CULL_CW)
- mode = CULL_CCW;
- else if (mode == CULL_CCW)
- mode = CULL_CW;
- }
- cullMode_ = mode;
- }
- void OcclusionBuffer::Reset()
- {
- numTriangles_ = 0;
- }
- void OcclusionBuffer::Clear()
- {
- if (!buffer_)
- return;
-
- Reset();
-
- int* dest = buffer_;
- int count = width_ * height_;
-
- while (count--)
- *dest++ = 0x7fffffff;
-
- depthHierarchyDirty_ = true;
- }
- bool OcclusionBuffer::Draw(const Matrix3x4& model, const void* vertexData, unsigned vertexSize, unsigned vertexStart, unsigned vertexCount)
- {
- const unsigned char* srcData = ((const unsigned char*)vertexData) + vertexStart * vertexSize;
-
- Matrix4 modelViewProj = viewProj_ * model;
- depthHierarchyDirty_ = true;
-
- // Theoretical max. amount of vertices if each of the 6 clipping planes doubles the triangle count
- Vector4 vertices[64 * 3];
-
- // 16-bit indices
- unsigned index = 0;
- while (index + 2 < vertexCount)
- {
- if (numTriangles_ >= maxTriangles_)
- return false;
-
- const Vector3& v0 = *((const Vector3*)(&srcData[index * vertexSize]));
- const Vector3& v1 = *((const Vector3*)(&srcData[(index + 1) * vertexSize]));
- const Vector3& v2 = *((const Vector3*)(&srcData[(index + 2) * vertexSize]));
-
- vertices[0] = ModelTransform(modelViewProj, v0);
- vertices[1] = ModelTransform(modelViewProj, v1);
- vertices[2] = ModelTransform(modelViewProj, v2);
- DrawTriangle(vertices);
-
- index += 3;
- }
-
- return true;
- }
- bool OcclusionBuffer::Draw(const Matrix3x4& model, const void* vertexData, unsigned vertexSize, const void* indexData,
- unsigned indexSize, unsigned indexStart, unsigned indexCount)
- {
- const unsigned char* srcData = (const unsigned char*)vertexData;
-
- Matrix4 modelViewProj = viewProj_ * model;
- depthHierarchyDirty_ = true;
-
- // Theoretical max. amount of vertices if each of the 6 clipping planes doubles the triangle count
- Vector4 vertices[64 * 3];
-
- // 16-bit indices
- if (indexSize == sizeof(unsigned short))
- {
- const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
- const unsigned short* indicesEnd = indices + indexCount;
-
- while (indices < indicesEnd)
- {
- if (numTriangles_ >= maxTriangles_)
- return false;
-
- const Vector3& v0 = *((const Vector3*)(&srcData[indices[0] * vertexSize]));
- const Vector3& v1 = *((const Vector3*)(&srcData[indices[1] * vertexSize]));
- const Vector3& v2 = *((const Vector3*)(&srcData[indices[2] * vertexSize]));
-
- vertices[0] = ModelTransform(modelViewProj, v0);
- vertices[1] = ModelTransform(modelViewProj, v1);
- vertices[2] = ModelTransform(modelViewProj, v2);
- DrawTriangle(vertices);
-
- indices += 3;
- }
- }
- else
- {
- const unsigned* indices = ((const unsigned*)indexData) + indexStart;
- const unsigned* indicesEnd = indices + indexCount;
-
- while (indices < indicesEnd)
- {
- if (numTriangles_ >= maxTriangles_)
- return false;
-
- const Vector3& v0 = *((const Vector3*)(&srcData[indices[0] * vertexSize]));
- const Vector3& v1 = *((const Vector3*)(&srcData[indices[1] * vertexSize]));
- const Vector3& v2 = *((const Vector3*)(&srcData[indices[2] * vertexSize]));
-
- vertices[0] = ModelTransform(modelViewProj, v0);
- vertices[1] = ModelTransform(modelViewProj, v1);
- vertices[2] = ModelTransform(modelViewProj, v2);
- DrawTriangle(vertices);
-
- indices += 3;
- }
- }
-
- return true;
- }
- void OcclusionBuffer::BuildDepthHierarchy()
- {
- if (!buffer_)
- return;
-
- // Build the first mip level from the pixel-level data
- int width = (width_ + 1) / 2;
- int height = (height_ + 1) / 2;
- if (mipBuffers_.Size())
- {
- for (int y = 0; y < height; ++y)
- {
- int* src = buffer_ + (y * 2) * width_;
- DepthValue* dest = mipBuffers_[0].Get() + y * width;
- DepthValue* end = dest + width;
-
- if (y * 2 + 1 < height_)
- {
- int* src2 = src + width_;
- while (dest < end)
- {
- int minUpper = Min(src[0], src[1]);
- int minLower = Min(src2[0], src2[1]);
- dest->min_ = Min(minUpper, minLower);
- int maxUpper = Max(src[0], src[1]);
- int maxLower = Max(src2[0], src2[1]);
- dest->max_ = Max(maxUpper, maxLower);
-
- src += 2;
- src2 += 2;
- ++dest;
- }
- }
- else
- {
- while (dest < end)
- {
- dest->min_ = Min(src[0], src[1]);
- dest->max_ = Max(src[0], src[1]);
-
- src += 2;
- ++dest;
- }
- }
- }
- }
-
- // Build the rest of the mip levels
- for (unsigned i = 1; i < mipBuffers_.Size(); ++i)
- {
- int prevWidth = width;
- int prevHeight = height;
- width = (width + 1) / 2;
- height = (height + 1) / 2;
-
- for (int y = 0; y < height; ++y)
- {
- DepthValue* src = mipBuffers_[i - 1].Get() + (y * 2) * prevWidth;
- DepthValue* dest = mipBuffers_[i].Get() + y * width;
- DepthValue* end = dest + width;
-
- if (y * 2 + 1 < prevHeight)
- {
- DepthValue* src2 = src + prevWidth;
- while (dest < end)
- {
- int minUpper = Min(src[0].min_, src[1].min_);
- int minLower = Min(src2[0].min_, src2[1].min_);
- dest->min_ = Min(minUpper, minLower);
- int maxUpper = Max(src[0].max_, src[1].max_);
- int maxLower = Max(src2[0].max_, src2[1].max_);
- dest->max_ = Max(maxUpper, maxLower);
-
- src += 2;
- src2 += 2;
- ++dest;
- }
- }
- else
- {
- while (dest < end)
- {
- dest->min_ = Min(src[0].min_, src[1].min_);
- dest->max_ = Max(src[0].max_, src[1].max_);
-
- src += 2;
- ++dest;
- }
- }
- }
- }
-
- depthHierarchyDirty_ = false;
- }
- void OcclusionBuffer::ResetUseTimer()
- {
- useTimer_.Reset();
- }
- bool OcclusionBuffer::IsVisible(const BoundingBox& worldSpaceBox) const
- {
- if (!buffer_)
- return true;
-
- // Transform corners to projection space
- Vector4 vertices[8];
- vertices[0] = ModelTransform(viewProj_, worldSpaceBox.min_);
- vertices[1] = ModelTransform(viewProj_, Vector3(worldSpaceBox.max_.x_, worldSpaceBox.min_.y_, worldSpaceBox.min_.z_));
- vertices[2] = ModelTransform(viewProj_, Vector3(worldSpaceBox.min_.x_, worldSpaceBox.max_.y_, worldSpaceBox.min_.z_));
- vertices[3] = ModelTransform(viewProj_, Vector3(worldSpaceBox.max_.x_, worldSpaceBox.max_.y_, worldSpaceBox.min_.z_));
- vertices[4] = ModelTransform(viewProj_, Vector3(worldSpaceBox.min_.x_, worldSpaceBox.min_.y_, worldSpaceBox.max_.z_));
- vertices[5] = ModelTransform(viewProj_, Vector3(worldSpaceBox.max_.x_, worldSpaceBox.min_.y_, worldSpaceBox.max_.z_));
- vertices[6] = ModelTransform(viewProj_, Vector3(worldSpaceBox.min_.x_, worldSpaceBox.max_.y_, worldSpaceBox.max_.z_));
- vertices[7] = ModelTransform(viewProj_, worldSpaceBox.max_);
-
- // Apply a far clip relative bias
- for (unsigned i = 0; i < 8; ++i)
- vertices[i].z_ -= OCCLUSION_RELATIVE_BIAS;
-
- // Transform to screen space. If any of the corners cross the near plane, assume visible
- float minX, maxX, minY, maxY, minZ;
-
- if (vertices[0].z_ <= 0.0f)
- return true;
-
- Vector3 projected = ViewportTransform(vertices[0]);
- minX = maxX = projected.x_;
- minY = maxY = projected.y_;
- minZ = projected.z_;
-
- // Project the rest
- for (unsigned i = 1; i < 8; ++i)
- {
- if (vertices[i].z_ <= 0.0f)
- return true;
-
- projected = ViewportTransform(vertices[i]);
-
- if (projected.x_ < minX) minX = projected.x_;
- if (projected.x_ > maxX) maxX = projected.x_;
- if (projected.y_ < minY) minY = projected.y_;
- if (projected.y_ > maxY) maxY = projected.y_;
- if (projected.z_ < minZ) minZ = projected.z_;
- }
-
- // Expand the bounding box 1 pixel in each direction to be conservative and correct rasterization offset
- IntRect rect(
- (int)(minX - 1.5f), (int)(minY - 1.5f),
- (int)(maxX + 0.5f), (int)(maxY + 0.5f)
- );
-
- // If the rect is outside, let frustum culling handle
- if (rect.right_ < 0 || rect.bottom_ < 0)
- return true;
- if (rect.left_ >= width_ || rect.top_ >= height_)
- return true;
-
- // Clipping of rect
- if (rect.left_ < 0)
- rect.left_ = 0;
- if (rect.top_ < 0)
- rect.top_ = 0;
- if (rect.right_ >= width_)
- rect.right_ = width_ - 1;
- if (rect.bottom_ >= height_)
- rect.bottom_ = height_ - 1;
-
- // Convert depth to integer and apply final bias
- int z = (int)(minZ + 0.5f) - OCCLUSION_FIXED_BIAS;
-
- if (!depthHierarchyDirty_)
- {
- // Start from lowest mip level and check if a conclusive result can be found
- for (int i = mipBuffers_.Size() - 1; i >= 0; --i)
- {
- int shift = i + 1;
- int width = width_ >> shift;
- int left = rect.left_ >> shift;
- int right = rect.right_ >> shift;
-
- DepthValue* buffer = mipBuffers_[i].Get();
- DepthValue* row = buffer + (rect.top_ >> shift) * width;
- DepthValue* endRow = buffer + (rect.bottom_ >> shift) * width;
- bool allOccluded = true;
-
- while (row <= endRow)
- {
- DepthValue* src = row + left;
- DepthValue* end = row + right;
- while (src <= end)
- {
- if (z <= src->min_)
- return true;
- if (z <= src->max_)
- allOccluded = false;
- ++src;
- }
- row += width;
- }
-
- if (allOccluded)
- return false;
- }
- }
-
- // If no conclusive result, finally check the pixel-level data
- int* row = buffer_ + rect.top_ * width_;
- int* endRow = buffer_ + rect.bottom_ * width_;
- while (row <= endRow)
- {
- int* src = row + rect.left_;
- int* end = row + rect.right_;
- while (src <= end)
- {
- if (z <= *src)
- return true;
- ++src;
- }
- row += width_;
- }
-
- return false;
- }
- unsigned OcclusionBuffer::GetUseTimer()
- {
- return useTimer_.GetMSec(false);
- }
- inline Vector4 OcclusionBuffer::ModelTransform(const Matrix4& transform, const Vector3& vertex) const
- {
- return Vector4(
- transform.m00_ * vertex.x_ + transform.m01_ * vertex.y_ + transform.m02_ * vertex.z_ + transform.m03_,
- transform.m10_ * vertex.x_ + transform.m11_ * vertex.y_ + transform.m12_ * vertex.z_ + transform.m13_,
- transform.m20_ * vertex.x_ + transform.m21_ * vertex.y_ + transform.m22_ * vertex.z_ + transform.m23_,
- transform.m30_ * vertex.x_ + transform.m31_ * vertex.y_ + transform.m32_ * vertex.z_ + transform.m33_
- );
- }
- inline Vector3 OcclusionBuffer::ViewportTransform(const Vector4& vertex) const
- {
- float invW = 1.0f / vertex.w_;
- return Vector3(
- invW * vertex.x_ * scaleX_ + offsetX_,
- invW * vertex.y_ * scaleY_ + offsetY_,
- invW * vertex.z_ * OCCLUSION_Z_SCALE
- );
- }
- inline Vector4 OcclusionBuffer::ClipEdge(const Vector4& v0, const Vector4& v1, float d0, float d1) const
- {
- float t = d0 / (d0 - d1);
- return v0 + t * (v1 - v0);
- }
- inline float OcclusionBuffer::SignedArea(const Vector3& v0, const Vector3& v1, const Vector3& v2) const
- {
- float aX = v0.x_ - v1.x_;
- float aY = v0.y_ - v1.y_;
- float bX = v2.x_ - v1.x_;
- float bY = v2.y_ - v1.y_;
- return aX * bY - aY * bX;
- }
- void OcclusionBuffer::CalculateViewport()
- {
- // Add half pixel offset due to 3D frustum culling
- scaleX_ = 0.5f * width_;
- scaleY_ = -0.5f * height_;
- offsetX_ = 0.5f * width_ + 0.5f;
- offsetY_ = 0.5f * height_ + 0.5f;
- projOffsetScaleX_ = projection_.m00_ * scaleX_;
- projOffsetScaleY_ = projection_.m11_ * scaleY_;
- }
- void OcclusionBuffer::DrawTriangle(Vector4* vertices)
- {
- unsigned clipMask = 0;
- unsigned andClipMask = 0;
- bool drawOk = false;
- Vector3 projected[3];
-
- // Build the clip plane mask for the triangle
- for (unsigned i = 0; i < 3; ++i)
- {
- unsigned vertexClipMask = 0;
-
- if (vertices[i].x_ > vertices[i].w_)
- vertexClipMask |= CLIPMASK_X_POS;
- if (vertices[i].x_ < -vertices[i].w_)
- vertexClipMask |= CLIPMASK_X_NEG;
- if (vertices[i].y_ > vertices[i].w_)
- vertexClipMask |= CLIPMASK_Y_POS;
- if (vertices[i].y_ < -vertices[i].w_)
- vertexClipMask |= CLIPMASK_Y_NEG;
- if (vertices[i].z_ > vertices[i].w_)
- vertexClipMask |= CLIPMASK_Z_POS;
- if (vertices[i].z_ < 0.0f)
- vertexClipMask |= CLIPMASK_Z_NEG;
-
- clipMask |= vertexClipMask;
-
- if (!i)
- andClipMask = vertexClipMask;
- else
- andClipMask &= vertexClipMask;
- }
-
- // If triangle is fully behind any clip plane, can reject quickly
- if (andClipMask)
- return;
-
- // Check if triangle is fully inside
- if (!clipMask)
- {
- projected[0] = ViewportTransform(vertices[0]);
- projected[1] = ViewportTransform(vertices[1]);
- projected[2] = ViewportTransform(vertices[2]);
-
- bool clockwise = SignedArea(projected[0], projected[1], projected[2]) < 0.0f;
- if (cullMode_ == CULL_NONE || (cullMode_ == CULL_CCW && clockwise) || (cullMode_ == CULL_CW && !clockwise))
- {
- DrawTriangle2D(projected, clockwise);
- drawOk = true;
- }
- }
- else
- {
- bool triangles[64];
-
- // Initial triangle
- triangles[0] = true;
- unsigned numTriangles = 1;
-
- if (clipMask & CLIPMASK_X_POS)
- ClipVertices(Vector4(-1.0f, 0.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_X_NEG)
- ClipVertices(Vector4(1.0f, 0.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Y_POS)
- ClipVertices(Vector4(0.0f, -1.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Y_NEG)
- ClipVertices(Vector4(0.0f, 1.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Z_POS)
- ClipVertices(Vector4(0.0f, 0.0f, -1.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Z_NEG)
- ClipVertices(Vector4(0.0f, 0.0f, 1.0f, 0.0f), vertices, triangles, numTriangles);
-
- // Draw each accepted triangle
- for (unsigned i = 0; i < numTriangles; ++i)
- {
- if (triangles[i])
- {
- unsigned index = i * 3;
- projected[0] = ViewportTransform(vertices[index]);
- projected[1] = ViewportTransform(vertices[index + 1]);
- projected[2] = ViewportTransform(vertices[index + 2]);
-
- bool clockwise = SignedArea(projected[0], projected[1], projected[2]) < 0.0f;
- if (cullMode_ == CULL_NONE || (cullMode_ == CULL_CCW && clockwise) || (cullMode_ == CULL_CW && !clockwise))
- {
- DrawTriangle2D(projected, clockwise);
- drawOk = true;
- }
- }
- }
- }
-
- if (drawOk)
- ++numTriangles_;
- }
- void OcclusionBuffer::ClipVertices(const Vector4& plane, Vector4* vertices, bool* triangles, unsigned& numTriangles)
- {
- unsigned num = numTriangles;
-
- for (unsigned i = 0; i < num; ++i)
- {
- if (triangles[i])
- {
- unsigned index = i * 3;
- float d0 = plane.DotProduct(vertices[index]);
- float d1 = plane.DotProduct(vertices[index + 1]);
- float d2 = plane.DotProduct(vertices[index + 2]);
-
- // If all vertices behind the plane, reject triangle
- if (d0 < 0.0f && d1 < 0.0f && d2 < 0.0f)
- {
- triangles[i] = false;
- continue;
- }
- // If 2 vertices behind the plane, create a new triangle in-place
- else if (d0 < 0.0f && d1 < 0.0f)
- {
- vertices[index] = ClipEdge(vertices[index], vertices[index + 2], d0, d2);
- vertices[index + 1] = ClipEdge(vertices[index + 1], vertices[index + 2], d1, d2);
- }
- else if (d0 < 0.0f && d2 < 0.0f)
- {
- vertices[index] = ClipEdge(vertices[index], vertices[index + 1], d0, d1);
- vertices[index + 2] = ClipEdge(vertices[index + 2], vertices[index + 1], d2, d1);
- }
- else if (d1 < 0.0f && d2 < 0.0f)
- {
- vertices[index + 1] = ClipEdge(vertices[index + 1], vertices[index], d1, d0);
- vertices[index + 2] = ClipEdge(vertices[index + 2], vertices[index], d2, d0);
- }
- // 1 vertex behind the plane: create one new triangle, and modify one in-place
- else if (d0 < 0.0f)
- {
- unsigned newIdx = numTriangles * 3;
- triangles[numTriangles] = true;
- ++numTriangles;
-
- vertices[newIdx] = ClipEdge(vertices[index], vertices[index + 2], d0, d2);
- vertices[newIdx + 1] = vertices[index] = ClipEdge(vertices[index], vertices[index + 1], d0, d1);
- vertices[newIdx + 2] = vertices[index + 2];
- }
- else if (d1 < 0.0f)
- {
- unsigned newIdx = numTriangles * 3;
- triangles[numTriangles] = true;
- ++numTriangles;
-
- vertices[newIdx + 1] = ClipEdge(vertices[index + 1], vertices[index], d1, d0);
- vertices[newIdx + 2] = vertices[index + 1] = ClipEdge(vertices[index + 1], vertices[index + 2], d1, d2);
- vertices[newIdx] = vertices[index];
- }
- else if (d2 < 0.0f)
- {
- unsigned newIdx = numTriangles * 3;
- triangles[numTriangles] = true;
- ++numTriangles;
-
- vertices[newIdx + 2] = ClipEdge(vertices[index + 2], vertices[index + 1], d2, d1);
- vertices[newIdx] = vertices[index + 2] = ClipEdge(vertices[index + 2], vertices[index], d2, d0);
- vertices[newIdx + 1] = vertices[index + 1];
- }
- }
- }
- }
- // Code based on Chris Hecker's Perspective Texture Mapping series in the Game Developer magazine
- // Also available online at http://chrishecker.com/Miscellaneous_Technical_Articles
- /// %Gradients of a software rasterized triangle.
- struct Gradients
- {
- /// Construct from vertices.
- Gradients(const Vector3* vertices)
- {
- float invdX = 1.0f / (((vertices[1].x_ - vertices[2].x_) *
- (vertices[0].y_ - vertices[2].y_)) -
- ((vertices[0].x_ - vertices[2].x_) *
- (vertices[1].y_ - vertices[2].y_)));
-
- float invdY = -invdX;
-
- dInvZdX_ = invdX * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].y_ - vertices[2].y_)) -
- ((vertices[0].z_ - vertices[2].z_) * (vertices[1].y_ - vertices[2].y_)));
-
- dInvZdY_ = invdY * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].x_ - vertices[2].x_)) -
- ((vertices[0].z_ - vertices[2].z_) * (vertices[1].x_ - vertices[2].x_)));
-
- dInvZdXInt_ = (int)dInvZdX_;
- }
-
- /// Integer horizontal gradient.
- int dInvZdXInt_;
- /// Horizontal gradient.
- float dInvZdX_;
- /// Vertical gradient.
- float dInvZdY_;
- };
- /// %Edge of a software rasterized triangle.
- struct Edge
- {
- /// Construct from gradients and top & bottom vertices.
- Edge(const Gradients& gradients, const Vector3& top, const Vector3& bottom, int topY)
- {
- float height = (bottom.y_ - top.y_);
- float slope = (height != 0.0f) ? (bottom.x_ - top.x_) / height : 0.0f;
- float yPreStep = (float)(topY + 1) - top.y_;
- float xPreStep = slope * yPreStep;
-
- x_ = (int)((xPreStep + top.x_) * OCCLUSION_X_SCALE + 0.5f);
- xStep_ = (int)(slope * OCCLUSION_X_SCALE + 0.5f);
- invZ_ = (int)(top.z_ + xPreStep * gradients.dInvZdX_ + yPreStep * gradients.dInvZdY_ + 0.5f);
- invZStep_ = (int)(slope * gradients.dInvZdX_ + gradients.dInvZdY_ + 0.5f);
- }
-
- /// X coordinate.
- int x_;
- /// X coordinate step.
- int xStep_;
- /// Inverse Z.
- int invZ_;
- /// Inverse Z step.
- int invZStep_;
- };
- void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices, bool clockwise)
- {
- int top, middle, bottom;
- bool middleIsRight;
-
- // Sort vertices in Y-direction
- if (vertices[0].y_ < vertices[1].y_)
- {
- if (vertices[2].y_ < vertices[0].y_)
- {
- top = 2; middle = 0; bottom = 1;
- middleIsRight = true;
- }
- else
- {
- top = 0;
- if (vertices[1].y_ < vertices[2].y_)
- {
- middle = 1; bottom = 2;
- middleIsRight = true;
- }
- else
- {
- middle = 2; bottom = 1;
- middleIsRight = false;
- }
- }
- }
- else
- {
- if (vertices[2].y_ < vertices[1].y_)
- {
- top = 2; middle = 1; bottom = 0;
- middleIsRight = false;
- }
- else
- {
- top = 1;
- if (vertices[0].y_ < vertices[2].y_)
- {
- middle = 0; bottom = 2;
- middleIsRight = false;
- }
- else
- {
- middle = 2; bottom = 0;
- middleIsRight = true;
- }
- }
- }
- int topY = (int)vertices[top].y_;
- int middleY = (int)vertices[middle].y_;
- int bottomY = (int)vertices[bottom].y_;
-
- // Check for degenerate triangle
- if (topY == bottomY)
- return;
-
- // Reverse middleIsRight test if triangle is counterclockwise
- if (!clockwise)
- middleIsRight = !middleIsRight;
- Gradients gradients(vertices);
- Edge topToMiddle(gradients, vertices[top], vertices[middle], topY);
- Edge topToBottom(gradients, vertices[top], vertices[bottom], topY);
- Edge middleToBottom(gradients, vertices[middle], vertices[bottom], middleY);
-
- if (middleIsRight)
- {
- // Top half
- int* row = buffer_ + topY * width_;
- int* endRow = buffer_ + middleY * width_;
- while (row < endRow)
- {
- int invZ = topToBottom.invZ_;
- int* dest = row + (topToBottom.x_ >> 16);
- int* end = row + (topToMiddle.x_ >> 16);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
-
- topToBottom.x_ += topToBottom.xStep_;
- topToBottom.invZ_ += topToBottom.invZStep_;
- topToMiddle.x_ += topToMiddle.xStep_;
- row += width_;
- }
-
- // Bottom half
- row = buffer_ + middleY * width_;
- endRow = buffer_ + bottomY * width_;
- while (row < endRow)
- {
- int invZ = topToBottom.invZ_;
- int* dest = row + (topToBottom.x_ >> 16);
- int* end = row + (middleToBottom.x_ >> 16);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
-
- topToBottom.x_ += topToBottom.xStep_;
- topToBottom.invZ_ += topToBottom.invZStep_;
- middleToBottom.x_ += middleToBottom.xStep_;
- row += width_;
- }
- }
- else
- {
- // Top half
- int* row = buffer_ + topY * width_;
- int* endRow = buffer_ + middleY * width_;
- while (row < endRow)
- {
- int invZ = topToMiddle.invZ_;
- int* dest = row + (topToMiddle.x_ >> 16);
- int* end = row + (topToBottom.x_ >> 16);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
-
- topToMiddle.x_ += topToMiddle.xStep_;
- topToMiddle.invZ_ += topToMiddle.invZStep_;
- topToBottom.x_ += topToBottom.xStep_;
- row += width_;
- }
-
- // Bottom half
- row = buffer_ + middleY * width_;
- endRow = buffer_ + bottomY * width_;
- while (row < endRow)
- {
- int invZ = middleToBottom.invZ_;
- int* dest = row + (middleToBottom.x_ >> 16);
- int* end = row + (topToBottom.x_ >> 16);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
-
- middleToBottom.x_ += middleToBottom.xStep_;
- middleToBottom.invZ_ += middleToBottom.invZStep_;
- topToBottom.x_ += topToBottom.xStep_;
- row += width_;
- }
- }
- }
- }
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