#include "zgl.h" /* fill triangle profile */ /* #define PROFILE */ #define CLIP_XMIN (1<<0) #define CLIP_XMAX (1<<1) #define CLIP_YMIN (1<<2) #define CLIP_YMAX (1<<3) #define CLIP_ZMIN (1<<4) #define CLIP_ZMAX (1<<5) void gl_transform_to_viewport(GLContext *c,GLVertex *v) { float winv; /* coordinates */ winv=1.0/v->pc.W; v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X + c->viewport.trans.X ); v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y + c->viewport.trans.Y ); v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z + c->viewport.trans.Z ); /* color */ if (c->lighting_enabled) { v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN); v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN); v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN); } else { /* no need to convert to integer if no lighting : take current color */ v->zp.r = c->longcurrent_color[0]; v->zp.g = c->longcurrent_color[1]; v->zp.b = c->longcurrent_color[2]; } /* texture */ if (c->texture_2d_enabled) { v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN); v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) + ZB_POINT_T_MIN); } } static void gl_add_select1(GLContext *c,int z1,int z2,int z3) { unsigned int min,max; min=max=z1; if ((unsigned)z2max) max=z2; if ((unsigned)z3>max) max=z3; gl_add_select(c,0xffffffff-min,0xffffffff-max); } /* point */ void gl_draw_point(GLContext *c,GLVertex *p0) { if (p0->clip_code == 0) { if (c->render_mode == GL_SELECT) { gl_add_select(c,p0->zp.z,p0->zp.z); } else { ZB_plot(c->zb,&p0->zp); } } } /* line */ static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t) { q->pc.X=p0->pc.X+(p1->pc.X-p0->pc.X)*t; q->pc.Y=p0->pc.Y+(p1->pc.Y-p0->pc.Y)*t; q->pc.Z=p0->pc.Z+(p1->pc.Z-p0->pc.Z)*t; q->pc.W=p0->pc.W+(p1->pc.W-p0->pc.W)*t; q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t; q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t; q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t; } /* * Line Clipping */ /* Line Clipping algorithm from 'Computer Graphics', Principles and Practice */ static inline int ClipLine1(float denom,float num,float *tmin,float *tmax) { float t; if (denom>0) { t=num/denom; if (t>*tmax) return 0; if (t>*tmin) *tmin=t; } else if (denom<0) { t=num/denom; if (t<*tmin) return 0; if (t<*tmax) *tmax=t; } else if (num>0) return 0; return 1; } void gl_draw_line(GLContext *c,GLVertex *p1,GLVertex *p2) { float dx,dy,dz,dw,x1,y1,z1,w1; float tmin,tmax; GLVertex q1,q2; int cc1,cc2; cc1=p1->clip_code; cc2=p2->clip_code; if ( (cc1 | cc2) == 0) { if (c->render_mode == GL_SELECT) { gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z); } else { if (c->depth_test) ZB_line_z(c->zb,&p1->zp,&p2->zp); else ZB_line(c->zb,&p1->zp,&p2->zp); } } else if ( (cc1&cc2) != 0 ) { return; } else { dx=p2->pc.X-p1->pc.X; dy=p2->pc.Y-p1->pc.Y; dz=p2->pc.Z-p1->pc.Z; dw=p2->pc.W-p1->pc.W; x1=p1->pc.X; y1=p1->pc.Y; z1=p1->pc.Z; w1=p1->pc.W; tmin=0; tmax=1; if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) && ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) && ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) && ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) && ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) && ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) { interpolate(&q1,p1,p2,tmin); interpolate(&q2,p1,p2,tmax); gl_transform_to_viewport(c,&q1); gl_transform_to_viewport(c,&q2); if (c->depth_test) ZB_line_z(c->zb,&q1.zp,&q2.zp); else ZB_line(c->zb,&q1.zp,&q2.zp); } } } /* triangle */ /* * Clipping */ /* We clip the segment [a,b] against the 6 planes of the normal volume. * We compute the point 'c' of intersection and the value of the parameter 't' * of the intersection if x=a+t(b-a). */ #define clip_func(name,sign,dir,dir1,dir2) \ static float name(V4 *c,V4 *a,V4 *b) \ {\ float t,dX,dY,dZ,dW,den;\ dX = (b->X - a->X);\ dY = (b->Y - a->Y);\ dZ = (b->Z - a->Z);\ dW = (b->W - a->W);\ den = -(sign d ## dir) + dW;\ if (den == 0) t=0;\ else t = ( sign a->dir - a->W) / den;\ c->dir1 = a->dir1 + t * d ## dir1;\ c->dir2 = a->dir2 + t * d ## dir2;\ c->W = a->W + t * dW;\ c->dir = sign c->W;\ return t;\ } clip_func(clip_xmin,-,X,Y,Z) clip_func(clip_xmax,+,X,Y,Z) clip_func(clip_ymin,-,Y,X,Z) clip_func(clip_ymax,+,Y,X,Z) clip_func(clip_zmin,-,Z,X,Y) clip_func(clip_zmax,+,Z,X,Y) float (*clip_proc[6])(V4 *,V4 *,V4 *)= { clip_xmin,clip_xmax, clip_ymin,clip_ymax, clip_zmin,clip_zmax }; static inline void updateTmp(GLContext *c, GLVertex *q,GLVertex *p0,GLVertex *p1,float t) { if (c->current_shade_model == GL_SMOOTH) { q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t; q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t; q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t; } else { q->color.v[0]=p0->color.v[0]; q->color.v[1]=p0->color.v[1]; q->color.v[2]=p0->color.v[2]; } if (c->texture_2d_enabled) { q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t; q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t; } q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W); if (q->clip_code==0) gl_transform_to_viewport(c,q); } static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit); void gl_draw_triangle(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2) { int co,c_and,cc[3],front; float norm; cc[0]=p0->clip_code; cc[1]=p1->clip_code; cc[2]=p2->clip_code; co=cc[0] | cc[1] | cc[2]; /* we handle the non clipped case here to go faster */ if (co==0) { norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)- (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y); if (norm == 0) return; front = norm < 0.0; front = front ^ c->current_front_face; /* back face culling */ if (c->cull_face_enabled) { /* most used case first */ if (c->current_cull_face == GL_BACK) { if (front == 0) return; c->draw_triangle_front(c,p0,p1,p2); } else if (c->current_cull_face == GL_FRONT) { if (front != 0) return; c->draw_triangle_back(c,p0,p1,p2); } else { return; } } else { /* no culling */ if (front) { c->draw_triangle_front(c,p0,p1,p2); } else { c->draw_triangle_back(c,p0,p1,p2); } } } else { c_and=cc[0] & cc[1] & cc[2]; if (c_and==0) { gl_draw_triangle_clip(c,p0,p1,p2,0); } } } static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit) { int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask; GLVertex tmp1,tmp2,*q[3]; float tt; cc[0]=p0->clip_code; cc[1]=p1->clip_code; cc[2]=p2->clip_code; co=cc[0] | cc[1] | cc[2]; if (co == 0) { gl_draw_triangle(c,p0,p1,p2); } else { c_and=cc[0] & cc[1] & cc[2]; /* the triangle is completely outside */ if (c_and!=0) return; /* find the next direction to clip */ while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) { clip_bit++; } /* this test can be true only in case of rounding errors */ if (clip_bit == 6) { #if 0 printf("Error:\n"); printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W); printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W); printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W); #endif return; } clip_mask = 1 << clip_bit; co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask; if (co1) { /* one point outside */ if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; } else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; } else { q[0]=p2; q[1]=p0; q[2]=p1; } tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc); updateTmp(c,&tmp1,q[0],q[1],tt); tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc); updateTmp(c,&tmp2,q[0],q[2],tt); tmp1.edge_flag=q[0]->edge_flag; edge_flag_tmp=q[2]->edge_flag; q[2]->edge_flag=0; gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1); tmp2.edge_flag=1; tmp1.edge_flag=0; q[2]->edge_flag=edge_flag_tmp; gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1); } else { /* two points outside */ if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; } else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; } else { q[0]=p2; q[1]=p0; q[2]=p1; } tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc); updateTmp(c,&tmp1,q[0],q[1],tt); tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc); updateTmp(c,&tmp2,q[0],q[2],tt); tmp1.edge_flag=1; tmp2.edge_flag=q[2]->edge_flag; gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1); } } } void gl_draw_triangle_select(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2) { gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z); } #ifdef PROFILE int count_triangles,count_triangles_textured,count_pixels; #endif void gl_draw_triangle_fill(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2) { #ifdef PROFILE { int norm; assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize); assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize); assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize); assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize); assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize); assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize); norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)- (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y); count_pixels+=abs(norm)/2; count_triangles++; } #endif if (c->texture_2d_enabled) { #ifdef PROFILE count_triangles_textured++; #endif ZB_setTexture(c->zb,c->current_texture->images[0].pixmap); ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp); } else if (c->current_shade_model == GL_SMOOTH) { ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp); } else { ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp); } } /* Render a clipped triangle in line mode */ void gl_draw_triangle_line(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2) { if (c->depth_test) { if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp); if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp); if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp); } else { if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp); if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp); if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp); } } /* Render a clipped triangle in point mode */ void gl_draw_triangle_point(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2) { if (p0->edge_flag) ZB_plot(c->zb,&p0->zp); if (p1->edge_flag) ZB_plot(c->zb,&p1->zp); if (p2->edge_flag) ZB_plot(c->zb,&p2->zp); }