#include #include #include #include "../geometry.h" #include "../graphics.h" /* * careful with concurrent rendering. * use a lock or embed on each routine. */ static RFrame imgrframe = { 0, 0, 1, /* p */ 1, 0, 0, /* bx */ 0, -1, 0 /* by */ }; /* requires p to be in NDC */ int isclipping(Point3 p) { if(p.x > p.w || p.x < -p.w || p.y > p.w || p.y < -p.w || p.z > p.w || p.z < 0) return 1; return 0; } static Point2 flatten(Camera *c, Point3 p) { Point2 p2; Matrix S = { Dx(c->viewport->r)/2, 0, 0, 0, Dy(c->viewport->r)/2, 0, 0, 0, 1, }, T = { 1, 0, 1, 0, 1, 1, 0, 0, 1, }; p2 = (Point2){p.x, p.y, p.w}; if(p2.w != 0) p2 = divpt2(p2, p2.w); mulm(S, T); p2 = xform(p2, S); return p2; } Point toviewport(Camera *c, Point3 p) { Point2 p2; imgrframe.p = Pt2(c->viewport->r.min.x, c->viewport->r.max.y, 1); p2 = invrframexform(flatten(c, p), imgrframe); return (Point){p2.x, p2.y}; } Point2 fromviewport(Camera *c, Point p) { imgrframe.p = Pt2(c->viewport->r.min.x, c->viewport->r.max.y, 1); return rframexform(Pt2(p.x, p.y, 1), imgrframe); } void line3(Camera *c, Point3 p0, Point3 p1, int end0, int end1, Image *src) { p0 = WORLD2NDC(c, p0); p1 = WORLD2NDC(c, p1); if(isclipping(p0) || isclipping(p1)) return; line(c->viewport, toviewport(c, p0), toviewport(c, p1), end0, end1, 0, src, ZP); } Point string3(Camera *c, Point3 p, Image *src, Font *f, char *s) { p = WORLD2NDC(c, p); if(isclipping(p)) return (Point){~0, ~0}; return string(c->viewport, toviewport(c, p), src, ZP, f, s); }