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authorrodri <rgl@antares-labs.eu>2024-02-07 12:19:23 +0000
committerrodri <rgl@antares-labs.eu>2024-02-07 12:19:23 +0000
commitdc21c6d3ee44b7e088dc305e2ab685a433b42a75 (patch)
tree443d5589df3919e3652b755d22edf5775c59f1fb
parent6c7fd839f6ea6326bae354a27a2ba3c592444856 (diff)
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implement perspective-correct attribute interpolation.
also committing unfinished code for the clipping algorithm. references: - Kok-Lim Low, “Perspective-Correct Interpolation”, 2002 - https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/perspective-correct-interpolation-vertex-attributes.html - https://www.rose-hulman.edu/class/csse/csse351-abet/m10/triangle_fill.pdf, p. 23
-rw-r--r--render.c159
1 files changed, 146 insertions, 13 deletions
diff --git a/render.c b/render.c
index fea2b4c..8701288 100644
--- a/render.c
+++ b/render.c
@@ -89,20 +89,81 @@ triangulate(OBJElem **newe, OBJElem *e)
}
static int
-isclipping(Point3 p)
+isvisible(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 > p.w)
- return 1;
- return 0;
+ return 0;
+ return 1;
}
+static void
+mulsdm(double r[6], double m[6][4], Point3 p)
+{
+ int i;
+
+ for(i = 0; i < 6; i++)
+ r[i] += m[i][0]*p.x + m[i][1]*p.y + m[i][2]*p.z + m[i][3]*p.w;
+}
+
+typedef struct
+{
+ Vertex *v;
+ ulong n;
+ ulong cap;
+} Polygon;
+
+typedef struct
+{
+ ulong *idx;
+ ulong nidx;
+ ulong cap;
+} Cliplist;
+
static int
-cliptriangle(Triangle *)
+addvert(Polygon *p, Vertex v)
{
- /* TODO implement homogeneous clipping procedure */
+ if(++p->n > p->cap)
+ p->v = erealloc(p->v, (p->cap = p->n)*sizeof(*p->v));
+ p->v[p->n-1] = v;
+ return p->n;
+}
+
+static void
+delvert(Polygon *p, ulong idx)
+{
+ if(--p->n > 1 && idx < p->cap-1)
+ memmove(&p->v[idx], &p->v[idx+1], p->n);
+}
+
+static int
+addidx(Cliplist *l, ulong idx)
+{
+ if(++l->nidx > l->cap)
+ l->idx = erealloc(l->idx, (l->cap = l->nidx)*sizeof(*l->idx));
+ l->idx[l->nidx-1] = idx;
+ return l->nidx;
+}
+
+static int
+idxcmp(ulong *a, ulong *b)
+{
+ return *a - *b;
+}
+
+static void
+reapverts(Polygon *p, Cliplist *l)
+{
+ qsort(l->idx, l->nidx, sizeof(l->idx[0]), (int(*)(void*,void*))idxcmp);
+ while(l->nidx--)
+ delvert(p, l->idx[l->nidx]);
+}
+static int
+cliptriangle(Triangle *t)
+{
+ /* TODO implement homogeneous clipping procedure */
/*
* requirements:
*
@@ -111,6 +172,49 @@ cliptriangle(Triangle *)
* - uv coordinates must be adjusted in proportion to the new
* points.
*/
+ enum { L, R, B, T, F, N };
+ /* signed distance from each clipping plane */
+ static double sdm[6][4] = {
+ 1, 0, 0, 1,
+ -1, 0, 0, 1,
+ 0, 1, 0, 1,
+ 0, -1, 0, 1,
+ 0, 0, 1, 1,
+ 0, 0, -1, 1,
+ }, sd0[6], sd1[6];
+ Polygon V; /* new polygon verts */
+ Cliplist D; /* verts to delete */
+ Vertex v; /* new vertex (line-plane intersection) */
+ int i, j;
+
+ if(!isvisible(t[0][0].p) && !isvisible(t[0][1].p) && !isvisible(t[0][2].p))
+ return 0;
+
+ memset(&V, 0, sizeof V);
+ memset(&D, 0, sizeof D);
+ /* initialize with the original triangle */
+// for(i = 0; i < 3; i++)
+// addvert(&V, t[0][i]);
+//
+// for(i = 0; i < V.n-1; i++){
+// memset(sd0, 0, sizeof sd0);
+// memset(sd1, 0, sizeof sd1);
+// mulsdm(sd0, sdm, V.v[i].p);
+// mulsdm(sd1, sdm, V.v[i+1].p);
+//
+// for(j = 0; j < 6; j++){
+// if(sd0[i] < 0 && sd1[i] < 0){
+// addidx(&D, i);
+// addidx(&D, i+1);
+// }else if(sd0[i] < 0){
+// addidx(&D, i);
+// }else if(sd1[i] < 0){
+// addidx(&D, i+1);
+// }
+// reapverts(&V, &D);
+// }
+// }
+
return 1;
}
@@ -151,13 +255,20 @@ world2clip(Camera *c, Point3 p)
/*
* performs the perspective division, placing
- * p.[xyz] ∈ [-1,1] and p.w = 1
+ * p.[xyz] ∈ [-1,1] and p.w = 1/z
* (aka Normalized Device Coordinates).
+ *
+ * p.w is kept as z⁻¹ so we can later do
+ * perspective-correct attribute interpolation.
*/
static Point3
clip2ndc(Point3 p)
{
- return divpt3(p, p.w);
+ p.w = 1.0/p.w;
+ p.x *= p.w;
+ p.y *= p.w;
+ p.z *= p.w;
+ return p;
}
/*
@@ -174,8 +285,13 @@ ndc2viewport(Framebuf *fb, Point3 p)
0, 0, 1.0/2.0, 1.0/2.0,
0, 0, 0, 1,
};
+ double w;
- return xform3(p, view);
+ w = p.w;
+ p.w = 1;
+ p = xform3(p, view);
+ p.w = w;
+ return p;
}
void
@@ -232,6 +348,14 @@ rasterize(SUparams *params, Triangle t, Memimage *frag)
fsp.frag = frag;
fsp.cbuf = cbuf;
+ /* perspective-divide the attributes */
+// t[0].c = mulpt3(t[0].c, t[0].p.w);
+// t[1].c = mulpt3(t[1].c, t[1].p.w);
+// t[2].c = mulpt3(t[2].c, t[2].p.w);
+ t[0].uv = mulpt2(t[0].uv, t[0].p.w);
+ t[1].uv = mulpt2(t[1].uv, t[1].p.w);
+ t[2].uv = mulpt2(t[2].uv, t[2].p.w);
+
for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++)
for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){
bc = barycoords(t₂, Pt2(p.x,p.y,1));
@@ -248,11 +372,20 @@ rasterize(SUparams *params, Triangle t, Memimage *frag)
params->fb->zbuf[p.x + p.y*Dx(params->fb->r)] = depth;
unlock(&params->fb->zbuflk);
+ /* lerp z⁻¹ and get actual z */
+ z = t[0].p.w*bc.x + t[1].p.w*bc.y + t[2].p.w*bc.z;
+ z = 1.0/(z < 1e-6? 1e-6: z);
+
+ /* lerp attribute and dissolve perspective */
+// t[0].c = mulpt3(t[0].c, bc.x*z);
+// t[1].c = mulpt3(t[1].c, bc.y*z);
+// t[2].c = mulpt3(t[2].c, bc.z*z);
+
cbuf[0] = 0xFF;
if((t[0].uv.w + t[1].uv.w + t[2].uv.w) != 0){
- tt₂.p0 = mulpt2(t[0].uv, bc.x);
- tt₂.p1 = mulpt2(t[1].uv, bc.y);
- tt₂.p2 = mulpt2(t[2].uv, bc.z);
+ tt₂.p0 = mulpt2(t[0].uv, bc.x*z);
+ tt₂.p1 = mulpt2(t[1].uv, bc.y*z);
+ tt₂.p2 = mulpt2(t[2].uv, bc.z*z);
tp.x = (tt₂.p0.x + tt₂.p1.x + tt₂.p2.x)*Dx(params->modeltex->r);
tp.y = (1 - (tt₂.p0.y + tt₂.p1.y + tt₂.p2.y))*Dy(params->modeltex->r);
@@ -284,7 +417,7 @@ shaderunit(void *arg)
OBJIndexArray *idxtab;
OBJElem **ep;
Point3 n; /* surface normal */
- Triangle t[2*3]; /* triangles to raster */
+ Triangle t[7-2]; /* triangles to raster */
int nt;
params = arg;
@@ -338,7 +471,7 @@ shaderunit(void *arg)
vsp.idx = 2;
t[0][2].p = params->vshader(&vsp);
- if(isclipping(t[0][0].p) || isclipping(t[0][1].p) || isclipping(t[0][2].p))
+ if(!isvisible(t[0][0].p) || !isvisible(t[0][1].p) || !isvisible(t[0][2].p))
nt = cliptriangle(t);
while(nt--){