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-rw-r--r--render.c59
1 files changed, 39 insertions, 20 deletions
diff --git a/render.c b/render.c
index b28c3ff..541cb6e 100644
--- a/render.c
+++ b/render.c
@@ -80,6 +80,16 @@ triangulate(OBJElem **newe, OBJElem *e)
return 2;
}
+static 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 > p.w)
+ return 1;
+ return 0;
+}
+
Point3
world2vcs(Camera *c, Point3 p)
{
@@ -87,29 +97,32 @@ world2vcs(Camera *c, Point3 p)
}
Point3
-vcs2ndc(Camera *c, Point3 p)
+vcs2clip(Camera *c, Point3 p)
{
return xform3(p, c->proj);
}
Point3
-world2ndc(Camera *c, Point3 p)
+world2clip(Camera *c, Point3 p)
{
- return vcs2ndc(c, world2vcs(c, p));
+ return vcs2clip(c, world2vcs(c, p));
}
-Point3
-ndc2viewport(Camera *c, Point3 p)
+static Point3
+clip2ndc(Point3 p)
{
- Matrix3 view;
+ return divpt3(p, p.w);
+}
- identity3(view);
- view[0][3] = c->vp->fbctl->fb[0]->r.max.x/2.0;
- view[1][3] = c->vp->fbctl->fb[0]->r.max.y/2.0;
- view[2][3] = 1.0/2.0;
- view[0][0] = Dx(c->vp->fbctl->fb[0]->r)/2.0;
- view[1][1] = -Dy(c->vp->fbctl->fb[0]->r)/2.0;
- view[2][2] = 1.0/2.0;
+static Point3
+ndc2viewport(Framebuf *fb, Point3 p)
+{
+ Matrix3 view = {
+ Dx(fb->r)/2.0, 0, 0, Dx(fb->r)/2.0,
+ 0, -Dy(fb->r)/2.0, 0, Dy(fb->r)/2.0,
+ 0, 0, 1.0/2.0, 1.0/2.0,
+ 0, 0, 0, 1,
+ };
return xform3(p, view);
}
@@ -123,7 +136,7 @@ perspective(Matrix3 m, double fov, double a, double n, double f)
identity3(m);
m[0][0] = cotan/a;
m[1][1] = cotan;
- m[2][2] = (f+n)/(f-n);
+ m[2][2] = (f+n)/(f-n);
m[2][3] = -2*f*n/(f-n);
m[3][2] = -1;
}
@@ -148,12 +161,12 @@ rasterize(SUparams *params, Triangle t, Memimage *frag)
Rectangle bbox;
Point p, tp;
Point3 bc;
- double z, w, depth;
+ double z, depth;
uchar cbuf[4];
- t₂.p0 = Pt2(t[0].p.x/t[0].p.w, t[0].p.y/t[0].p.w, 1);
- t₂.p1 = Pt2(t[1].p.x/t[1].p.w, t[1].p.y/t[1].p.w, 1);
- t₂.p2 = Pt2(t[2].p.x/t[2].p.w, t[2].p.y/t[2].p.w, 1);
+ t₂.p0 = Pt2(t[0].p.x, t[0].p.y, 1);
+ t₂.p1 = Pt2(t[1].p.x, t[1].p.y, 1);
+ t₂.p2 = Pt2(t[2].p.x, t[2].p.y, 1);
/* find the triangle's bbox and clip it against the fb */
bbox = Rect(
min(min(t₂.p0.x, t₂.p1.x), t₂.p2.x), min(min(t₂.p0.y, t₂.p1.y), t₂.p2.y),
@@ -175,8 +188,7 @@ rasterize(SUparams *params, Triangle t, Memimage *frag)
continue;
z = t[0].p.z*bc.x + t[1].p.z*bc.y + t[2].p.z*bc.z;
- w = t[0].p.w*bc.x + t[1].p.w*bc.y + t[2].p.w*bc.z;
- depth = fclamp(z/w, 0, 1);
+ depth = fclamp(z, 0, 1);
lock(&params->fb->zbuflk);
if(depth <= params->fb->zbuf[p.x + p.y*Dx(params->fb->r)]){
unlock(&params->fb->zbuflk);
@@ -263,6 +275,13 @@ shaderunit(void *arg)
vsp.idx = 2;
t[2].p = params->vshader(&vsp);
+// if(isclipping(t[0].p) || isclipping(t[1].p) || isclipping(t[2].p))
+// continue; /* TODO clip the primitive */
+
+ t[0].p = ndc2viewport(params->fb, clip2ndc(t[0].p));
+ t[1].p = ndc2viewport(params->fb, clip2ndc(t[1].p));
+ t[2].p = ndc2viewport(params->fb, clip2ndc(t[2].p));
+
idxtab = &(*ep)->indextab[OBJVTexture];
if(params->modeltex != nil && idxtab->nindex == 3){
t[0].uv = Pt2(tverts[idxtab->indices[0]].u, tverts[idxtab->indices[0]].v, 1);