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authorvimene <vincent.menegaux@gmail.com>2026-01-15 05:15:59 +0100
committervimene <vincent.menegaux@gmail.com>2026-01-15 05:15:59 +0100
commit175c71637b6bea6dcdd0faf3d614339983809bb1 (patch)
tree9edfb88bb427b7c601ad9e9016a9d9d262c0b105 /src/o3d
parentdb41d43345ea73cf7c1bbb29448e52ffb822e3e0 (diff)
downloadengine-175c71637b6bea6dcdd0faf3d614339983809bb1.tar.gz
rewrote entirely the triangle clipping algorithm
There is still a lot of work needed to refactor it properly. - use the Sutherland–Hodgman algorithm, with some minor changes - made clipping more general, allowing clipping of any coordinate, before and after division by w - compute the z coordinate only at the fragment stage instead of each time clipping creates / moves a vertex, in addition to the fragment stage - added VectorCoords to choose at compile-time different coordinates based on a template argument - added transpose struct to allow shuffling of vectors coordinates - added math::utils::lerp which interpolate linearly a float - added Vector{2,3,4}::map() which maps a vector from one range to another - added template parameter to DerivedVertex (and therefore TriangleDerived) to allow choosing which dimension to use
Diffstat (limited to 'src/o3d')
-rw-r--r--src/o3d/deriv_vertex.hpp19
-rw-r--r--src/o3d/polygon.hpp158
-rw-r--r--src/o3d/tri.hpp4
-rw-r--r--src/o3d/tri_deriv.cpp313
-rw-r--r--src/o3d/tri_deriv.hpp15
5 files changed, 181 insertions, 328 deletions
diff --git a/src/o3d/deriv_vertex.hpp b/src/o3d/deriv_vertex.hpp
index 5e8dc22..48e5912 100644
--- a/src/o3d/deriv_vertex.hpp
+++ b/src/o3d/deriv_vertex.hpp
@@ -5,12 +5,27 @@
namespace engine::o3d {
+template<engine::math::VectorTypeConcept VectorType>
struct DerivedVertex {
+ VectorType vertex;
+ float b0, b1;
+
+ constexpr DerivedVertex() {}
+
+ constexpr DerivedVertex(const VectorType& vertex, float b0, float b1) : vertex { vertex }, b0 { b0 }, b1 { b1 } {}
+};
+
+template<>
+struct DerivedVertex<engine::math::Vector4> {
engine::math::Vector4 vertex;
float b0, b1;
- constexpr DerivedVertex div_by_w() const & {
- return {vertex.div_by_w(), b0, b1};
+ constexpr DerivedVertex() {}
+
+ constexpr DerivedVertex(const engine::math::Vector4& vertex, float b0, float b1) : vertex { vertex }, b0 { b0 }, b1 { b1 } {}
+
+ constexpr DerivedVertex<engine::math::Vector3> div_by_w() const & {
+ return { vertex.div_by_w(), b0, b1 };
}
};
diff --git a/src/o3d/polygon.hpp b/src/o3d/polygon.hpp
new file mode 100644
index 0000000..5ede910
--- /dev/null
+++ b/src/o3d/polygon.hpp
@@ -0,0 +1,158 @@
+#ifndef O3D_POLYGON_HPP
+#define O3D_POLYGON_HPP
+
+#include <cstddef>
+#include <array>
+#include <type_traits>
+#include <tuple>
+#include "math/vector.hpp"
+#include "math/utils.hpp"
+#include "o3d/deriv_vertex.hpp"
+#include "o3d/tri_deriv.hpp"
+
+namespace engine::o3d::polygon {
+
+template<typename T>
+concept PolygonVectorTypeConcept = engine::math::VectorTypeConcept<T> && (std::is_same_v<T, engine::math::Vector3> || std::is_same_v<T, engine::math::Vector4>);
+
+template<PolygonVectorTypeConcept VectorType, std::size_t max_points_count> struct Polygon;
+
+template<engine::math::VectorTypeConcept VectorType>
+constexpr Polygon<VectorType, 3> from_triangle_derived(const engine::o3d::TriangleDerived<VectorType>& triangle_derived);
+
+template<PolygonVectorTypeConcept VectorType, std::size_t max_points_count, engine::math::vector_coords::VectorCoord coord_id, bool keep_geq>
+constexpr Polygon<VectorType, max_points_count + 1> clip_aligned(float boundary, const Polygon<VectorType, max_points_count>& polygon);
+
+template<PolygonVectorTypeConcept VectorType, std::size_t max_points_count>
+struct Polygon {
+ std::size_t points_count;
+ std::array<engine::o3d::DerivedVertex<VectorType>, max_points_count> points;
+
+ constexpr Polygon() : points_count { 0 } {}
+ constexpr Polygon(std::size_t points_count, std::array<engine::o3d::DerivedVertex<VectorType>, max_points_count> points)
+ : points_count { points_count }, points { points } {}
+
+ constexpr Polygon<VectorType, max_points_count + 2> clip_z(float z1, float z2) const & {
+ return
+ clip_aligned<VectorType, max_points_count + 1, engine::math::vector_coords::VectorCoord::z, false>(z2,
+ clip_aligned<VectorType, max_points_count + 0, engine::math::vector_coords::VectorCoord::z, true >(z1,
+ *this));
+ }
+
+ constexpr Polygon<VectorType, max_points_count + 4> clip_xy(float x1, float y1, float x2, float y2) const & {
+ return
+ clip_aligned<VectorType, max_points_count + 3, engine::math::vector_coords::VectorCoord::y, false>(y2,
+ clip_aligned<VectorType, max_points_count + 2, engine::math::vector_coords::VectorCoord::x, false>(x2,
+ clip_aligned<VectorType, max_points_count + 1, engine::math::vector_coords::VectorCoord::y, true >(y1,
+ clip_aligned<VectorType, max_points_count + 0, engine::math::vector_coords::VectorCoord::x, true >(x1,
+ *this))));
+ }
+
+ constexpr Polygon<VectorType, max_points_count> map_xy(
+ const engine::math::Vector2& from1, const engine::math::Vector2& from2,
+ const engine::math::Vector2& to1, const engine::math::Vector2& to2) const & {
+ Polygon<VectorType, max_points_count> polygon;
+ polygon.points_count = points_count;
+ for (std::size_t i = 0; i < points_count; i++) {
+ auto& p = polygon.points[i];
+ if constexpr (std::is_same_v<VectorType, engine::math::Vector3>) {
+ p.vertex = {
+ points[i].vertex.xy().map(from1, from2, to1, to2),
+ points[i].vertex.z,
+ };
+ } else {
+ p.vertex = {
+ points[i].vertex.xy().map(from1, from2, to1, to2),
+ points[i].vertex.z,
+ points[i].vertex.w,
+ };
+ }
+ p.b0 = points[i].b0;
+ p.b1 = points[i].b1;
+ }
+ return polygon;
+ }
+
+ constexpr std::tuple<std::size_t, std::array<engine::o3d::TriangleDerived<engine::math::Vector3>, max_points_count - 2>> to_triangles() const &
+ requires (max_points_count >= 3)
+ {
+ std::array<engine::o3d::TriangleDerived<VectorType>, max_points_count - 2> triangles;
+ if (points_count < 3) return { 0, triangles };
+ for (std::size_t i = 0; i < points_count - 2; i++)
+ triangles[i] = { points[0], points[i + 1], points[i + 2] };
+ return { points_count - 2, triangles };
+ }
+
+ constexpr std::tuple<std::size_t, std::array<engine::o3d::TriangleDerived<engine::math::Vector3>, 0>> to_triangles() const & {
+ return { 0, {} };
+ }
+};
+
+template<engine::math::VectorTypeConcept VectorType>
+constexpr Polygon<VectorType, 3> from_triangle_derived(const engine::o3d::TriangleDerived<VectorType>& triangle_derived) {
+ return { 3, { triangle_derived.derived_vertex1, triangle_derived.derived_vertex2, triangle_derived.derived_vertex3 } };
+}
+
+template<PolygonVectorTypeConcept VectorType, std::size_t max_points_count, engine::math::vector_coords::VectorCoord coord_id, bool keep_geq>
+constexpr Polygon<VectorType, max_points_count + 1> clip_aligned(float boundary, const Polygon<VectorType, max_points_count>& polygon)
+{
+ using transposition = engine::math::vector_coords::transpose<engine::math::vector_coords::VectorCoord::x, coord_id>;
+ constexpr auto y_coord_id = transposition::template id<engine::math::vector_coords::VectorCoord::y>();
+ constexpr auto z_coord_id = transposition::template id<engine::math::vector_coords::VectorCoord::z>();
+ constexpr auto is_in = [](const engine::o3d::DerivedVertex<VectorType>& p, float boundary) constexpr {
+ if constexpr (keep_geq) return p.vertex.template v<coord_id>() >= boundary;
+ else return p.vertex.template v<coord_id>() <= boundary;
+ };
+ Polygon<VectorType, max_points_count + 1> new_polygon;
+ for (size_t i = 0; i < polygon.points_count; i++) {
+ const auto& prev = polygon.points[(i + polygon.points_count - 1) % polygon.points_count];
+ const auto& cur = polygon.points[i];
+ if (is_in(prev, boundary) != is_in(cur, boundary)) {
+ float fac = (boundary - prev.vertex.template v<coord_id>()) / (cur.vertex.template v<coord_id>() - prev.vertex.template v<coord_id>());
+ auto& new_point = new_polygon.points[new_polygon.points_count++];
+ new_point.vertex.template v<coord_id>() = boundary;
+ new_point.vertex.template v<y_coord_id>() = engine::math::utils::lerp(prev.vertex.template v<y_coord_id>(), cur.vertex.template v<y_coord_id>(), fac);
+ if constexpr (std::is_same_v<VectorType, engine::math::Vector3>) {
+ // called new_w because it represents w, but because we only need x, y and w, we use
+ // Vector3, and therefore the vector coordinate's name is z
+ float new_w = 1.f / ((1.f - fac) / prev.vertex.z + fac / cur.vertex.z);
+ new_point.vertex.template v<z_coord_id>() = new_w;
+ new_point.b0 = new_w * engine::math::utils::lerp(prev.b0 / prev.vertex.z, cur.b0 / cur.vertex.z, fac);
+ new_point.b1 = new_w * engine::math::utils::lerp(prev.b1 / prev.vertex.z, cur.b1 / cur.vertex.z, fac);
+ } else { // Vector4
+ constexpr auto w_coord_id = transposition::template id<engine::math::vector_coords::VectorCoord::w>();
+ new_point.vertex.template v<z_coord_id>() = engine::math::utils::lerp(prev.vertex.template v<z_coord_id>(), cur.vertex.template v<z_coord_id>(), fac);
+ new_point.vertex.template v<w_coord_id>() = engine::math::utils::lerp(prev.vertex.template v<w_coord_id>(), cur.vertex.template v<w_coord_id>(), fac);
+ new_point.b0 = engine::math::utils::lerp(prev.b0, cur.b0, fac);
+ new_point.b1 = engine::math::utils::lerp(prev.b1, cur.b1, fac);
+ }
+ }
+ if (is_in(cur, boundary))
+ new_polygon.points[new_polygon.points_count++] = cur;
+ }
+ return new_polygon;
+}
+
+template<std::size_t max_points_count>
+constexpr Polygon<engine::math::Vector3, max_points_count> div_by_w(const Polygon<engine::math::Vector4, max_points_count>& polygon) {
+ Polygon<engine::math::Vector3, max_points_count> new_polygon;
+ new_polygon.points_count = polygon.points_count;
+ for (std::size_t i = 0; i < polygon.points_count; i++)
+ new_polygon.points[i] = polygon.points[i].div_by_w();
+ return new_polygon;
+}
+
+template<std::size_t max_points_count>
+constexpr float signed_area_xy(const Polygon<engine::math::Vector3, max_points_count>& polygon) {
+ float res = 0.f;
+ if (polygon.points_count > 0) {
+ for (std::size_t i = 0; i < polygon.points_count - 1; i++)
+ res += polygon.points[i].vertex.xy().det(polygon.points[i + 1].vertex.xy());
+ res += polygon.points[polygon.points_count - 1].vertex.xy().det(polygon.points[0].vertex.xy());
+ }
+ return .5f * res;
+}
+
+}
+
+#endif // O3D_POLYGON_HPP
diff --git a/src/o3d/tri.hpp b/src/o3d/tri.hpp
index 712c135..56ff1dd 100644
--- a/src/o3d/tri.hpp
+++ b/src/o3d/tri.hpp
@@ -12,8 +12,8 @@ struct Triangle {
Vertex vertex2;
Vertex vertex3;
- constexpr TriangleDerived to_derived() const & {
- return {{vertex1.vertex, 1.f, 0.f}, {vertex2.vertex, 0.f, 1.f}, {vertex3.vertex, 0.f, 0.f}};
+ constexpr TriangleDerived<engine::math::Vector4> to_derived() const & {
+ return { { vertex1.vertex, 1.f, 0.f }, { vertex2.vertex, 0.f, 1.f }, { vertex3.vertex, 0.f, 0.f } };
}
};
diff --git a/src/o3d/tri_deriv.cpp b/src/o3d/tri_deriv.cpp
deleted file mode 100644
index 79e3fb4..0000000
--- a/src/o3d/tri_deriv.cpp
+++ /dev/null
@@ -1,313 +0,0 @@
-#include "o3d/tri_deriv.hpp"
-#include <vector>
-#include "math/vector.hpp"
-#include "o3d/deriv_vertex.hpp"
-
-using namespace engine::o3d;
-
-#define P1_OUT 1
-#define P2_OUT 2
-#define P3_OUT 4
-static void _perspective_crop_x(std::vector<TriangleDerived>& tris, TriangleDerived t, int n, float x) {
- switch (n) {
- case 0:
- tris.push_back(t);
- break;
- case P1_OUT:
- case P2_OUT:
- case P3_OUT:
- case P2_OUT | P3_OUT:
- case P1_OUT | P3_OUT:
- case P1_OUT | P2_OUT:
- {
- DerivedVertex* q1;
- DerivedVertex* q2;
- DerivedVertex* q3;
- switch (n) {
- case P1_OUT:
- case P2_OUT | P3_OUT:
- q1 = &t.derived_vertex1;
- q2 = &t.derived_vertex2;
- q3 = &t.derived_vertex3;
- break;
- case P2_OUT:
- case P1_OUT | P3_OUT:
- q1 = &t.derived_vertex2;
- q2 = &t.derived_vertex1;
- q3 = &t.derived_vertex3;
- break;
- case P3_OUT:
- case P1_OUT | P2_OUT:
- q1 = &t.derived_vertex3;
- q2 = &t.derived_vertex2;
- q3 = &t.derived_vertex1;
- break;
- }
- engine::math::Vector4 dq2 = q1->vertex - q2->vertex;
- float fac2 = (x - q2->vertex.x) / dq2.x;
- float r2w = 1.f / (fac2 / q1->vertex.w + (1.f - fac2) / q2->vertex.w);
- float fac2_b = r2w * fac2 / q1->vertex.w;
- DerivedVertex r2{
- {
- x,
- q2->vertex.y + fac2 * dq2.y,
- (fac2_b * q1->vertex.w * q1->vertex.z + (1.f - fac2_b) * q2->vertex.w * q2->vertex.z) / r2w,
- r2w
- },
- fac2_b * q1->b0 + (1.f - fac2_b) * q2->b0,
- fac2_b * q1->b1 + (1.f - fac2_b) * q2->b1
- };
- engine::math::Vector4 dq3 = q1->vertex - q3->vertex;
- float fac3 = (x - q3->vertex.x) / dq3.x;
- float r3w = 1.f / (fac3 / q1->vertex.w + (1.f - fac3) / q3->vertex.w);
- float fac3_b = r3w * fac3 / q1->vertex.w;
- DerivedVertex r3{
- {
- x,
- q3->vertex.y + fac3 * dq3.y,
- (fac3_b * q1->vertex.w * q1->vertex.z + (1.f - fac3_b) * q3->vertex.w * q3->vertex.z) / r3w,
- r3w
- },
- fac3_b * q1->b0 + (1.f - fac3_b) * q3->b0,
- fac3_b * q1->b1 + (1.f - fac3_b) * q3->b1
- };
- switch (n) {
- case P1_OUT:
- tris.push_back({r3, *q2, *q3});
- tris.push_back({r3, r2, *q2});
- break;
- case P2_OUT:
- tris.push_back({r2, *q3, *q2});
- tris.push_back({r2, r3, *q3});
- break;
- case P3_OUT:
- tris.push_back({r2, *q3, *q2});
- tris.push_back({r2, r3, *q3});
- break;
- case P2_OUT | P3_OUT:
- tris.push_back({*q1, r2, r3});
- break;
- case P1_OUT | P3_OUT:
- tris.push_back({*q1, r3, r2});
- break;
- case P1_OUT | P2_OUT:
- tris.push_back({*q1, r3, r2});
- break;
- }
- }
- break;
- case P1_OUT | P2_OUT | P3_OUT:
- break;
- }
-}
-
-static void _perspective_crop_y(std::vector<TriangleDerived>& tris, TriangleDerived t, int n, float y) {
- switch (n) {
- case 0:
- tris.push_back(t);
- break;
- case P1_OUT:
- case P2_OUT:
- case P3_OUT:
- case P2_OUT | P3_OUT:
- case P1_OUT | P3_OUT:
- case P1_OUT | P2_OUT:
- {
- DerivedVertex* q1;
- DerivedVertex* q2;
- DerivedVertex* q3;
- switch (n) {
- case P1_OUT:
- case P2_OUT | P3_OUT:
- q1 = &t.derived_vertex1;
- q2 = &t.derived_vertex2;
- q3 = &t.derived_vertex3;
- break;
- case P2_OUT:
- case P1_OUT | P3_OUT:
- q1 = &t.derived_vertex2;
- q2 = &t.derived_vertex1;
- q3 = &t.derived_vertex3;
- break;
- case P3_OUT:
- case P1_OUT | P2_OUT:
- q1 = &t.derived_vertex3;
- q2 = &t.derived_vertex2;
- q3 = &t.derived_vertex1;
- break;
- }
- engine::math::Vector4 dq2 = q1->vertex - q2->vertex;
- float fac2 = (y - q2->vertex.y) / dq2.y;
- float r2w = 1.f / (fac2 / q1->vertex.w + (1.f - fac2) / q2->vertex.w);
- float fac2_b = r2w * fac2 / q1->vertex.w;
- DerivedVertex r2{
- {
- q2->vertex.x + fac2 * dq2.x,
- y,
- (fac2_b * q1->vertex.w * q1->vertex.z + (1.f - fac2_b) * q2->vertex.w * q2->vertex.z) / r2w,
- r2w
- },
- fac2_b * q1->b0 + (1.f - fac2_b) * q2->b0,
- fac2_b * q1->b1 + (1.f - fac2_b) * q2->b1
- };
- engine::math::Vector4 dq3 = q1->vertex - q3->vertex;
- float fac3 = (y - q3->vertex.y) / dq3.y;
- float r3w = 1.f / (fac3 / q1->vertex.w + (1.f - fac3) / q3->vertex.w);
- float fac3_b = r3w * fac3 / q1->vertex.w;
- DerivedVertex r3{
- {
- q3->vertex.x + fac3 * dq3.x,
- y,
- (fac3_b * q1->vertex.w * q1->vertex.z + (1.f - fac3_b) * q3->vertex.w * q3->vertex.z) / r3w,
- r3w
- },
- fac3_b * q1->b0 + (1.f - fac3_b) * q3->b0,
- fac3_b * q1->b1 + (1.f - fac3_b) * q3->b1
- };
- switch (n) {
- case P1_OUT:
- tris.push_back({r3, *q2, *q3});
- tris.push_back({r3, r2, *q2});
- break;
- case P2_OUT:
- tris.push_back({r2, *q3, *q2});
- tris.push_back({r2, r3, *q3});
- break;
- case P3_OUT:
- tris.push_back({r2, *q3, *q2});
- tris.push_back({r2, r3, *q3});
- break;
- case P2_OUT | P3_OUT:
- tris.push_back({*q1, r2, r3});
- break;
- case P1_OUT | P3_OUT:
- tris.push_back({*q1, r3, r2});
- break;
- case P1_OUT | P2_OUT:
- tris.push_back({*q1, r3, r2});
- break;
- }
- }
- break;
- case P1_OUT | P2_OUT | P3_OUT:
- break;
- }
-}
-
-std::vector<TriangleDerived> TriangleDerived::perspective_crop_xy_out(float x1, float x2, float y1, float y2) const {
- std::vector<TriangleDerived> tris_final;
- std::vector<TriangleDerived> tris1;
- _perspective_crop_x(tris1, *this, (derived_vertex1.vertex.x < x1) | ((derived_vertex2.vertex.x < x1) << 1) | ((derived_vertex3.vertex.x < x1) << 2), x1);
- for (auto t1 : tris1) {
- std::vector<TriangleDerived> tris2;
- _perspective_crop_x(tris2, t1, (t1.derived_vertex1.vertex.x > x2) | ((t1.derived_vertex2.vertex.x > x2) << 1) | ((t1.derived_vertex3.vertex.x > x2) << 2), x2);
- for (auto t2 : tris2) {
- std::vector<TriangleDerived> tris3;
- _perspective_crop_y(tris3, t2, (t2.derived_vertex1.vertex.y < y1) | ((t2.derived_vertex2.vertex.y < y1) << 1) | ((t2.derived_vertex3.vertex.y < y1) << 2), y1);
- for (auto t3 : tris3)
- _perspective_crop_y(tris_final, t3, (t3.derived_vertex1.vertex.y > y2) | ((t3.derived_vertex2.vertex.y > y2) << 1) | ((t3.derived_vertex3.vertex.y > y2) << 2), y2);
- }
- }
- return tris_final;
-}
-
-static void _crop_z(std::vector<TriangleDerived>& tris, TriangleDerived t, int n, float z) {
- switch (n) {
- case 0:
- tris.push_back(t);
- break;
- case P1_OUT:
- case P2_OUT:
- case P3_OUT:
- case P2_OUT | P3_OUT:
- case P1_OUT | P3_OUT:
- case P1_OUT | P2_OUT:
- {
- DerivedVertex* q1;
- DerivedVertex* q2;
- DerivedVertex* q3;
- switch (n) {
- case P1_OUT:
- case P2_OUT | P3_OUT:
- q1 = &t.derived_vertex1;
- q2 = &t.derived_vertex2;
- q3 = &t.derived_vertex3;
- break;
- case P2_OUT:
- case P1_OUT | P3_OUT:
- q1 = &t.derived_vertex2;
- q2 = &t.derived_vertex1;
- q3 = &t.derived_vertex3;
- break;
- case P3_OUT:
- case P1_OUT | P2_OUT:
- q1 = &t.derived_vertex3;
- q2 = &t.derived_vertex2;
- q3 = &t.derived_vertex1;
- break;
- }
- engine::math::Vector4 dq2 = q1->vertex - q2->vertex;
- float fac2 = (z - q2->vertex.z) / dq2.z;
- DerivedVertex r2{
- {
- q2->vertex.x + fac2 * dq2.x,
- q2->vertex.y + fac2 * dq2.y,
- z,
- q2->vertex.w + fac2 * dq2.w
- },
- fac2 * q1->b0 + (1.f - fac2) * q2->b0,
- fac2 * q1->b1 + (1.f - fac2) * q2->b1
- };
- engine::math::Vector4 dq3 = q1->vertex - q3->vertex;
- float fac3 = (z - q3->vertex.z) / dq3.z;
- DerivedVertex r3{
- {
- q3->vertex.x + fac3 * dq3.x,
- q3->vertex.y + fac3 * dq3.y,
- z,
- q3->vertex.w + fac3 * dq3.w
- },
- fac3 * q1->b0 + (1.f - fac3) * q3->b0,
- fac3 * q1->b1 + (1.f - fac3) * q3->b1
- };
- switch (n) {
- case P1_OUT:
- tris.push_back({r3, *q2, *q3});
- tris.push_back({r3, r2, *q2});
- break;
- case P2_OUT:
- tris.push_back({r2, *q3, *q2});
- tris.push_back({r2, r3, *q3});
- break;
- case P3_OUT:
- tris.push_back({r2, *q3, *q2});
- tris.push_back({r2, r3, *q3});
- break;
- case P2_OUT | P3_OUT:
- tris.push_back({*q1, r2, r3});
- break;
- case P1_OUT | P3_OUT:
- tris.push_back({*q1, r3, r2});
- break;
- case P1_OUT | P2_OUT:
- tris.push_back({*q1, r3, r2});
- break;
- }
- }
- break;
- case P1_OUT | P2_OUT | P3_OUT:
- break;
- }
-}
-
-std::vector<TriangleDerived> TriangleDerived::crop_z_out(float z1, float z2) const {
- std::vector<TriangleDerived> tris;
- _crop_z(tris, *this, (derived_vertex1.vertex.z < z1) | ((derived_vertex2.vertex.z < z1) << 1) | ((derived_vertex3.vertex.z < z1) << 2), z1);
- std::vector<TriangleDerived> tris2;
- for (auto t : tris)
- _crop_z(tris2, t, (t.derived_vertex1.vertex.z > z2) | ((t.derived_vertex2.vertex.z > z2) << 1) | ((t.derived_vertex3.vertex.z > z2) << 2), z2);
- return tris2;
-}
-#undef P1_OUT
-#undef P2_OUT
-#undef P3_OUT
diff --git a/src/o3d/tri_deriv.hpp b/src/o3d/tri_deriv.hpp
index 65713ed..64369fc 100644
--- a/src/o3d/tri_deriv.hpp
+++ b/src/o3d/tri_deriv.hpp
@@ -1,23 +1,16 @@
#ifndef O3D_TRI_VERTEX_HPP
#define O3D_TRI_VERTEX_HPP
-#include <vector>
#include "o3d/vertex.hpp"
#include "o3d/deriv_vertex.hpp"
namespace engine::o3d {
+template<engine::math::VectorTypeConcept VectorType>
struct TriangleDerived {
- DerivedVertex derived_vertex1;
- DerivedVertex derived_vertex2;
- DerivedVertex derived_vertex3;
-
- std::vector<TriangleDerived> perspective_crop_xy_out(float x1, float x2, float y1, float y2) const;
- std::vector<TriangleDerived> crop_z_out(float z1, float z2) const;
-
- constexpr TriangleDerived div_by_w() const & {
- return {derived_vertex1.div_by_w(), derived_vertex2.div_by_w(), derived_vertex3.div_by_w()};
- }
+ DerivedVertex<VectorType> derived_vertex1;
+ DerivedVertex<VectorType> derived_vertex2;
+ DerivedVertex<VectorType> derived_vertex3;
};
}