From 6b765a85cf81bf4b7162e4c9280dd4054581c611 Mon Sep 17 00:00:00 2001 From: vimene Date: Mon, 11 Dec 2023 12:42:46 +0100 Subject: improved mesh definition - In the context of mesh definition, splited indices into vertex index, normal index and vertex data index to be able to specify different normals and vertex data for different faces using the same vertex --- src/o3d/tri_deriv.cpp | 138 +++++++++++++++++++++++++------------------------- 1 file changed, 69 insertions(+), 69 deletions(-) (limited to 'src/o3d/tri_deriv.cpp') diff --git a/src/o3d/tri_deriv.cpp b/src/o3d/tri_deriv.cpp index 3605b51..81f60a0 100644 --- a/src/o3d/tri_deriv.cpp +++ b/src/o3d/tri_deriv.cpp @@ -1,18 +1,18 @@ -#include "o3d/tri_deriv_vertex.h" +#include "o3d/tri_deriv.h" #include #include "math/vector.h" #include "o3d/deriv_vertex.h" using namespace engine::o3d; -TriangleDerivedVertex4::TriangleDerivedVertex4(DerivedVertex4 derived_vertex1, DerivedVertex4 derived_vertex2, DerivedVertex4 derived_vertex3) +TriangleDerived::TriangleDerived(DerivedVertex derived_vertex1, DerivedVertex derived_vertex2, DerivedVertex derived_vertex3) : derived_vertex1{derived_vertex1}, derived_vertex2{derived_vertex2}, derived_vertex3{derived_vertex3} { } #define P1_OUT 1 #define P2_OUT 2 #define P3_OUT 4 -static void _perspective_crop_x(std::vector& tris, TriangleDerivedVertex4 t, int n, float x) { +static void _perspective_crop_x(std::vector& tris, TriangleDerived t, int n, float x) { switch (n) { case 0: tris.push_back(t); @@ -24,9 +24,9 @@ static void _perspective_crop_x(std::vector& tris, Trian case P1_OUT | P3_OUT: case P1_OUT | P2_OUT: { - DerivedVertex4* q1; - DerivedVertex4* q2; - DerivedVertex4* q3; + DerivedVertex* q1; + DerivedVertex* q2; + DerivedVertex* q3; switch (n) { case P1_OUT: case P2_OUT | P3_OUT: @@ -47,29 +47,29 @@ static void _perspective_crop_x(std::vector& tris, Trian q3 = &t.derived_vertex1; break; } - engine::math::Vector4 dq2 = q1->point - q2->point; - float fac2 = (x - q2->point.x) / dq2.x; - float r2w = 1.f / (fac2 / q1->point.w + (1.f - fac2) / q2->point.w); - float fac2_b = r2w * fac2 / q1->point.w; - DerivedVertex4 r2{ + 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->point.y + fac2 * dq2.y, - fac2_b * q1->point.z + (1.f - fac2_b) * q2->point.z, + q2->vertex.y + fac2 * dq2.y, + fac2_b * q1->vertex.z + (1.f - fac2_b) * q2->vertex.z, 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->point - q3->point; - float fac3 = (x - q3->point.x) / dq3.x; - float r3w = 1.f / (fac3 / q1->point.w + (1.f - fac3) / q3->point.w); - float fac3_b = r3w * fac3 / q1->point.w; - DerivedVertex4 r3{ + 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->point.y + fac3 * dq3.y, - fac3_b * q1->point.z + (1.f - fac3_b) * q3->point.z, + q3->vertex.y + fac3 * dq3.y, + fac3_b * q1->vertex.z + (1.f - fac3_b) * q3->vertex.z, r3w }, fac3_b * q1->b0 + (1.f - fac3_b) * q3->b0, @@ -105,7 +105,7 @@ static void _perspective_crop_x(std::vector& tris, Trian } } -static void _perspective_crop_y(std::vector& tris, TriangleDerivedVertex4 t, int n, float y) { +static void _perspective_crop_y(std::vector& tris, TriangleDerived t, int n, float y) { switch (n) { case 0: tris.push_back(t); @@ -117,9 +117,9 @@ static void _perspective_crop_y(std::vector& tris, Trian case P1_OUT | P3_OUT: case P1_OUT | P2_OUT: { - DerivedVertex4* q1; - DerivedVertex4* q2; - DerivedVertex4* q3; + DerivedVertex* q1; + DerivedVertex* q2; + DerivedVertex* q3; switch (n) { case P1_OUT: case P2_OUT | P3_OUT: @@ -140,29 +140,29 @@ static void _perspective_crop_y(std::vector& tris, Trian q3 = &t.derived_vertex1; break; } - engine::math::Vector4 dq2 = q1->point - q2->point; - float fac2 = (y - q2->point.y) / dq2.y; - float r2w = 1.f / (fac2 / q1->point.w + (1.f - fac2) / q2->point.w); - float fac2_b = r2w * fac2 / q1->point.w; - DerivedVertex4 r2{ + 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->point.x + fac2 * dq2.x, + q2->vertex.x + fac2 * dq2.x, y, - fac2_b * q1->point.z + (1.f - fac2_b) * q2->point.z, + fac2_b * q1->vertex.z + (1.f - fac2_b) * q2->vertex.z, 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->point - q3->point; - float fac3 = (y - q3->point.y) / dq3.y; - float r3w = 1.f / (fac3 / q1->point.w + (1.f - fac3) / q3->point.w); - float fac3_b = r3w * fac3 / q1->point.w; - DerivedVertex4 r3{ + 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->point.x + fac3 * dq3.x, + q3->vertex.x + fac3 * dq3.x, y, - fac3_b * q1->point.z + (1.f - fac3_b) * q3->point.z, + fac3_b * q1->vertex.z + (1.f - fac3_b) * q3->vertex.z, r3w }, fac3_b * q1->b0 + (1.f - fac3_b) * q3->b0, @@ -198,24 +198,24 @@ static void _perspective_crop_y(std::vector& tris, Trian } } -std::vector TriangleDerivedVertex4::perspective_crop_xy_out(float x1, float x2, float y1, float y2) const { - std::vector tris_final; - std::vector tris1; - _perspective_crop_x(tris1, *this, (derived_vertex1.point.x < x1) | ((derived_vertex2.point.x < x1) << 1) | ((derived_vertex3.point.x < x1) << 2), x1); +std::vector TriangleDerived::perspective_crop_xy_out(float x1, float x2, float y1, float y2) const { + std::vector tris_final; + std::vector 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 tris2; - _perspective_crop_x(tris2, t1, (t1.derived_vertex1.point.x > x2) | ((t1.derived_vertex2.point.x > x2) << 1) | ((t1.derived_vertex3.point.x > x2) << 2), x2); + std::vector 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 tris3; - _perspective_crop_y(tris3, t2, (t2.derived_vertex1.point.y < y1) | ((t2.derived_vertex2.point.y < y1) << 1) | ((t2.derived_vertex3.point.y < y1) << 2), y1); + std::vector 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.point.y > y2) | ((t3.derived_vertex2.point.y > y2) << 1) | ((t3.derived_vertex3.point.y > y2) << 2), y2); + _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& tris, TriangleDerivedVertex4 t, int n, float z) { +static void _crop_z(std::vector& tris, TriangleDerived t, int n, float z) { switch (n) { case 0: tris.push_back(t); @@ -227,9 +227,9 @@ static void _crop_z(std::vector& tris, TriangleDerivedVe case P1_OUT | P3_OUT: case P1_OUT | P2_OUT: { - DerivedVertex4* q1; - DerivedVertex4* q2; - DerivedVertex4* q3; + DerivedVertex* q1; + DerivedVertex* q2; + DerivedVertex* q3; switch (n) { case P1_OUT: case P2_OUT | P3_OUT: @@ -250,26 +250,26 @@ static void _crop_z(std::vector& tris, TriangleDerivedVe q3 = &t.derived_vertex1; break; } - engine::math::Vector4 dq2 = q1->point - q2->point; - float fac2 = (z - q2->point.z) / dq2.z; - DerivedVertex4 r2{ + engine::math::Vector4 dq2 = q1->vertex - q2->vertex; + float fac2 = (z - q2->vertex.z) / dq2.z; + DerivedVertex r2{ { - q2->point.x + fac2 * dq2.x, - q2->point.y + fac2 * dq2.y, + q2->vertex.x + fac2 * dq2.x, + q2->vertex.y + fac2 * dq2.y, z, - q2->point.w + fac2 * dq2.w + 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->point - q3->point; - float fac3 = (z - q3->point.z) / dq3.z; - DerivedVertex4 r3{ + engine::math::Vector4 dq3 = q1->vertex - q3->vertex; + float fac3 = (z - q3->vertex.z) / dq3.z; + DerivedVertex r3{ { - q3->point.x + fac3 * dq3.x, - q3->point.y + fac3 * dq3.y, + q3->vertex.x + fac3 * dq3.x, + q3->vertex.y + fac3 * dq3.y, z, - q3->point.w + fac3 * dq3.w + q3->vertex.w + fac3 * dq3.w }, fac3 * q1->b0 + (1.f - fac3) * q3->b0, fac3 * q1->b1 + (1.f - fac3) * q3->b1 @@ -304,18 +304,18 @@ static void _crop_z(std::vector& tris, TriangleDerivedVe } } -std::vector TriangleDerivedVertex4::crop_z_out(float z1, float z2) const { - std::vector tris; - _crop_z(tris, *this, (derived_vertex1.point.z < z1) | ((derived_vertex2.point.z < z1) << 1) | ((derived_vertex3.point.z < z1) << 2), z1); - std::vector tris2; +std::vector TriangleDerived::crop_z_out(float z1, float z2) const { + std::vector 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 tris2; for (auto t : tris) - _crop_z(tris2, t, (t.derived_vertex1.point.z > z2) | ((t.derived_vertex2.point.z > z2) << 1) | ((t.derived_vertex3.point.z > z2) << 2), z2); + _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 -TriangleDerivedVertex4 TriangleDerivedVertex4::div_by_w() const { +TriangleDerived TriangleDerived::div_by_w() const { return {derived_vertex1.div_by_w(), derived_vertex2.div_by_w(), derived_vertex3.div_by_w()}; } -- cgit v1.2.3