#include "o3d/tri_deriv_vertex.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) : 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) { 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: { DerivedVertex4* q1; DerivedVertex4* q2; DerivedVertex4* 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->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{ { x, q2->point.y + fac2 * dq2.y, fac2_b * q1->point.z + (1.f - fac2_b) * q2->point.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{ { x, q3->point.y + fac3 * dq3.y, fac3_b * q1->point.z + (1.f - fac3_b) * q3->point.z, 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& tris, TriangleDerivedVertex4 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: { DerivedVertex4* q1; DerivedVertex4* q2; DerivedVertex4* 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->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{ { q2->point.x + fac2 * dq2.x, y, fac2_b * q1->point.z + (1.f - fac2_b) * q2->point.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{ { q3->point.x + fac3 * dq3.x, y, fac3_b * q1->point.z + (1.f - fac3_b) * q3->point.z, 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 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); 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); 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); 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); } } return tris_final; } static void _crop_z(std::vector& tris, TriangleDerivedVertex4 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: { DerivedVertex4* q1; DerivedVertex4* q2; DerivedVertex4* 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->point - q2->point; float fac2 = (z - q2->point.z) / dq2.z; DerivedVertex4 r2{ { q2->point.x + fac2 * dq2.x, q2->point.y + fac2 * dq2.y, z, q2->point.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{ { q3->point.x + fac3 * dq3.x, q3->point.y + fac3 * dq3.y, z, q3->point.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 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; 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); return tris2; } #undef P1_OUT #undef P2_OUT #undef P3_OUT TriangleDerivedVertex4 TriangleDerivedVertex4::div_by_w() const { return {derived_vertex1.div_by_w(), derived_vertex2.div_by_w(), derived_vertex3.div_by_w()}; }