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#include "renderer.h"
#include <memory>
#include <array>
#include "math/vector.h"
#include "o3d/tri.h"
#include "o3d/tri_deriv.h"
#include "fb/chfb.h"
#include "fb/pixfb.h"
using namespace engine;
using
engine::math::Vector2,
engine::math::Vector4,
engine::o3d::Triangle,
engine::o3d::TriangleDerived,
engine::o3d::VertexData,
engine::o3d::DerivedVertex,
engine::fb::CharacterFrameBuffer,
engine::fb::PixelFrameBuffer;
template<typename FrameBuffer>
template<typename FBArg>
Renderer<FrameBuffer>::Renderer(FBArg&& fb) : fb{std::forward<FBArg>(fb)} {
depth_buf.resize(this->fb.width() * this->fb.height());
}
template<typename FrameBuffer>
void Renderer<FrameBuffer>::resize(unsigned int w, unsigned int h) {
fb.resize(w, h);
depth_buf.resize(fb.width() * fb.height());
}
template<typename FrameBuffer>
void Renderer<FrameBuffer>::clear() {
std::fill(depth_buf.begin(), depth_buf.end(), 1.f);
fb.clear();
}
enum TriangleSide { top, bottom };
template<typename FrameBuffer>
void Renderer<FrameBuffer>::draw_triangle(const Triangle& triangle) {
Vector2 fdim_over_2 = Vector2{static_cast<float>(fb.width()), static_cast<float>(fb.height())} / 2.f;
for (const auto& t1 : triangle.to_derived().crop_z_out(-1.f, 1.f)) {
for (auto t2 : t1.div_by_w().perspective_crop_xy_out(-1.f, 1.f, -1.f, 1.f)) {
auto& v1 = t2.derived_vertex1.vertex;
auto& v2 = t2.derived_vertex2.vertex;
auto& v3 = t2.derived_vertex3.vertex;
auto pp1 = v1.xy();
auto pp2 = v2.xy();
auto pp3 = v3.xy();
if ((pp2 - pp1).det(pp3 - pp1) >= 0.f) continue;
v1 = Vector4{(pp1 + 1.f).mul_term(fdim_over_2) - .5f, v1.z, v1.w};
v2 = Vector4{(pp2 + 1.f).mul_term(fdim_over_2) - .5f, v2.z, v2.w};
v3 = Vector4{(pp3 + 1.f).mul_term(fdim_over_2) - .5f, v3.z, v3.w};
_draw_cropped_triangle(triangle, t2);
}
}
}
template<typename FrameBuffer>
void Renderer<FrameBuffer>::_draw_cropped_triangle(const Triangle& root, const TriangleDerived& triangle) {
std::array<const DerivedVertex*, 3> sorted_vs = { &triangle.derived_vertex1, &triangle.derived_vertex2, &triangle.derived_vertex3 };
{
const auto swap_if_gt = [&](auto x, auto y) {
if (sorted_vs[x]->vertex.y > sorted_vs[y]->vertex.y) {
auto temp = sorted_vs[x];
sorted_vs[x] = sorted_vs[y];
sorted_vs[y] = temp;
}
};
swap_if_gt(0, 1);
swap_if_gt(1, 2);
swap_if_gt(0, 1);
}
auto middle_vl = *sorted_vs[1];
const float fac = (sorted_vs[1]->vertex.y - sorted_vs[0]->vertex.y) / (sorted_vs[2]->vertex.y - sorted_vs[0]->vertex.y);
const float middle_vr_vertex_w = 1.f / (1.f / sorted_vs[0]->vertex.w + fac * (1.f / sorted_vs[2]->vertex.w - 1.f / sorted_vs[0]->vertex.w));
const float fac_b0 = middle_vr_vertex_w * (1.f - fac) / sorted_vs[0]->vertex.w;
DerivedVertex middle_vr{
{
sorted_vs[0]->vertex.x + fac * (sorted_vs[2]->vertex.x - sorted_vs[0]->vertex.x),
sorted_vs[1]->vertex.y,
(fac_b0 * sorted_vs[0]->vertex.w * sorted_vs[0]->vertex.z + (1.f - fac_b0) * sorted_vs[2]->vertex.w * sorted_vs[2]->vertex.z) / middle_vr_vertex_w,
middle_vr_vertex_w
},
fac_b0 * sorted_vs[0]->b0 + (1.f - fac_b0) * sorted_vs[2]->b0,
fac_b0 * sorted_vs[0]->b1 + (1.f - fac_b0) * sorted_vs[2]->b1
};
if (middle_vr.vertex.x < middle_vl.vertex.x) {
auto temp = middle_vr;
middle_vr = middle_vl;
middle_vl = temp;
}
const auto _draw_cropped_triangle_side = [&]<TriangleSide side>() {
const int vertex_end_index = ([&]() { if constexpr (side == TriangleSide::top) return 0; else return 2; })();
const DerivedVertex& vertex_end = *sorted_vs[vertex_end_index];
if (vertex_end.vertex.y == sorted_vs[1]->vertex.y)
return;
int top_y;
int bottom_y;
if constexpr (side == TriangleSide::top) {
top_y = static_cast<int>(std::floor(vertex_end.vertex.y + 1.f));
bottom_y = static_cast<int>(std::ceil(sorted_vs[1]->vertex.y - 1.f));
} else {
bottom_y = static_cast<int>(std::floor(vertex_end.vertex.y));
top_y = static_cast<int>(std::ceil(sorted_vs[1]->vertex.y));
}
for (int y = top_y; y <= bottom_y; y++) {
float s = (static_cast<float>(y) - vertex_end.vertex.y)
/ (sorted_vs[1]->vertex.y - vertex_end.vertex.y);
float projected_relative_b0 = 1.f - s;
float xl = vertex_end.vertex.x + s * (middle_vl.vertex.x - vertex_end.vertex.x);
float xr = vertex_end.vertex.x + s * (middle_vr.vertex.x - vertex_end.vertex.x);
int left_x = static_cast<int>(std::ceil(xl));
int right_x = static_cast<int>(std::ceil(xr - 1.f));
for (int x = left_x; x <= right_x; x++) {
float t = (static_cast<float>(x) - xl)
/ (xr - xl);
float projected_relative_b1 = s * (1.f - t);
float point_w = 1.f /
(
projected_relative_b0 / vertex_end.vertex.w
+ projected_relative_b1 / middle_vl.vertex.w
+ (1.f - projected_relative_b0 - projected_relative_b1) / middle_vr.vertex.w
);
float relative_b0 = point_w * projected_relative_b0 / vertex_end.vertex.w;
float relative_b1 = point_w * projected_relative_b1 / middle_vl.vertex.w;
float loc_z = relative_b0 * vertex_end.vertex.w * vertex_end.vertex.z
+ relative_b1 * middle_vl.vertex.w * middle_vl.vertex.z
+ (1.f - relative_b0 - relative_b1) * middle_vr.vertex.w * middle_vr.vertex.z;
if (loc_z >= depth_buf[x + y * fb.width()]) continue;
depth_buf[x + y * fb.width()] = loc_z;
float b0 = relative_b0 * vertex_end.b0 + relative_b1 * middle_vl.b0 + (1.f - relative_b0 - relative_b1) * middle_vr.b0;
float b1 = relative_b0 * vertex_end.b1 + relative_b1 * middle_vl.b1 + (1.f - relative_b0 - relative_b1) * middle_vr.b1;
Vector3 loc{
b0 * root.vertex1.vertex.x + b1 * root.vertex2.vertex.x + (1.f - b0 - b1) * root.vertex3.vertex.x,
b0 * root.vertex1.vertex.y + b1 * root.vertex2.vertex.y + (1.f - b0 - b1) * root.vertex3.vertex.y,
loc_z
};
fb.draw_point(x, y, loc,
VertexData::bilerp(root.vertex1.data, root.vertex2.data, root.vertex3.data, b0, b1),
Vector3::bilerp(root.vertex1.normal, root.vertex2.normal, root.vertex3.normal, b0, b1).normalize());
}
}
};
_draw_cropped_triangle_side.template operator()<TriangleSide::top>();
_draw_cropped_triangle_side.template operator()<TriangleSide::bottom>();
}
template class Renderer<CharacterFrameBuffer>;
template Renderer<CharacterFrameBuffer>::Renderer(CharacterFrameBuffer&&);
template Renderer<CharacterFrameBuffer>::Renderer(const CharacterFrameBuffer&);
template class Renderer<PixelFrameBuffer>;
template Renderer<PixelFrameBuffer>::Renderer(PixelFrameBuffer&&);
template Renderer<PixelFrameBuffer>::Renderer(const PixelFrameBuffer&);
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