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student_pipeline.c
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student_pipeline.c
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/*!
* @file
* @brief This file contains implementation of rendering pipeline.
*
* @author Tomáš Milet, [email protected]
*
*/
#include<stdlib.h>
#include<stdio.h>
#include<stdint.h>
#include<assert.h>
#include<math.h>
#include"student/student_pipeline.h"
#include"student/uniforms.h"
/// \addtogroup gpu_side Úkoly v gpu části
/// @{
VertexIndex gpu_computeGLVertexID(
VertexIndex const*const indices ,
VertexShaderInvocation const vertexShaderInvocation){
/// Naimplementujte výpočet gl_VertexID z vertexShaderInvocation
/// a případného indexování.
/// vertexShaderInvocation obsahuje pořadové číslo spuštění (invokace)
/// vertex shaderu v rámci jednoho vykreslovacího příkazu.
/// gl_VertexID je index vertexu, který se má poslat do vertex shaderu - návratová hodnota této funkce.
/// Pokud není aktivní indexing, index vertexu odpovída pořadovému číslu
/// invokace vertex shaderu.
/// Pokud je aktivní indexing, je potřeba zaadresovat správný gl_VertexID
/// z bufferu indexů (indices) pomocí čísla invokace.
/// Indexing je aktivní, pokud buffer indexů není NULL.
(void)indices;
(void)vertexShaderInvocation;
if (indices != NULL) return indices[vertexShaderInvocation];
else return vertexShaderInvocation;
}
void const* gpu_computeVertexAttributeDataPointer(
GPUVertexPullerHead const*const head ,
VertexIndex const gl_VertexID){
/// Naimplementujte výpočet ukazatele pro daný vertex attribut a číslo vrcholu.
/// Tato funkce počíta přesný ukazatel na data vertex atributu.
/// Dejte si pozor na ukazatelovou aritmetiku, ukazatel musí být na byte přesně.
/// Správná adresa se odvíjí od adresy bufferu, offsetu čtěcí hlavy, čísla vrcholu a kroku čtecí hlavy.
assert(head != NULL);
(void)head;
(void)gl_VertexID;
if (head->enabled == 1) return ((gl_VertexID * head->stride) + head->offset + head->buffer);
else return NULL;
}
void gpu_runVertexPuller(
GPUVertexPullerOutput *const output ,
GPUVertexPullerConfiguration const*const puller ,
VertexShaderInvocation const vertexShaderInvocation){
/// Naimplementujte funkci vertex pulleru, využijte funkce
/// gpu_computeGLVertexID a gpu_computeVertexAttrbuteDataPointer.
/// Funkce vertex pulleru je nastavit správné adresy vertex attributů.
/// Výstupem vertex pulleru je struktura obsahují seznam pointerů.
/// Vašim úkolem je vypočítat správné adresy jednotlivých attributů.
/// Pokud daný atribut/čtecí hlava není povolený/neexistuje nastavte jeho adresu na NULL.<br>
/// <b>Seznam funkcí, které jistě využijete:</b>
/// - gpu_computeGLVertexID()
/// - gpu_computeVertexAttributeDataPointer()
assert(output != NULL);
assert(puller != NULL);
(void)output;
(void)puller;
(void)vertexShaderInvocation;
const VertexIndex temp = gpu_computeGLVertexID(puller->indices, vertexShaderInvocation);
for(size_t a = 0; a < 4; ++a)
output->attributes[a] = gpu_computeVertexAttributeDataPointer(&puller->heads[a], temp);
}
void gpu_runPrimitiveAssembly(
GPU const gpu ,
GPUPrimitive *const primitive ,
size_t const nofPrimitiveVertices ,
GPUVertexPullerConfiguration const*const puller ,
VertexShaderInvocation const baseVertexShaderInvocation,
VertexShader const vertexShader ){
assert(primitive != NULL);
assert(nofPrimitiveVertices <= VERTICES_PER_TRIANGLE);
assert(puller != NULL);
assert(vertexShader != NULL);
(void)gpu;
(void)primitive;
(void)nofPrimitiveVertices;
(void)puller;
(void)baseVertexShaderInvocation;
(void)vertexShader;
/// Naimplementujte funkci jednotky sestavující primitiva.
/// Vašim úkolem je spustit vertex puller a dodaný vertex shader nad každým vrcholem primitiva.
/// Funkce by měla spustit vertex puller/vertex shader N krát (podle množství vrcholů primitiva).
/// Výstupy z vertex shaderu vložte do parametru primitive.
/// Počet vrcholů primitiva je udán v nofPrimitiveVertices.
/// Čislo invokace vertex shaderu pro první vrchol primitiva je v baseVertexShaderInvocation proměnné.
/// Nezapomeňte spustit nad každým vrcholem primitiva vertex shader.
/// Nezapomeňte do každého vrcholu správně zapsat číslo vrcholu (gl_VertexID)<br>
/// <b>Seznam funkcí, které jistě využijete:</b>
/// - gpu_runVertexPuller()
/// - gpu_computeGLVertexID()<br>
/// <b>Seznam struktur, které jistě využijete:</b>
/// - GPUVertexPullerOutput()
/// - GPUVertexShaderInput()
for (int i = 0; i < nofPrimitiveVertices; i++) {
GPUVertexShaderInput input;
GPUVertexShaderOutput output;
gpu_runVertexPuller((GPUVertexPullerOutput *const) &output, puller, baseVertexShaderInvocation + i);
input.attributes = (const GPUVertexPullerOutput *) &output;
input.gl_VertexID = gpu_computeGLVertexID(puller->indices, baseVertexShaderInvocation + i);
(*vertexShader)(&primitive->vertices[i], &input, gpu);
}
primitive->nofUsedVertices = nofPrimitiveVertices;
}
/// @}
/**
* @brief This function does clipping of an edge by frustum plane.
*
* A point P(t) on the edge is: P(t) = vertexA + t*(vertexB - vertexA), t in [0,1].
* This function returns interval of possible values of parameter t for which P(t) is in front of frustum plane.
* The interval is returned in arguments: minT and maxT.
* If the edge lies in front of the frustum plane, this function return minT = 0.f and maxT = 1.f
* If the edge lies behind frustum plane, this function returns minT = 1.f and maxT = 0.f
* The axis selects frustum planes according to: x - LEFT,RIGHT, y - BOTTOM,TOP, z - NEAR,FAR
* The positive flag selects frustum planes according to: positive = 1 - LEFT,BOTTOM,NEAR, positive = 0 - RIGHT,TOP,FAR.
*
* @param minT minimal allowed value of parameter t
* @param maxT maximal allowed value of parameter t
* @param vertexA vertex A of the edge
* @param vertexB vertex B of the edge
* @param axis axis of frustum plane
* @param positive positive flag of frustum plane
*/
void gpu_runFrustumPlaneClippingOnEdge(
float *const minT ,
float *const maxT ,
Vec4 const*const vertexA ,
Vec4 const*const vertexB ,
size_t const axis ,
size_t const positive){
// A point on a triangle edge:
// A(a,b,t) = a + t*(b-a)
// a,b are positions of triangle vertices
// t in [0,1]
//
// -A(a,b,t)w <= (2p-1)*A(a,b,t)i
// i - axis
// p - positive flag
//
// solve for t
// -aw - t*(bw-aw) <= (1-2p)*(ai + t*(bi-ai))
// -t*(bw-aw) - (1-2p)*t*(bi-ai) <= (1-2p)*ai + aw
// t*(-bw+aw-(1-2p)*(bi-ai)) <= (1-2p)*ai + aw
// t*M <= N
// M>0 -> t <= N/M
// M<0 -> t >= N/M
// M=0 and N>=0 -> t = any value
// M=0 and N< 0 -> t = no value
assert(vertexA != NULL);
assert(vertexB != NULL);
assert(axis <= 2);
assert(positive <= 1);
*minT = 0.f;
*maxT = 1.f;
float const ai = vertexA->data[axis];
float const aw = vertexA->data[3];
float const bi = vertexB->data[axis];
float const bw = vertexB->data[3];
float const s = (2.f*(float)positive-1.f);
float const M = -bw+aw-s*(bi-ai);
float const N = s*ai + aw;
if (M>0.f)*maxT = fminf(*maxT,N/M);
else if(M<0.f)*minT = fmaxf(*minT,N/M);
else if(N<0.f){
*maxT = 0.f;
*minT = 1.f;
}
}
/**
* @brief This function writes one triangle when only one vertex is visible.
*
* @param triangles output list of clipped triangles
* @param nofTriangles number of triangles
* @param visible visibility mask for triangle vertices
* @param tMin minimal t parameters
* @param tMax maximal t parameters
* @param triangle input triangle
*/
void gpu_writeClippedTriangle_OneVertexVisible(
GPUTriangle *const triangles ,
size_t *const nofTriangles,
size_t const visible ,
float const tMin[3] ,
float const tMax[3] ,
GPUTriangle const*const triangle ){
assert(triangles != NULL);
assert(nofTriangles != NULL);
assert(triangle != NULL);
size_t const vertex = visible>>1;
size_t const prevVertex = (vertex+2)%VERTICES_PER_TRIANGLE;
size_t const nextVertex = (vertex+1)%VERTICES_PER_TRIANGLE;
float const prevT = tMin[prevVertex];
float const nextT = tMax[vertex ];
Vec3 *const dstCoords = triangles[*nofTriangles].coords;
Vec3 const*const srcCoords = triangle->coords;
Vec4 *const dstPositions = triangles[*nofTriangles].positions;
Vec4 const*const srcPositions = triangle->positions;
copy_Vec3(
dstCoords + 0 ,
srcCoords + vertex);
mix_Vec3(
dstCoords + 1 ,
srcCoords + vertex ,
srcCoords + nextVertex,
nextT );
mix_Vec3(
dstCoords + 2 ,
srcCoords + prevVertex,
srcCoords + vertex ,
prevT );
copy_Vec4(
dstPositions + 0 ,
srcPositions + vertex);
mix_Vec4(
dstPositions + 1 ,
srcPositions + vertex ,
srcPositions + nextVertex,
nextT );
mix_Vec4(
dstPositions + 2 ,
srcPositions + prevVertex,
srcPositions + vertex ,
prevT );
(*nofTriangles)++;
}
/**
* @brief This function writes first clipped triangle when two vertices are visible.
*
* @param dstCoords pointer to destination barycentrics
* @param srcCoords pointer to source barycentrics
* @param dstPositions pointer to destination positions
* @param srcPositions pointer to source positions
* @param vertex id of not visible vertex
* @param nextVertex id of next visible vertex in respect to vertex
* @param prevVertex id of previous visible vertex in respect to vertex
* @param nextT t parameter of next triangle edge
* @param prevT t parameter of previous triangle edge
*/
void gpu_writeClippedTriangle_TwoVerticesVisible_FirstTriangle(
Vec3 *const dstCoords ,
Vec3 const*const srcCoords ,
Vec4 *const dstPositions,
Vec4 const*const srcPositions,
size_t const vertex ,
size_t const nextVertex ,
size_t const prevVertex ,
float const nextT ,
float const prevT ){
assert(dstCoords != NULL);
assert(srcCoords != NULL);
assert(dstPositions != NULL);
assert(srcPositions != NULL);
mix_Vec3(
dstCoords + 0 ,
srcCoords + vertex ,
srcCoords + nextVertex,
nextT );
copy_Vec3(
dstCoords + 1 ,
srcCoords + nextVertex);
mix_Vec3(
dstCoords + 2 ,
srcCoords + prevVertex,
srcCoords + vertex ,
prevT );
mix_Vec4(
dstPositions + 0 ,
srcPositions + vertex ,
srcPositions + nextVertex,
nextT );
copy_Vec4(
dstPositions + 1 ,
srcPositions + nextVertex);
mix_Vec4(
dstPositions + 2 ,
srcPositions + prevVertex,
srcPositions + vertex ,
prevT );
}
/**
* @brief This function writes second clipped triangle when two vertices are visible.
*
* @param dstCoords pointer to destination barycentrics
* @param srcCoords pointer to source barycentrics
* @param dstPositions pointer to destination positions
* @param srcPositions pointer to source positions
* @param vertex id of not visible vertex
* @param nextVertex id of next visible vertex in respect to vertex
* @param prevVertex id of previous visible vertex in respect to vertex
* @param prevT t parameter of previous triangle edge
*/
void gpu_writeClippedTriangle_TwoVerticesVisible_SecondTriangle(
Vec3 *const dstCoords ,
Vec3 const*const srcCoords ,
Vec4 *const dstPositions,
Vec4 const*const srcPositions,
size_t const vertex ,
size_t const nextVertex ,
size_t const prevVertex ,
float const prevT ){
assert(dstCoords != NULL);
assert(srcCoords != NULL);
assert(dstPositions != NULL);
assert(srcPositions != NULL);
mix_Vec3(
dstCoords + 0 ,
srcCoords + prevVertex,
srcCoords + vertex ,
prevT );
copy_Vec3(
dstCoords + 1 ,
srcCoords + nextVertex);
copy_Vec3(
dstCoords + 2 ,
srcCoords + prevVertex);
mix_Vec4(
dstPositions + 0 ,
srcPositions + prevVertex,
srcPositions + vertex ,
prevT );
copy_Vec4(
dstPositions + 1 ,
srcPositions + nextVertex);
copy_Vec4(
dstPositions + 2 ,
srcPositions + prevVertex);
}
/**
* @brief This function writes two clipped triangle when two vertices are visible.
*
* @param triangles triangle list
* @param nofTriangles number of triangles
* @param visible visibility mask of triangle vertices
* @param tMin minimal t parameters
* @param tMax maximal t parameters
* @param triangle input triangle
*/
void gpu_writeClippedTriangle_TwoVerticesVisible(
GPUTriangle *const triangles ,
size_t *const nofTriangles,
size_t const visible ,
float const tMin[3] ,
float const tMax[3] ,
GPUTriangle const*const triangle ){
assert(triangles != NULL);
assert(nofTriangles != NULL);
assert(triangle != NULL);
size_t const vertex = (~visible & 0x7)>>1;
size_t const prevVertex = (vertex+2)%VERTICES_PER_TRIANGLE;
size_t const nextVertex = (vertex+1)%VERTICES_PER_TRIANGLE;
float const prevT = tMax[prevVertex];
float const nextT = tMin[vertex];
gpu_writeClippedTriangle_TwoVerticesVisible_FirstTriangle(
triangles[*nofTriangles].coords ,triangle->coords ,
triangles[*nofTriangles].positions,triangle->positions,
vertex,nextVertex,prevVertex,
nextT,prevT);
(*nofTriangles)++;
gpu_writeClippedTriangle_TwoVerticesVisible_SecondTriangle(
triangles[*nofTriangles].coords ,triangle->coords ,
triangles[*nofTriangles].positions,triangle->positions,
vertex,nextVertex,prevVertex,
prevT);
(*nofTriangles)++;
}
/**
* @brief This function copies input triangle into output triangle list.
*
* @param triangles output triangle list
* @param nofTriangles number of triangles in output triangle list
* @param triangle input triangle
*/
void gpu_writeClippedTriangle_ThreeVerticesVisible(
GPUTriangle triangles [MAX_CLIPPED_TRIANGLES],
size_t *const nofTriangles ,
GPUTriangle const*const triangle ){
assert(triangles != NULL);
assert(nofTriangles != NULL);
assert(triangle != NULL);
for(size_t v = 0; v < VERTICES_PER_TRIANGLE; ++v){
copy_Vec4(triangles[*nofTriangles].positions+v,triangle->positions+v);
copy_Vec3(triangles[*nofTriangles].coords +v,triangle->coords +v);
}
(*nofTriangles)++;
}
/**
* @brief This function performs frustum plane clipping on a triangle.
* Triangles can be splitted into multiple triangle (0-2) if they intersect a frustum plane.
*
* @param triangles output array of triangles
* @param nofTriangles number of already clipped triangles in output array of triangles (this number will be increased by 0-2)
* @param triangle input triangle
* @param plane id of frustum plane
*/
void gpu_runFrustumPlaneClippingOnTriangle(
GPUTriangle triangles [MAX_CLIPPED_TRIANGLES],
size_t *const nofTriangles ,
GPUTriangle const*const triangle ,
FrustumPlane const plane ){
assert(triangles != NULL);
assert(nofTriangles != NULL);
assert(triangle != NULL);
// A point in clip-space P=(Px,Py,Pz,Pw) lies in camera view if and only if:
// forall i in {x,y,z}: -Pw <= Pi <= +Pw
// forall i in {x,y,z}: -Pw <= Pi and Pi <= +Pw
// forall i in {x,y,z}: -Pw <= Pi and -Pi >= -Pw
// forall i in {x,y,z}: -Pw <= Pi and -Pw <= -Pi
//
// i - axis {x,y,z}
//
// A axis refers to frustum planes:
// x axis - LEFT , RIGHT
// y axis - BOTTOM, TOP
// z axis - NEAR , FAR
//
// A part of comparison refers to frustum planes:
// -Pw <= +Pi - LEFT , BOTTOM, NEAR
// -Pw <= -Pi - RIGHT, TOP , FAR
//
// -Pw <= (2p-1)Pi
// n - positive/negative {0,1}
// p = 1 -> LEFT , BOTTOM, NEAR
// p = 0 -> RIGHT, TOP , FAR
//
// Comparison: -Pw <= Py refers to BOTTOM frustum plane
size_t axis = 0;
if (plane == LEFT || plane == RIGHT)axis = 0;
else if(plane == BOTTOM || plane == TOP )axis = 1;
else if(plane == FAR || plane == NEAR )axis = 2;
size_t positive = 0;
if (plane == LEFT || plane == BOTTOM || plane == NEAR)positive = 1;
else if(plane == RIGHT || plane == TOP || plane == FAR )positive = 0;
float tMin[VERTICES_PER_TRIANGLE],tMax[VERTICES_PER_TRIANGLE];
for(size_t v = 0; v < VERTICES_PER_TRIANGLE; ++v){
size_t const nextV = (v+1)%VERTICES_PER_TRIANGLE;
gpu_runFrustumPlaneClippingOnEdge(
tMin+v,
tMax+v,
&triangle->positions[v],
&triangle->positions[nextV],
axis,
positive);
}
// Binary mask of visible vertices
uint32_t visible = 0u;
for(size_t i=0;i<VERTICES_PER_TRIANGLE;++i)visible |= ((uint32_t)(tMin[i] == 0.f && tMin[i] <= tMax[i]))<<i;
// no vertex is in front of frustum plane
if(visible == 0x0){
//fprintf(stderr,"zero\n");
return;
}
// only one vertex is in front of frustum plane
if(visible == 0x1 || visible == 0x2 || visible == 0x4){
//fprintf(stderr,"one\n");
gpu_writeClippedTriangle_OneVertexVisible(triangles,nofTriangles,visible,tMin,tMax,triangle);
return;
}
// two vertrices are in front of frustum plane
if(visible == 0x3 || visible == 0x5 || visible == 0x6){
//fprintf(stderr,"two\n");
gpu_writeClippedTriangle_TwoVerticesVisible(triangles,nofTriangles,visible,tMin,tMax,triangle);
return;
}
// all vertices are in front of frustum plane
if(visible == 0x7){
//fprintf(stderr,"three\n");
gpu_writeClippedTriangle_ThreeVerticesVisible(triangles,nofTriangles,triangle);
return;
}
}
/**
* @brief This function performs frustum plane clipping on triangle list.
* Triangles can be splitted into multiple triangles if they intersect a frustum plane.
* This function performs clipping using only one selected frustum plane.
* This function has to be called 6 times in order to do full frustum clipping.
* Every triangle in input triangle list is subject of clipping.
*
* @param output output triangle list
* @param input input triangle list
* @param plane id of plane
*/
void gpu_runFrustumPlaneClippingOnTriangleList(
GPUTriangleList *const output,
GPUTriangleList const*const input ,
FrustumPlane const plane ){
assert(output != NULL);
assert(input != NULL);
output->nofTriangles = 0;
for(size_t i = 0; i < input->nofTriangles; ++i)
gpu_runFrustumPlaneClippingOnTriangle(output->triangles,&output->nofTriangles,input->triangles+i,plane);
}
void gpu_runTriangleClipping(
GPUTriangleList *const output,
GPUTriangle const*const input ){
assert(output != NULL);
assert(input != NULL);
output->nofTriangles = 0;
//full clipping
//GPUTriangleList c;
//c.nofTriangles = 0;
//gpu_runFrustumPlaneClippingOnTriangle(c.triangles,&c.nofTriangles,input,NEAR);
//gpu_runFrustumPlaneClippingOnTriangleList(output,&c ,FAR );
//gpu_runFrustumPlaneClippingOnTriangleList(&c ,output,LEFT );
//gpu_runFrustumPlaneClippingOnTriangleList(output,&c ,RIGHT );
//gpu_runFrustumPlaneClippingOnTriangleList(&c ,output,BOTTOM);
//gpu_runFrustumPlaneClippingOnTriangleList(output,&c ,TOP );
//near plane clipping
gpu_runFrustumPlaneClippingOnTriangle(output->triangles,&output->nofTriangles,input,NEAR);
}
void gpu_runPerspectiveDivision(
GPUPrimitive *const primitive){
assert(primitive != NULL);
for(size_t v = 0; v < primitive->nofUsedVertices; ++v)
for(size_t k = 0; k < 3; ++k)
primitive->vertices[v].gl_Position.data[k] /= primitive->vertices[v].gl_Position.data[3];
}
void gpu_runViewportTransformation(
GPUPrimitive *const primitive,
size_t const width ,
size_t const height ){
assert(primitive != NULL);
for(size_t v=0;v<primitive->nofUsedVertices;++v){
primitive->vertices[v].gl_Position.data[0] =
(primitive->vertices[v].gl_Position.data[0]*.5f+.5f)*(float)width;
primitive->vertices[v].gl_Position.data[1] =
(primitive->vertices[v].gl_Position.data[1]*.5f+.5f)*(float)height;
}
}
size_t gpu_roundDownPixelCoord(
float const coord){
assert(coord>=0.f);
float const fractional = coord - truncf(coord);
size_t const integer = (size_t)truncf(coord);
return integer + (size_t)(fractional > PIXEL_CENTER);
}
size_t gpu_roundUpPixelCoord(
float const coord){
assert(coord>=0.f);
float const fractional = coord - truncf(coord);
size_t const integer = (size_t)truncf(coord);
return integer + (size_t)(fractional >= PIXEL_CENTER);
}
void gpu_restrictLineBorders(
float *const minX ,
float *const maxX ,
float const y ,
Vec3 const*const edgeLine){
assert(minX != NULL);
assert(maxX != NULL);
assert(edgeLine != NULL);
// edgeLine (a,b,c): ax+by+c = 0
// half space that contains triangle: ax+by+c>=0
// ax+by+c>=0
// ax>=-by-c
// ax>=d
// a>0 -> x >= d/a
// a<0 -> x <= d/a
// a=0 && d <= 0 -> no restriction
// a=0 && d > 0 -> no values are possible
float const a = edgeLine->data[0];
float const b = edgeLine->data[1];
float const c = edgeLine->data[2];
float const d = -b*y-c;
if (a>0.f)
*minX = fmaxf(*minX,d/a);
else if(a<0.f)
*maxX = fminf(*maxX,d/a);
else if(d>0.f){
*maxX = -INFINITY;
*minX = +INFINITY;
}
}
void gpu_computeLineBorders(
float *const minX ,
float *const maxX ,
float const y ,
Vec3 const triangleLines[EDGES_PER_TRIANGLE]){
assert(minX != NULL);
assert(maxX != NULL);
assert(triangleLines != NULL);
*minX = -INFINITY;
*maxX = +INFINITY;
for(size_t edge = 0; edge < EDGES_PER_TRIANGLE; ++edge)
gpu_restrictLineBorders(minX,maxX,y,triangleLines+edge);
}
/// \addtogroup gpu_side
/// @{
void gpu_computeScreenSpaceBarycentrics(
Vec3 *const coords ,
Vec2 const*const pixelCenter ,
Vec2 const vertices [VERTICES_PER_TRIANGLE],
Vec3 const lines [EDGES_PER_TRIANGLE ]){
/// V této funkci spočtěte barycentrické coordináty trojúhelníku v obrazovce.
/// Coordináty zapište do coords.
/// V proměnné vertices naleznete pozice vrcholů ve 2D v obrazovce.
/// V proměnné lines naleznete rovnice přímek hran trojúhelníka.
/// Rovnice přímek jsou normalizované (velikost normály je 1).
/// Normála směřuje směrem dovnitř trojúhelníka.
assert(coords != NULL);
assert(pixelCenter != NULL);
assert(vertices != NULL);
assert(lines != NULL);
(void)coords;
(void)pixelCenter;
(void)vertices;
(void)lines;
coords->data[0] = distanceTo2DLine(&lines[1], pixelCenter) / distanceTo2DLine(&lines[1], &vertices[0]);
coords->data[1] = distanceTo2DLine(&lines[2], pixelCenter) / distanceTo2DLine(&lines[2], &vertices[1]);
coords->data[2] = 1.f - coords->data[0] - coords->data[1];
}
/// @}
void gpu_computeTriangleLines(
Vec3 lines [EDGES_PER_TRIANGLE ],
Vec2 const vertices[VERTICES_PER_TRIANGLE]){
assert(lines != NULL);
assert(vertices != NULL);
for(size_t vertex = 0; vertex < VERTICES_PER_TRIANGLE; ++vertex){
size_t const nextVertex = (vertex+1)%VERTICES_PER_TRIANGLE;
construct2DLine(lines+vertex,vertices+vertex,vertices+nextVertex);
}
}
float gpu_noperspectiveInterpolate(
float const values [WEIGHTS_PER_BARYCENTRICS],
float const weights[WEIGHTS_PER_BARYCENTRICS]){
float result = 0.f;
for(size_t i=0;i<WEIGHTS_PER_BARYCENTRICS;++i)
result += values[i]*weights[i];
return result;
}
float gpu_smoothInterpolate(
float const values [WEIGHTS_PER_BARYCENTRICS],
float const weights [WEIGHTS_PER_BARYCENTRICS],
float const homogeneousCoords[WEIGHTS_PER_BARYCENTRICS]){
float dividend = 0.f;
float divisor = 0.f;
for(size_t i=0;i<WEIGHTS_PER_BARYCENTRICS;++i){
dividend += values[i]*weights[i]/homogeneousCoords[i];
divisor += weights[i]/homogeneousCoords[i];
}
return dividend/divisor;
}
void gpu_createFragment(
GPUFragmentShaderInput *const fragment ,
GPUPrimitive const*const primitive ,
Vec3 const*const barycentrics,
Vec2 const*const pixelCoord ){
assert(fragment != NULL);
assert(primitive != NULL);
assert(barycentrics != NULL);
float const homogeneousCoords[WEIGHTS_PER_BARYCENTRICS] = {
primitive->vertices[0].gl_Position.data[3],
primitive->vertices[1].gl_Position.data[3],
primitive->vertices[2].gl_Position.data[3],
};
for(size_t attribute = 0; attribute < MAX_ATTRIBUTES; ++attribute){
if(primitive->types[attribute] == ATTRIB_EMPTY)continue;
size_t const nofComponents = (size_t)primitive->types[attribute];
if (primitive->interpolations[attribute] == FLAT){
for(size_t component=0;component<nofComponents;++component)
((float*)fragment->attributes.attributes[attribute])[component] =
((float*)primitive->vertices[0].attributes[attribute])[component];
}else if(primitive->interpolations[attribute] == NOPERSPECTIVE){
for(size_t component=0;component<nofComponents;++component){
float const values[WEIGHTS_PER_BARYCENTRICS] = {
((float*)primitive->vertices[0].attributes[attribute])[component],
((float*)primitive->vertices[1].attributes[attribute])[component],
((float*)primitive->vertices[2].attributes[attribute])[component],
};
((float*)fragment->attributes.attributes[attribute])[component] = gpu_noperspectiveInterpolate(
values,
barycentrics->data);
}
}else if(primitive->interpolations[attribute] == SMOOTH){
for(size_t component=0;component<nofComponents;++component){
float const values[WEIGHTS_PER_BARYCENTRICS] = {
((float*)primitive->vertices[0].attributes[attribute])[component],
((float*)primitive->vertices[1].attributes[attribute])[component],
((float*)primitive->vertices[2].attributes[attribute])[component],
};
((float*)fragment->attributes.attributes[attribute])[component] = gpu_smoothInterpolate(
values,
barycentrics->data,
homogeneousCoords);
}
}
}
copy_Vec2(&fragment->coords,pixelCoord);
float const depths[WEIGHTS_PER_BARYCENTRICS] = {
primitive->vertices[0].gl_Position.data[3],
primitive->vertices[1].gl_Position.data[3],
primitive->vertices[2].gl_Position.data[3],
};
fragment->depth = gpu_smoothInterpolate(
depths,
barycentrics->data,
homogeneousCoords);
}
void gpu_perFragmentOperations(
GPU const gpu ,
GPUFragmentShaderOutput const*const fragment,
size_t const x ,
size_t const y ){
assert(fragment != NULL);
if(fragment->depth < gpu_getDepth(gpu,x,y)){
gpu_setColor(gpu,x,y,&fragment->color);
gpu_setDepth(gpu,x,y, fragment->depth);
}
}
void gpu_rasterizeTriangle(
GPU const gpu ,
GPUPrimitive const*const primitive,
size_t const width ,
size_t const height ){
assert(primitive != NULL);
// bounding quad of primitive
float yMin = +INFINITY;
float yMax = -INFINITY;
for(size_t v = 0; v < primitive->nofUsedVertices; ++v){
yMin = fminf(yMin,primitive->vertices[v].gl_Position.data[1]);
yMax = fmaxf(yMax,primitive->vertices[v].gl_Position.data[1]);
}
if(yMin<0.f)yMin = 0.f;
if(yMax<0.f)yMax = 0.f;
Vec3 triangleLines[EDGES_PER_TRIANGLE];
Vec2 triangleVertices[VERTICES_PER_TRIANGLE];
for(size_t vertex = 0; vertex < VERTICES_PER_TRIANGLE; ++vertex)
copy_Vec4_To_Vec2(triangleVertices+vertex,&primitive->vertices[vertex].gl_Position);
gpu_computeTriangleLines(triangleLines,triangleVertices);
size_t yMinI = gpu_roundDownPixelCoord(yMin);
size_t yMaxI = gpu_roundUpPixelCoord (yMax);
if(yMaxI>=height)yMaxI = height;
FragmentShader const fragmentShader = gpu_getActiveFragmentShader(gpu);
for(size_t y = yMinI; y < yMaxI; ++y){
Vec2 pixelCoord;
pixelCoord.data[1] = (float)y + PIXEL_CENTER;
float xMin,xMax;
gpu_computeLineBorders(&xMin,&xMax,pixelCoord.data[1],triangleLines);
if(xMin<0.f)xMin = 0.f;
if(xMax<0.f)xMax = 0.f;
if(xMin >= xMax)continue;
size_t xMinI = gpu_roundDownPixelCoord(xMin);
size_t xMaxI = gpu_roundUpPixelCoord (xMax);
if(xMaxI>=width)xMaxI = width;
for(size_t x = xMinI; x < xMaxI; ++x){
GPUFragmentShaderInput fragmentShaderInput;
GPUFragmentShaderOutput fragmentShaderOutput;
pixelCoord.data[0] = (float)x + PIXEL_CENTER;
Vec3 barycentrics;
gpu_computeScreenSpaceBarycentrics(&barycentrics,&pixelCoord,triangleVertices,triangleLines);
gpu_createFragment(&fragmentShaderInput,primitive,&barycentrics,&pixelCoord);
fragmentShaderOutput.depth = fragmentShaderInput.depth;
fragmentShader(&fragmentShaderOutput,&fragmentShaderInput,gpu);
for(size_t i=0;i<4;++i){
if(fragmentShaderOutput.color.data[i] < 0.f)
fragmentShaderOutput.color.data[i] = 0.f;
if(fragmentShaderOutput.color.data[i] > 1.f)
fragmentShaderOutput.color.data[i] = 1.f;
}
gpu_perFragmentOperations(gpu,&fragmentShaderOutput,(size_t)pixelCoord.data[0],(size_t)pixelCoord.data[1]);
}
}
}
void gpu_createSubPrimitive(
GPUPrimitive *const subPrimitive ,
GPUPrimitive const*const primitive ,
GPUTriangle const*const clippedTriangle){
assert(subPrimitive != NULL);
assert(primitive != NULL);
assert(clippedTriangle != NULL);
subPrimitive->nofUsedVertices = VERTICES_PER_TRIANGLE;
for(size_t a = 0; a < MAX_ATTRIBUTES; ++a){
subPrimitive->interpolations[a] = primitive->interpolations[a];
subPrimitive->types [a] = primitive->types [a];
}
//interpolate vertex attributes to subPrimitive
for(size_t vertexIndex = 0; vertexIndex < VERTICES_PER_TRIANGLE; ++vertexIndex){
// interpolate positions of vertices
for(size_t componentIndex = 0; componentIndex<4; ++componentIndex){
float const values[WEIGHTS_PER_BARYCENTRICS] = {
primitive->vertices[0].gl_Position.data[componentIndex],
primitive->vertices[1].gl_Position.data[componentIndex],
primitive->vertices[2].gl_Position.data[componentIndex]
};
subPrimitive->vertices[vertexIndex].gl_Position.data[componentIndex] =
gpu_noperspectiveInterpolate(values,clippedTriangle->coords[vertexIndex].data);
}
// interpolate vertex attributes
for(size_t attributeIndex = 0; attributeIndex < MAX_ATTRIBUTES; ++attributeIndex){
if(primitive->types[attributeIndex] == ATTRIB_EMPTY)continue;
size_t const dimension = (size_t)primitive->types[attributeIndex];
for(size_t componentIndex=0;componentIndex<dimension;++componentIndex){
float const values[WEIGHTS_PER_BARYCENTRICS] = {
((float*)primitive->vertices[0].attributes[attributeIndex])[componentIndex],
((float*)primitive->vertices[1].attributes[attributeIndex])[componentIndex],
((float*)primitive->vertices[2].attributes[attributeIndex])[componentIndex]
};
((float*)subPrimitive->vertices[vertexIndex].attributes[attributeIndex])[componentIndex] =
gpu_noperspectiveInterpolate(values,clippedTriangle->coords[vertexIndex].data);
}
}
}
}
void gpu_initPrimitive(
GPUPrimitive *const primitive,
GPU const gpu ){
assert(primitive != NULL);
for(size_t a = 0; a < MAX_ATTRIBUTES; ++a){
primitive->interpolations[a] = gpu_getAttributeInterpolation(gpu,a);
primitive->types[a] = gpu_getAttributeType(gpu,a);
}
}
void gpu_initTriangle(
GPUTriangle *const triangle ,
GPUPrimitive const*const primitive){
assert(triangle != NULL);
assert(primitive != NULL);
for(size_t v = 0; v < VERTICES_PER_TRIANGLE; ++v){
copy_Vec4(triangle->positions+v,&primitive->vertices[v].gl_Position);
for(size_t k = 0; k < WEIGHTS_PER_BARYCENTRICS; ++k)
triangle->coords[v].data[k] = (float)(v==k);
}
}
void cpu_drawTriangles(
GPU const gpu ,
size_t const nofVertices){
GPUVertexPullerConfiguration const*const puller = gpu_getActiveVertexPuller(gpu);
VertexShader const vertexShader = gpu_getActiveVertexShader(gpu);
size_t const width = gpu_getViewportWidth (gpu);
size_t const height = gpu_getViewportHeight (gpu);
// loop over all triangles
for(size_t base = 0; base+VERTICES_PER_TRIANGLE-1<nofVertices; base += VERTICES_PER_TRIANGLE){
GPUPrimitive primitive;
gpu_initPrimitive(&primitive,gpu);
// assembly primitive
gpu_runPrimitiveAssembly(
gpu ,
&primitive ,
VERTICES_PER_TRIANGLE,
puller ,
base ,
vertexShader );
//perform primitive clipping
GPUTriangle triangle;
gpu_initTriangle(&triangle,&primitive);
GPUTriangleList clippedTriangles;
gpu_runTriangleClipping(&clippedTriangles,&triangle);
//draw sub primitives
for(size_t c = 0; c < clippedTriangles.nofTriangles; ++c){
//create sub primitive using clipped triangle and original primitive
GPUPrimitive subPrimitive;
gpu_createSubPrimitive(&subPrimitive,&primitive,clippedTriangles.triangles+c);
gpu_runPerspectiveDivision(&subPrimitive);
gpu_runViewportTransformation(&subPrimitive,width,height);
gpu_rasterizeTriangle(gpu,&subPrimitive,width,height);
}
}
}