ref: df792cbb5cf94abf0d286ebfd73bad9714dce509
dir: /render.c/
#include <u.h>
#include <libc.h>
#include <draw.h>
#include <geometry.h>
#include <graphics.h>
static Point2
flatten(Camera *c, Point3 p)
{
Point2 p2;
Matrix S = {
Dx(c->viewport->r)/2, 0, 0,
0, Dy(c->viewport->r)/2, 0,
0, 0, 1,
}, T = {
1, 0, 1,
0, 1, 1,
0, 0, 1,
};
p2 = Pt2(p.x, p.y, p.w);
if(p2.w != 0)
p2 = divpt2(p2, p2.w);
mulm(S, T);
p2 = xform(p2, S);
return p2;
}
Point3
world2vcs(Camera *c, Point3 p)
{
return rframexform3(p, *c);
}
Point3
vcs2ndc(Camera *c, Point3 p)
{
return xform3(p, c->proj);
}
Point3
world2ndc(Camera *c, Point3 p)
{
return vcs2ndc(c, world2vcs(c, p));
}
/* requires p to be in NDC */
int
isclipping(Point3 p)
{
if(p.x > p.w || p.x < -p.w ||
p.y > p.w || p.y < -p.w ||
p.z > p.w || p.z < 0)
return 1;
return 0;
}
/* Liang-Barsky algorithm, requires p0, p1 to be in NDC */
int
clipline3(Point3 *p0, Point3 *p1)
{
Point3 q0, q1, v;
int m0, m1, i;
double ti, to, th;
double c0[3*2] = {
p0->w + p0->x, p0->w - p0->x, p0->w + p0->y,
p0->w - p0->y, p0->z, p0->w - p0->z,
}, c1[3*2] = {
p1->w + p1->x, p1->w - p1->x, p1->w + p1->y,
p1->w - p1->y, p1->z, p1->w - p1->z,
};
/* bit-encoded regions */
m0 = (c0[0] < 0) << 0 |
(c0[1] < 0) << 1 |
(c0[2] < 0) << 2 |
(c0[3] < 0) << 3 |
(c0[4] < 0) << 4 |
(c0[5] < 0) << 5;
m1 = (c1[0] < 0) << 0 |
(c1[1] < 0) << 1 |
(c1[2] < 0) << 2 |
(c1[3] < 0) << 3 |
(c1[4] < 0) << 4 |
(c1[5] < 0) << 5;
if((m0 & m1) != 0)
return 1; /* trivially rejected */
if((m0 | m1) == 0)
return 0; /* trivially accepted */
ti = 0;
to = 1;
for(i = 0; i < 3*2; i++){
if(c1[i] < 0){
th = c0[i] / (c0[i]-c1[i]);
if(th < to)
to = th;
}else if(c0[i] < 0){
th = c0[i] / (c0[i]-c1[i]);
if(th < ti)
ti = th;
}
if(ti > to)
return 1;
}
/* chop line to fit inside NDC */
q0 = *p0;
q1 = *p1;
v = subpt3(q1, q0);
if(m0 != 0)
*p0 = addpt3(q0, mulpt3(v, ti));
if(m1 != 0)
*p1 = addpt3(q0, mulpt3(v, to));
return 0;
}
Point
toviewport(Camera *c, Point3 p)
{
Point2 p2;
RFrame rf = {
c->viewport->r.min.x, c->viewport->r.max.y, 1,
1, 0, 0,
0, -1, 0
};
p2 = invrframexform(flatten(c, p), rf);
return Pt(p2.x, p2.y);
}
Point2
fromviewport(Camera *c, Point p)
{
RFrame rf = {
c->viewport->r.min.x, c->viewport->r.max.y, 1,
1, 0, 0,
0, -1, 0
};
return rframexform(Pt2(p.x,p.y,1), rf);
}
void
perspective(Matrix3 m, double fov, double a, double n, double f)
{
double cotan;
cotan = 1/tan(fov/2);
identity3(m);
m[0][0] = cotan/a;
m[1][1] = cotan;
m[2][2] = -(f+n)/(f-n);
m[2][3] = -2*f*n/(f-n);
m[3][2] = -1;
}
void
orthographic(Matrix3 m, double l, double r, double b, double t, double n, double f)
{
identity3(m);
m[0][0] = 2/(r - l);
m[1][1] = 2/(t - b);
m[2][2] = -2/(f - n);
m[0][3] = -(r + l)/(r - l);
m[1][3] = -(t + b)/(t - b);
m[2][3] = -(f + n)/(f - n);
}
void
line3(Camera *c, Point3 p0, Point3 p1, int end0, int end1, Image *src)
{
p0 = world2ndc(c, p0);
p1 = world2ndc(c, p1);
if(clipline3(&p0, &p1))
return;
line(c->viewport, toviewport(c, p0), toviewport(c, p1), end0, end1, 0, src, ZP);
}
Point
string3(Camera *c, Point3 p, Image *src, Font *f, char *s)
{
p = world2ndc(c, p);
if(isclipping(p))
return Pt(-1,-1);
return string(c->viewport, toviewport(c, p), src, ZP, f, s);
}