ref: 78f40b98dbd8ceb0e1bae3a88a89ff7919a6bda1
dir: /src/clip.c/
#include "msghandling.h"
#include "zgl.h"
/* fill triangle profile */
/* #define PROFILE */
#define CLIP_XMIN (1 << 0)
#define CLIP_XMAX (1 << 1)
#define CLIP_YMIN (1 << 2)
#define CLIP_YMAX (1 << 3)
#define CLIP_ZMIN (1 << 4)
#define CLIP_ZMAX (1 << 5)
static inline void gl_transform_to_viewport_clip_c(GLVertex* v) { //MARK: NOT_INLINED_IN_OG
GLContext* c = gl_get_context();
/* coordinates */
{
GLfloat winv = 1.0 / v->pc.W;
v->zp.x = (GLint)(v->pc.X * winv * c->viewport.scale.X + c->viewport.trans.X);
v->zp.y = (GLint)(v->pc.Y * winv * c->viewport.scale.Y + c->viewport.trans.Y);
v->zp.z = (GLint)(v->pc.Z * winv * c->viewport.scale.Z + c->viewport.trans.Z);
}
/* color */
v->zp.r = (GLint)(v->color.v[0] * COLOR_CORRECTED_MULT_MASK + COLOR_MIN_MULT) & COLOR_MASK;
v->zp.g = (GLint)(v->color.v[1] * COLOR_CORRECTED_MULT_MASK + COLOR_MIN_MULT) & COLOR_MASK;
v->zp.b = (GLint)(v->color.v[2] * COLOR_CORRECTED_MULT_MASK + COLOR_MIN_MULT) & COLOR_MASK;
/* texture */
if (c->texture_2d_enabled)
{
v->zp.s = (GLint)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN); //MARKED
v->zp.t = (GLint)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) + ZB_POINT_T_MIN); //MARKED
}
}
/*
//MARK <POSSIBLE_PERF_BONUS>
#define clip_func(name, sign, dir, dir1, dir2) GLfloat name(V4* c, V4* a, V4* b);
//MARK <POSSIBLE_PERF_BONUS>
clip_func(clip_xmin, -, X, Y, Z)
clip_func(clip_xmax, +, X, Y, Z)
clip_func(clip_ymin, -, Y, X, Z)
clip_func(clip_ymax, +, Y, X, Z)
//MARK <POSSIBLE_PERF_BONUS>
clip_func(clip_zmin, -, Z, X, Y)
clip_func(clip_zmax, +, Z, X, Y)
extern GLfloat (*clip_proc[6])(V4*, V4*, V4*);// = {clip_xmin, clip_xmax, clip_ymin, clip_ymax, clip_zmin, clip_zmax};
*/
#define clip_funcdef(name, sign, dir, dir1, dir2) \
static GLfloat name(V4* c, V4* a, V4* b) { \
GLfloat t, dX, dY, dZ, dW, den; \
dX = (b->X - a->X); \
dY = (b->Y - a->Y); \
dZ = (b->Z - a->Z); \
dW = (b->W - a->W); \
den = -(sign d##dir) + dW; \
if (den == 0) \
t = 0; \
else \
t = (sign a->dir - a->W) / den; \
c->dir1 = a->dir1 + t * d##dir1; \
c->dir2 = a->dir2 + t * d##dir2; \
c->W = a->W + t * dW; \
c->dir = sign c->W; \
return t; \
}
//MARK <POSSIBLE_PERF_BONUS>
clip_funcdef(clip_xmin, -, X, Y, Z)
clip_funcdef(clip_xmax, +, X, Y, Z)
clip_funcdef(clip_ymin, -, Y, X, Z)
clip_funcdef(clip_ymax, +, Y, X, Z)
//MARK <POSSIBLE_PERF_BONUS>
clip_funcdef(clip_zmin, -, Z, X, Y)
clip_funcdef(clip_zmax, +, Z, X, Y)
static GLfloat (*clip_proc[6])(V4*, V4*, V4*) = {clip_xmin, clip_xmax, clip_ymin, clip_ymax, clip_zmin, clip_zmax};
/* point */
#if TGL_FEATURE_ALT_RENDERMODES == 1
static void gl_add_select1(GLint z1, GLint z2, GLint z3) {
GLint min, max;
min = max = z1;
if (z2 < min)
min = z2;
if (z3 < min)
min = z3;
if (z2 > max)
max = z2;
if (z3 > max)
max = z3;
gl_add_select(0xffffffff - min, 0xffffffff - max);
}
#else
#define gl_add_select1(a, b, c) /*a comment*/
#endif
void gl_draw_point(GLVertex* p0) {
GLContext* c = gl_get_context();
if (p0->clip_code == 0) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
if (c->render_mode == GL_SELECT) {
gl_add_select(p0->zp.z, p0->zp.z);
}else if (c->render_mode == GL_FEEDBACK){
gl_add_feedback(GL_POINT_TOKEN,p0,NULL,NULL,0);
} else
#endif
{
ZB_plot(c->zb, &p0->zp);
}
}
}
/* line */
//Used only for lines.
/*
* Line Clipping
*/
static inline void GLinterpolate(GLVertex* q, GLVertex* p0, GLVertex* p1, GLfloat t) { //MARK: INLINED_IN_OG
q->pc.X = p0->pc.X + (p1->pc.X - p0->pc.X) * t;
q->pc.Y = p0->pc.Y + (p1->pc.Y - p0->pc.Y) * t;
q->pc.Z = p0->pc.Z + (p1->pc.Z - p0->pc.Z) * t;
q->pc.W = p0->pc.W + (p1->pc.W - p0->pc.W) * t;
#pragma omp simd
for(int i = 0; i < 3; i++)
q->color.v[i] = p0->color.v[i] + (p1->color.v[i] - p0->color.v[i]) * t;
}
/* Line Clipping algorithm from 'Computer Graphics', Principles and
Practice */
static inline GLint ClipLine1(GLfloat denom, GLfloat num, GLfloat* tmin, GLfloat* tmax) {
GLfloat t;
if (denom > 0) {
t = num / denom;
if (t > *tmax)
return 0;
if (t > *tmin)
*tmin = t;
} else if (denom < 0) {
t = num / denom;
if (t < *tmin)
return 0;
if (t < *tmax)
*tmax = t;
} else if (num > 0)
return 0;
return 1;
}
void gl_draw_line(GLVertex* p1, GLVertex* p2) {GLContext* c = gl_get_context();
GLfloat dx, dy, dz, dw, x1, y1, z1, w1;
GLVertex q1, q2;
GLint cc1, cc2;
cc1 = p1->clip_code;
cc2 = p2->clip_code;
if ((cc1 | cc2) == 0) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
if (c->render_mode == GL_SELECT) {
gl_add_select1(p1->zp.z, p2->zp.z, p2->zp.z);
}else if (c->render_mode == GL_FEEDBACK){
gl_add_feedback(
GL_LINE_TOKEN,
p1,
p2,
NULL,
0
);
} else
#endif
{
if (c->zb->depth_test)
ZB_line_z(c->zb, &p1->zp, &p2->zp);
else
ZB_line(c->zb, &p1->zp, &p2->zp);
}
} else if ((cc1 & cc2) != 0) {
return;
} else {
dx = p2->pc.X - p1->pc.X;
dy = p2->pc.Y - p1->pc.Y;
dz = p2->pc.Z - p1->pc.Z;
dw = p2->pc.W - p1->pc.W;
x1 = p1->pc.X;
y1 = p1->pc.Y;
z1 = p1->pc.Z;
w1 = p1->pc.W;
GLfloat tmin = 0;
GLfloat tmax = 1;
if (ClipLine1(dx + dw, -x1 - w1, &tmin, &tmax) && ClipLine1(-dx + dw, x1 - w1, &tmin, &tmax) && ClipLine1(dy + dw, -y1 - w1, &tmin, &tmax) &&
ClipLine1(-dy + dw, y1 - w1, &tmin, &tmax) && ClipLine1(dz + dw, -z1 - w1, &tmin, &tmax) && ClipLine1(-dz + dw, z1 - w1, &tmin, &tmax)) {
GLinterpolate(&q1, p1, p2, tmin);
GLinterpolate(&q2, p1, p2, tmax);
gl_transform_to_viewport_clip_c(&q1);
gl_transform_to_viewport_clip_c(&q2);
#if TGL_FEATURE_ALT_RENDERMODES == 1
if (c->render_mode == GL_SELECT) {
gl_add_select1(q1.zp.z, q2.zp.z, q2.zp.z);
}else if (c->render_mode == GL_FEEDBACK){
gl_add_feedback(
GL_LINE_TOKEN,
&q1,
&q2,
NULL,
0
);
} else
#endif
{
if (c->zb->depth_test)
ZB_line_z(c->zb, &q1.zp, &q2.zp);
else
ZB_line(c->zb, &q1.zp, &q2.zp);
}
}
}
}
//inline void gl_draw_point(GLContext* c, GLVertex* p0);
/*Triangles*/
static inline void updateTmp(GLVertex* q, GLVertex* p0, GLVertex* p1, GLfloat t) { //MARK: INLINED_IN_OG
GLContext* c = gl_get_context();
{
q->color.v[0] = p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t;
q->color.v[1] = p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t;
q->color.v[2] = p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t;
}
#if TGL_OPTIMIZATION_HINT_BRANCH_COST < 1
if (c->texture_2d_enabled)
#endif
{
q->tex_coord.X = p0->tex_coord.X + (p1->tex_coord.X - p0->tex_coord.X) * t;
q->tex_coord.Y = p0->tex_coord.Y + (p1->tex_coord.Y - p0->tex_coord.Y) * t;
}
q->clip_code = gl_clipcode(q->pc.X, q->pc.Y, q->pc.Z, q->pc.W);
if (q->clip_code == 0)
gl_transform_to_viewport_clip_c(q);
}
//DO NOT INLINE!!! DO NOT INLINE!!! DO NOT INLINE!!!
static void gl_draw_triangle_clip(GLVertex* p0, GLVertex* p1, GLVertex* p2, GLint clip_bit);//MARK: NOT_INLINED_IN_OG
void gl_draw_triangle(GLVertex* p0, GLVertex* p1, GLVertex* p2) {GLContext* c = gl_get_context();
GLint co, cc[3], front;
cc[0] = p0->clip_code;
cc[1] = p1->clip_code;
cc[2] = p2->clip_code;
co = cc[0] | cc[1] | cc[2];
/* we handle the non clipped case here to go faster */
if (co == 0) {
GLfloat norm;
norm = (GLfloat)(p1->zp.x - p0->zp.x) * (GLfloat)(p2->zp.y - p0->zp.y) - (GLfloat)(p2->zp.x - p0->zp.x) * (GLfloat)(p1->zp.y - p0->zp.y);
if (norm == 0) //MARK <POSSIBLE_PERF_BONUS>
return;
front = norm < 0.0;
front = front ^ c->current_front_face; //I don't know how this works, but it does, GL_CCW is 0x901 and CW is 900.
/* back face culling */
if (c->cull_face_enabled) {
/* most used case first */
if (c->current_cull_face == GL_BACK) {
if (front == 0)
return;
c->draw_triangle_front(p0, p1, p2);
} else if (c->current_cull_face == GL_FRONT) {
if (front != 0)
return;
c->draw_triangle_back(p0, p1, p2);
} else {
return;
}
} else {
/* no culling */
if (front) {
c->draw_triangle_front(p0, p1, p2);
} else {
c->draw_triangle_back(p0, p1, p2);
}
}
} else {
//GLint c_and = cc[0] & cc[1] & cc[2];
if ((cc[0] & cc[1] & cc[2]) == 0) { // Don't draw a triangle with no points
gl_draw_triangle_clip(p0, p1, p2, 0);
}
}
}
static void gl_draw_triangle_clip(GLVertex* p0, GLVertex* p1, GLVertex* p2, GLint clip_bit) {
//GLContext* c = gl_get_context();
GLint co, c_and, co1, cc[3], edge_flag_tmp, clip_mask;
//GLVertex tmp1, tmp2, *q[3];
GLVertex *q[3];
cc[0] = p0->clip_code;
cc[1] = p1->clip_code;
cc[2] = p2->clip_code;
co = cc[0] | cc[1] | cc[2];
if (co == 0) {
gl_draw_triangle(p0, p1, p2);
} else {
c_and = cc[0] & cc[1] & cc[2];
/* the triangle is completely outside */
if (c_and != 0)
return;
/* find the next direction to clip */
while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
clip_bit++;
}
/* this test can be true only in case of rounding errors */
if (clip_bit == 6) { //The 2 bit and the 4 bit.
#if 0
tgl_warning("Error:\n");tgl_warning("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);tgl_warning("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);tgl_warning("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
#endif
return;
}
clip_mask = 1 << clip_bit;
co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
if (co1) {
/* one point outside */
if (cc[0] & clip_mask) {
q[0] = p0;
q[1] = p1;
q[2] = p2;
} else if (cc[1] & clip_mask) {
q[0] = p1;
q[1] = p2;
q[2] = p0;
} else {
q[0] = p2;
q[1] = p0;
q[2] = p1;
}
{GLVertex tmp1, tmp2;GLfloat tt;
tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
updateTmp(&tmp1, q[0], q[1], tt);
tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
updateTmp(&tmp2, q[0], q[2], tt);
tmp1.edge_flag = q[0]->edge_flag;
edge_flag_tmp = q[2]->edge_flag;
q[2]->edge_flag = 0;
gl_draw_triangle_clip(&tmp1, q[1], q[2], clip_bit + 1);
tmp2.edge_flag = 1;
tmp1.edge_flag = 0;
q[2]->edge_flag = edge_flag_tmp;
gl_draw_triangle_clip(&tmp2, &tmp1, q[2], clip_bit + 1);
}
} else {
/* two points outside */
if ((cc[0] & clip_mask) == 0) {
q[0] = p0;
q[1] = p1;
q[2] = p2;
} else if ((cc[1] & clip_mask) == 0) {
q[0] = p1;
q[1] = p2;
q[2] = p0;
} else {
q[0] = p2;
q[1] = p0;
q[2] = p1;
}
{GLVertex tmp1, tmp2;GLfloat tt;
tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
updateTmp(&tmp1, q[0], q[1], tt);
tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
updateTmp(&tmp2, q[0], q[2], tt);
tmp1.edge_flag = 1;
tmp2.edge_flag = q[2]->edge_flag;
gl_draw_triangle_clip(q[0], &tmp1, &tmp2, clip_bit + 1);
}
}
}
}
//see vertex.c to see how the draw functions are assigned.
void gl_draw_triangle_select(GLVertex* p0, GLVertex* p1, GLVertex* p2) {
gl_add_select1(p0->zp.z, p1->zp.z, p2->zp.z);
}
void gl_draw_triangle_feedback(GLVertex* p0, GLVertex* p1, GLVertex* p2){
gl_add_feedback(
GL_POLYGON_TOKEN,
p0,
p1,
p2,
0
);
}
#ifdef PROFILE
int count_triangles, count_triangles_textured, count_pixels;
#warning "Compile with PROFILE slows down everything"
#endif
//see vertex.c to see how the draw functions are assigned.
void gl_draw_triangle_fill( GLVertex* p0, GLVertex* p1, GLVertex* p2) { //Must be function pointer!
GLContext* c = gl_get_context();
if (c->texture_2d_enabled) {
//if(c->current_texture)
#if TGL_FEATURE_LIT_TEXTURES == 1
if(c->current_shade_model != GL_SMOOTH){
p1->zp.r = p2->zp.r;
p1->zp.g = p2->zp.g;
p1->zp.b = p2->zp.b;
p0->zp.r = p2->zp.r;
p0->zp.g = p2->zp.g;
p0->zp.b = p2->zp.b;
}
#endif
//#ifdef PROFILE
// count_triangles_textured++;
//#endif
ZB_setTexture(c->zb, c->current_texture->images[0].pixmap);
#if TGL_FEATURE_BLEND == 1
if(c->zb->enable_blend)
ZB_fillTriangleMappingPerspective(c->zb, &p0->zp, &p1->zp, &p2->zp);
else
ZB_fillTriangleMappingPerspectiveNOBLEND(c->zb, &p0->zp, &p1->zp, &p2->zp);
#else
ZB_fillTriangleMappingPerspectiveNOBLEND(c->zb, &p0->zp, &p1->zp, &p2->zp);
#endif
} else if (c->current_shade_model == GL_SMOOTH) {
//ZB_fillTriangleSmooth(c->zb, &p0->zp, &p1->zp, &p2->zp);
#if TGL_FEATURE_BLEND == 1
if(c->zb->enable_blend)
ZB_fillTriangleSmooth(c->zb, &p0->zp, &p1->zp, &p2->zp);
else
ZB_fillTriangleSmoothNOBLEND(c->zb, &p0->zp, &p1->zp, &p2->zp);
#else
ZB_fillTriangleSmoothNOBLEND(c->zb, &p0->zp, &p1->zp, &p2->zp);
#endif
} else {
//ZB_fillTriangleFlat(c->zb, &p0->zp, &p1->zp, &p2->zp);
#if TGL_FEATURE_BLEND == 1
if(c->zb->enable_blend)
ZB_fillTriangleFlat(c->zb, &p0->zp, &p1->zp, &p2->zp);
else
ZB_fillTriangleFlatNOBLEND(c->zb, &p0->zp, &p1->zp, &p2->zp);
#else
ZB_fillTriangleFlatNOBLEND(c->zb, &p0->zp, &p1->zp, &p2->zp);
#endif
}
}
/* Render a clipped triangle in line mode */
void gl_draw_triangle_line(GLVertex* p0, GLVertex* p1, GLVertex* p2) {
GLContext* c = gl_get_context();
if (c->zb->depth_test) {
if (p0->edge_flag)
ZB_line_z(c->zb, &p0->zp, &p1->zp);
if (p1->edge_flag)
ZB_line_z(c->zb, &p1->zp, &p2->zp);
if (p2->edge_flag)
ZB_line_z(c->zb, &p2->zp, &p0->zp);
} else {
if (p0->edge_flag)
ZB_line(c->zb, &p0->zp, &p1->zp);
if (p1->edge_flag)
ZB_line(c->zb, &p1->zp, &p2->zp);
if (p2->edge_flag)
ZB_line(c->zb, &p2->zp, &p0->zp);
}
}
/* Render a clipped triangle in point mode */
void gl_draw_triangle_point(GLVertex* p0, GLVertex* p1, GLVertex* p2) {
GLContext* c = gl_get_context();
if (p0->edge_flag)
ZB_plot(c->zb, &p0->zp);
if (p1->edge_flag)
ZB_plot(c->zb, &p1->zp);
if (p2->edge_flag)
ZB_plot(c->zb, &p2->zp);
}