/* Geometry rendering. */ #ifndef COM_GEM_H #define COM_GEM_H #include "mat.h" #include "pnt.h" #include "vec.h" #include /* Projects vertex position to a clip space via reordered row-major MVP matrix. It skips calculation of z depth component, as we assume to never use it. Instead, 3rd returned component is w value, for future projection. We must never render from inside geometry, as it will break no Z clipping assumption (see com_gem_clip_vis_project()). */ static inline com_vec_t com_gem_vec_project_clip(com_mat_t a, com_vec_t b) { com_vec_t result; #define CASE(m_c, m_n) \ result.a[m_c] = (((int64_t)a.a[m_n * 4 + 0] * b.s.x) + \ ((int64_t)a.a[m_n * 4 + 1] * b.s.y) + \ ((int64_t)a.a[m_n * 4 + 2] * b.s.z) + a.a[m_n * 4 + 3]) >> \ COM_FIX_FRACBITS; CASE(0, 0); CASE(1, 1); CASE(2, 3); #undef CASE return result; } /* TODO: Move to separate render-specific file. */ /* TODO: If we clip test bounding volume of a model first we can skip * all clipping whatsoever, which might hold true more often, than the cost of * testing the volume. */ /* TODO: It should be possible to have results in pixel position, not -1 to 1. */ #define COM_GEM_VERTEX_UNCLIPPED (0 << 0) #define COM_GEM_VERTEX_CLIPPED_X (1 << 0) #define COM_GEM_VERTEX_CLIPPED_Y (1 << 1) /* Attempt to project clip space vertex to NDC, reporting which component lies * outside of view. Bit test against those per component. This is needed for * determining new view-lying clipped triangles. */ static inline uint8_t com_gem_clip_vis_project(com_vec_t a, com_pnt_t *out) { uint8_t mask; if (a.s.x < -a.s.z || a.s.x > a.s.z) mask ^= COM_GEM_VERTEX_CLIPPED_X; if (a.s.y < -a.s.z || a.s.y > a.s.z) mask ^= COM_GEM_VERTEX_CLIPPED_Y; out->a[0] = com_fix_div(a.a[0], a.a[2]) / 480 + 240; out->a[1] = com_fix_div(a.a[1], a.a[2]) / 640 + 320; return mask; } static inline void com_gem_draw_triangle(com_pnt_t v0, com_pnt_t v1, com_pnt_t v2, uint8_t *buffer) { // 1. Compute the bounding box of the triangle int minX = com_vec_min(com_vec_from(v0.s.x, v1.s.x, v2.s.x)); int minY = com_vec_min(com_vec_from(v0.s.y, v1.s.y, v2.s.y)); int maxX = com_vec_max(com_vec_from(v0.s.x, v1.s.x, v2.s.x)); int maxY = com_vec_max(com_vec_from(v0.s.y, v1.s.y, v2.s.y)); // 2. Clip the bounding box against screen dimensions to avoid out-of-bounds // errors // minX = CLAMP(minX, 0, 480 - 1); // minY = CLAMP(minY, 0, HEIGHT - 1); // maxX = CLAMP(maxX, 0, 480 - 1); // maxY = CLAMP(maxY, 0, HEIGHT - 1); // 3. Loop over all pixels inside the bounding box for (int y = minY; y <= maxY; y++) { for (int x = minX; x <= maxX; x++) { com_pnt_t p = {.s = {x, y}}; // Test the pixel center against all 3 edges int w0 = com_pnt_edge_orient(v1, v2, p); int w1 = com_pnt_edge_orient(v2, v0, p); int w2 = com_pnt_edge_orient(v0, v1, p); // If the point is inside or on all edges, draw the pixel // (Assumes Clockwise vertex ordering) if (w0 >= 0 && w1 >= 0 && w2 >= 0) { printf("%i, %i\n", y, x); buffer[(y * 640 + x) * 4 + 0] = '#'; buffer[(y * 640 + x) * 4 + 1] = '#'; buffer[(y * 640 + x) * 4 + 2] = '#'; buffer[(y * 640 + x) * 4 + 3] = '#'; } } } } #endif