Files
2026-10-04 11:13:07 +03:00

248 lines
8.5 KiB
C

/*
Geometry rendering.
*/
#ifndef COM_GEM_H
#define COM_GEM_H
#include "fix.h"
#include "mat.h"
#include "pnt.h"
#include "vec.h"
#include "zord.h"
#include <stdint.h>
#include <stdio.h>
/* 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.a[0]) + \
((int64_t)a.a[m_n * 4 + 1] * b.a[1]) + \
((int64_t)a.a[m_n * 4 + 2] * b.a[2]) + 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 render pixel space, 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 = 0;
if (a.a[0] < -a.a[2] || a.a[0] > a.a[2])
mask ^= COM_GEM_VERTEX_CLIPPED_X;
if (a.a[1] < -a.a[2] || a.a[1] > a.a[2])
mask ^= COM_GEM_VERTEX_CLIPPED_Y;
// out->a[0] = com_fix_mul((com_fix_div(a.a[0], a.a[2]) + COM_FIX_FRACUNIT) >>
// 1,
// 640 * COM_FIX_FRACUNIT);
// out->a[1] = com_fix_mul((com_fix_div(a.a[1], a.a[2]) + COM_FIX_FRACUNIT) >>
// 1,
// 480 * COM_FIX_FRACUNIT);
out->a[0] =
(com_fix_mul(com_fix_div(a.a[0], a.a[2]), 640 * COM_FIX_FRACUNIT) >>
COM_FIX_FRACBITS) +
320;
out->a[1] =
(com_fix_mul(com_fix_div(a.a[1], a.a[2]), 480 * COM_FIX_FRACUNIT) >>
COM_FIX_FRACBITS) +
240;
return mask;
}
static inline void com_gem_draw_triangle(com_pnt_t v0, com_pnt_t v1,
com_pnt_t v2, uint8_t *out) {
int minX = com_vec_min(com_vec_from(v0.a[0], v1.a[0], v2.a[0]));
int minY = com_vec_min(com_vec_from(v0.a[1], v1.a[1], v2.a[1]));
int maxX = com_vec_max(com_vec_from(v0.a[0], v1.a[0], v2.a[0]));
int maxY = com_vec_max(com_vec_from(v0.a[1], v1.a[1], v2.a[1]));
for (int y = minY; y <= maxY; y++) {
for (int x = minX; x <= maxX; x++) {
com_pnt_t p = {.a = {x, y}};
// Test the pixel center against all 3 edges
com_vec_t ws = com_pnt_edge_weight(v0, v1, v2, p);
// If the point is inside or on all edges, draw the pixel
// (Assumes Counter Clockwise vertex ordering)
if (ws.a[0] >= 0 && ws.a[1] >= 0 && ws.a[2] >= 0) {
out[(y * 640 + x) * 4 + 0] = 125;
out[(y * 640 + x) * 4 + 1] = 125;
out[(y * 640 + x) * 4 + 2] = 125;
}
}
}
}
/* TODO: Implement and compare:
https://www.digipen.edu/sites/default/files/public/docs/theses/salem-haykal-digipen-master-of-science-in-computer-science-thesis-an-optimized-triangle-rasterizer.pdf
Tile-based variant fares even worse than this implementation.
*/
static inline void
com_gem_draw_triangle_textured_edge(com_pnt_t v0, com_pnt_t v1, com_pnt_t v2,
uint8_t *out, com_pnt_t uv0, com_pnt_t uv1,
com_pnt_t uv2, uint8_t *tex) {
int minX = com_vec_min(com_vec_from(v0.a[0], v1.a[0], v2.a[0]));
int minY = com_vec_min(com_vec_from(v0.a[1], v1.a[1], v2.a[1]));
int maxX = com_vec_max(com_vec_from(v0.a[0], v1.a[0], v2.a[0]));
int maxY = com_vec_max(com_vec_from(v0.a[1], v1.a[1], v2.a[1]));
com_fix_t const area = com_pnt_area(v0, v1, v2);
for (int y = minY; y <= maxY; y++) {
for (int x = minX; x <= maxX; x++) {
com_pnt_t p = {.a = {x, y}};
// Test the pixel center against all 3 edges
com_vec_t ws = com_pnt_edge_weight(v0, v1, v2, p);
// If the point is inside or on all edges, draw the pixel
// (Assumes Clockwise vertex ordering)
if (ws.a[0] >= 0 && ws.a[1] >= 0 && ws.a[2] >= 0) {
// Barycentric weights
ws = com_vec_div(ws, com_vec_scalar(area));
// Affine interpolation of UVs.
com_fix_t const u =
(ws.a[0] * uv0.a[0] + ws.a[1] * uv1.a[0] + ws.a[2] * uv2.a[0]) >>
COM_FIX_FRACBITS;
com_fix_t const v =
(ws.a[0] * uv0.a[1] + ws.a[1] * uv1.a[1] + ws.a[2] * uv2.a[1]) >>
COM_FIX_FRACBITS;
// Nearest-neighbor texture lookup, in [0..32) range.
int32_t tx =
(int32_t)((u + (COM_FIX_FRACUNIT / 2)) / (COM_FIX_FRACUNIT / 16));
int32_t ty =
(int32_t)((v + (COM_FIX_FRACUNIT / 2)) / (COM_FIX_FRACUNIT / 16));
// uint32_t idx = com_zord_order(tx, ty);
uint32_t idx = ty * 32 + tx;
// uint32_t bidx = com_zord_order(x, y);
uint32_t bidx = y * 640 + x;
out[bidx * 4 + 0] = tex[idx * 3 + 0];
out[bidx * 4 + 1] = tex[idx * 3 + 1];
out[bidx * 4 + 2] = tex[idx * 3 + 2];
}
}
}
}
static inline void draw_span(int32_t x_start_fp, int32_t x_end_fp, int y,
uint8_t *out, uint8_t *tex) {
int x1 = com_fix_int(
x_start_fp + (1 << (COM_FIX_FRACBITS - 1))); // Rounding to nearest pixel
int x2 = com_fix_int(x_end_fp + (1 << (COM_FIX_FRACBITS - 1)));
if (x1 > x2) {
int tmp = x1;
x1 = x2;
x2 = tmp;
}
for (int x = x1; x < x2; x++) {
uint32_t idx = 0 * 32 + 0;
uint32_t bidx = y * 640 + x;
out[bidx * 4 + 0] = tex[idx * 3 + 0];
out[bidx * 4 + 1] = tex[idx * 3 + 1];
out[bidx * 4 + 2] = tex[idx * 3 + 2];
}
}
static inline void
com_gem_draw_triangle_textured_span(com_pnt_t v0, com_pnt_t v1, com_pnt_t v2,
uint8_t *out, com_pnt_t uv0, com_pnt_t uv1,
com_pnt_t uv2, uint8_t *tex) {
// 1. Sort vertices by Y coordinate (v0.a[1] <= v1.a[1] <= v2.a[1])
if (v0.a[1] > v1.a[1]) {
com_pnt_t tmp = v0;
v0 = v1;
v1 = tmp;
}
if (v0.a[1] > v2.a[1]) {
com_pnt_t tmp = v0;
v0 = v2;
v2 = tmp;
}
if (v1.a[1] > v2.a[1]) {
com_pnt_t tmp = v1;
v1 = v2;
v2 = tmp;
}
// Guard against zero-height triangles
if ((int)v0.a[1] == (int)v2.a[1])
return;
// 2. Compute overall inverse slopes (dX/dY) for all edges
// Fixed-point division is performed using 64-bit integer casting to prevent
// overflow
com_fix_t dx02 = (v2.a[1] != v0.a[1])
? (com_fix_t)((int64_t)(v2.a[0] - v0.a[0])
<< COM_FIX_FRACBITS / (v2.a[1] - v0.a[1]))
: 0;
com_fix_t dx01 = (v1.a[1] != v0.a[1])
? (com_fix_t)((int64_t)(v1.a[0] - v0.a[0])
<< COM_FIX_FRACBITS / (v1.a[1] - v0.a[1]))
: 0;
com_fix_t dx12 = (v2.a[1] != v1.a[1])
? (com_fix_t)((int64_t)(v2.a[0] - v1.a[0])
<< COM_FIX_FRACBITS / (v2.a[1] - v1.a[1]))
: 0;
// Determine the scanline limits (pixel discrete boundaries)
int y_start = com_fix_int(v0.a[1]);
int y_mid = com_fix_int(v1.a[1]);
int y_end = com_fix_int(v2.a[1]);
// Initialize edge walkers starting at the top vertex (v0)
com_fix_t edge1 = v0.a[0]; // Follows the long edge (v0 -> v2)
com_fix_t edge2 = v0.a[0]; // Follows short edges (v0 -> v1, then v1 -> v2)
// 3. Top Half Scan: Walk from top vertex to middle vertex breakpoint
for (int y = y_start; y < y_mid; y++) {
draw_span(edge1, edge2, y, out, tex);
edge1 += dx02;
edge2 += dx01;
}
// Adjust the short edge walker directly to the middle vertex position
edge2 = v1.a[0];
// 4. Bottom Half Scan: Walk from middle vertex to bottom vertex
for (int y = y_mid; y < y_end; y++) {
draw_span(edge1, edge2, y, out, tex);
edge1 += dx02;
edge2 += dx12;
}
}
#endif