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- #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)
-
- void gl_transform_to_viewport(GLContext *c,GLVertex *v)
- {
- float winv;
-
- /* coordinates */
- winv=1.0/v->pc.W;
- v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X
- + c->viewport.trans.X );
- v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y
- + c->viewport.trans.Y );
- v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z
- + c->viewport.trans.Z );
- /* color */
- if (c->lighting_enabled) {
- v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
- + ZB_POINT_RED_MIN);
- v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
- + ZB_POINT_GREEN_MIN);
- v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
- + ZB_POINT_BLUE_MIN);
- } else {
- /* no need to convert to integer if no lighting : take current color */
- v->zp.r = c->longcurrent_color[0];
- v->zp.g = c->longcurrent_color[1];
- v->zp.b = c->longcurrent_color[2];
- }
-
- /* texture */
-
- if (c->texture_2d_enabled) {
- v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN)
- + ZB_POINT_S_MIN);
- v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN)
- + ZB_POINT_T_MIN);
- }
- }
-
-
- static void gl_add_select1(GLContext *c,int z1,int z2,int z3)
- {
- unsigned int 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(c,0xffffffff-min,0xffffffff-max);
- }
-
- /* point */
-
- void gl_draw_point(GLContext *c,GLVertex *p0)
- {
- if (p0->clip_code == 0) {
- if (c->render_mode == GL_SELECT) {
- gl_add_select(c,p0->zp.z,p0->zp.z);
- } else {
- ZB_plot(c->zb,&p0->zp);
- }
- }
- }
-
- /* line */
-
- static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
- {
- 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;
-
- 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;
- }
-
- /*
- * Line Clipping
- */
-
- /* Line Clipping algorithm from 'Computer Graphics', Principles and
- Practice */
- static inline int ClipLine1(float denom,float num,float *tmin,float *tmax)
- {
- float 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(GLContext *c,GLVertex *p1,GLVertex *p2)
- {
- float dx,dy,dz,dw,x1,y1,z1,w1;
- float tmin,tmax;
- GLVertex q1,q2;
- int cc1,cc2;
-
- cc1=p1->clip_code;
- cc2=p2->clip_code;
-
- if ( (cc1 | cc2) == 0) {
- if (c->render_mode == GL_SELECT) {
- gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
- } else {
- if (c->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;
-
- tmin=0;
- 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)) {
-
- interpolate(&q1,p1,p2,tmin);
- interpolate(&q2,p1,p2,tmax);
- gl_transform_to_viewport(c,&q1);
- gl_transform_to_viewport(c,&q2);
-
- if (c->depth_test)
- ZB_line_z(c->zb,&q1.zp,&q2.zp);
- else
- ZB_line(c->zb,&q1.zp,&q2.zp);
- }
- }
- }
-
-
- /* triangle */
-
- /*
- * Clipping
- */
-
- /* We clip the segment [a,b] against the 6 planes of the normal volume.
- * We compute the point 'c' of intersection and the value of the parameter 't'
- * of the intersection if x=a+t(b-a).
- */
-
- #define clip_func(name,sign,dir,dir1,dir2) \
- static float name(V4 *c,V4 *a,V4 *b) \
- {\
- float 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;\
- }
-
-
- 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)
-
- clip_func(clip_zmin,-,Z,X,Y)
-
- clip_func(clip_zmax,+,Z,X,Y)
-
-
- float (*clip_proc[6])(V4 *,V4 *,V4 *)= {
- clip_xmin,clip_xmax,
- clip_ymin,clip_ymax,
- clip_zmin,clip_zmax
- };
-
- static inline void updateTmp(GLContext *c,
- GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
- {
- if (c->current_shade_model == GL_SMOOTH) {
- 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;
- } else {
- q->color.v[0]=p0->color.v[0];
- q->color.v[1]=p0->color.v[1];
- q->color.v[2]=p0->color.v[2];
- }
-
- if (c->texture_2d_enabled) {
- 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(c,q);
- }
-
- static void gl_draw_triangle_clip(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit);
-
- void gl_draw_triangle(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2)
- {
- int co,c_and,cc[3],front;
- float norm;
-
- 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) {
-
- norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
- (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
-
- if (norm == 0) return;
-
- front = norm < 0.0;
- front = front ^ c->current_front_face;
-
- /* 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(c,p0,p1,p2);
- } else if (c->current_cull_face == GL_FRONT) {
- if (front != 0) return;
- c->draw_triangle_back(c,p0,p1,p2);
- } else {
- return;
- }
- } else {
- /* no culling */
- if (front) {
- c->draw_triangle_front(c,p0,p1,p2);
- } else {
- c->draw_triangle_back(c,p0,p1,p2);
- }
- }
- } else {
- c_and=cc[0] & cc[1] & cc[2];
- if (c_and==0) {
- gl_draw_triangle_clip(c,p0,p1,p2,0);
- }
- }
- }
-
- static void gl_draw_triangle_clip(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit)
- {
- int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
- GLVertex tmp1,tmp2,*q[3];
- float tt;
-
- 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(c,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) {
- #if 0
- printf("Error:\n");
- printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);
- printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);
- printf("%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; }
-
- tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
- updateTmp(c,&tmp1,q[0],q[1],tt);
-
- tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
- updateTmp(c,&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(c,&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(c,&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; }
-
- tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
- updateTmp(c,&tmp1,q[0],q[1],tt);
-
- tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
- updateTmp(c,&tmp2,q[0],q[2],tt);
-
- tmp1.edge_flag=1;
- tmp2.edge_flag=q[2]->edge_flag;
- gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
- }
- }
- }
-
-
- void gl_draw_triangle_select(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2)
- {
- gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z);
- }
-
- #ifdef PROFILE
- int count_triangles,count_triangles_textured,count_pixels;
- #endif
-
- void gl_draw_triangle_fill(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2)
- {
- #ifdef PROFILE
- {
- int norm;
- assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
- assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
- assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
- assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
- assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
- assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
-
- norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)-
- (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
- count_pixels+=abs(norm)/2;
- count_triangles++;
- }
- #endif
-
- if (c->texture_2d_enabled) {
- #ifdef PROFILE
- count_triangles_textured++;
- #endif
- ZB_setTexture(c->zb,c->current_texture->images[0].pixmap);
- ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp);
- } else if (c->current_shade_model == GL_SMOOTH) {
- ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp);
- } else {
- ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp);
- }
- }
-
- /* Render a clipped triangle in line mode */
-
- void gl_draw_triangle_line(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2)
- {
- if (c->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(GLContext *c,
- GLVertex *p0,GLVertex *p1,GLVertex *p2)
- {
- 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);
- }
-
-
-
-
-