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-rw-r--r--3rdparty/tinygl-0.4-ugfx/src/clip.c445
1 files changed, 445 insertions, 0 deletions
diff --git a/3rdparty/tinygl-0.4-ugfx/src/clip.c b/3rdparty/tinygl-0.4-ugfx/src/clip.c
new file mode 100644
index 00000000..47481fa3
--- /dev/null
+++ b/3rdparty/tinygl-0.4-ugfx/src/clip.c
@@ -0,0 +1,445 @@
+#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 ((unsigned int)z2<min) min=z2;
+ if ((unsigned int)z3<min) min=z3;
+ if ((unsigned int)z2>max) max=z2;
+ if ((unsigned int)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 line_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)) {
+
+ line_interpolate(&q1,p1,p2,tmin);
+ line_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;
+ gl_assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
+ gl_assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
+ gl_assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
+ gl_assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
+ gl_assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
+ gl_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);
+}
+
+
+
+