Software renderingggghgghgjfkdsgjfkdljgkfl

This commit is contained in:
Carlos Sanchez 2024-08-04 21:09:22 -04:00
parent b72127d3b1
commit 2915396d5e
2 changed files with 90 additions and 20 deletions

View File

@ -329,6 +329,18 @@ func (v0 *Vec3f) Scale(s float32) *Vec3f {
}
}
func LerpVec3f(v0 Vec3f, v1 Vec3f, t float32) Vec3f {
return Vec3f{
X: (1-t)*v0.X + t*v1.X,
Y: (1-t)*v0.Y + t*v1.Y,
Z: (1-t)*v0.Z + t*v1.Z,
}
}
func LerpF32(a, b, t float32) float32 {
return (1-t)*a + t*b
}
func (v0 *Vec3f) CrossProduct(v1 *Vec3f) *Vec3f {
return &Vec3f{
X: v0.Y*v1.Z - v0.Z*v1.Y,

View File

@ -207,26 +207,9 @@ func BackfaceCull(v1, v2, v3 Vec3f) bool {
return (v1.X-v2.X)*(v3.Y-v2.Y)-(v1.Y-v2.Y)*(v3.X-v2.X) >= 0
}
func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
outfaces := make([]Facef, 0, 2)
var sc Facef
var w [3]float32
var d [3]float32
outers := make([]int, 0, 3)
func conditionalAddTriangle(sc Facef, w [3]float32, out []Facef) []Facef {
// The triangle is fine
for i := range 3 {
sc[i] = face[i]
sc[i].Pos, w[i] = matrix3d.MultiplyPoint3(face[i].Pos)
d[i] = sc[i].Pos.Z + w[i]
if d[i] < 0 {
outers = append(outers, i)
}
}
// Just to test: reject any that have points outside. We don't clip
if len(outers) > 0 {
return outfaces
} else {
for i := range 3 {
//sc[i]
if w[i] != 1 {
sc[i].Pos.X /= w[i]
sc[i].Pos.Y /= w[i]
@ -235,12 +218,87 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
}
// Backface culling: no need to do anything with triangles facing the wrong way
if EdgeFunction(sc[0].Pos, sc[1].Pos, sc[2].Pos) <= 0 {
outfaces = append(outfaces, sc)
out = append(out, sc)
}
//outfaces[facei] = sc
//facei += 1
return out
}
func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
outfaces := make([]Facef, 0, 2)
var sc Facef
var w [3]float32
var d [3]float32
outers := make([]int, 0, 3)
inners := make([]int, 0, 3)
for i := range 3 {
sc[i] = face[i]
sc[i].Pos, w[i] = matrix3d.MultiplyPoint3(face[i].Pos)
d[i] = sc[i].Pos.Z + w[i]
if d[i] < 0.001 {
outers = append(outers, i)
} else {
inners = append(inners, i)
}
}
if len(outers) == 2 { // The one triangle thing
ai := inners[0]
bi := outers[0]
ci := outers[1]
// Calc how far along we are on each of these lines. These are the new points
tab := d[ai] / (d[ai] - d[bi])
tac := d[ai] / (d[ai] - d[ci])
// The two points that aren't a need to be the interpolated values
sc[bi].Pos = LerpVec3f(sc[ai].Pos, sc[bi].Pos, tab)
sc[ci].Pos = LerpVec3f(sc[ai].Pos, sc[ci].Pos, tac)
w[bi] = LerpF32(w[ai], w[bi], tab)
w[ci] = LerpF32(w[ai], w[ci], tac)
outfaces = conditionalAddTriangle(sc, w, outfaces)
} else if len(outers) == 1 { // The two triangle thing, two new corners
ai := outers[0]
bi := inners[0]
ci := inners[1]
tab := d[ai] / (d[ai] - d[bi])
tac := d[ai] / (d[ai] - d[ci])
wa := w[ai]
// This time, we're generating two new points.
sct := sc
// Only ONE point needs to be modified: the one outer. Remember that
// tab and tac are the distance to that point itself, so a still needs
// to be the first value here
sct[ai].Pos = LerpVec3f(sc[ai].Pos, sc[bi].Pos, tab)
w[ai] = LerpF32(w[ai], w[bi], tab)
outfaces = conditionalAddTriangle(sct, w, outfaces)
// Now that we've replaced the far point, we also need to replace
// the original B point that we used, since that's part of the other
// triangle. But simply replacing it will make the triangle invisible,
// since it inverts the winding order (I think)
sct[bi].Pos = LerpVec3f(sc[ai].Pos, sc[ci].Pos, tac)
w[bi] = LerpF32(wa, w[ci], tac)
// Now swap the a and b
w[ai], w[bi] = w[bi], w[ai]
sct[ai], sct[bi] = sct[bi], sct[ai]
outfaces = conditionalAddTriangle(sct, w, outfaces)
/*
sc2[ai].Pos = LerpVec3f(sc2[ai].Pos, sc2[ci].Pos, tac)
w[ai] = LerpF32(w[ai], w[ci], tac)
//outfaces = conditionalAddTriangle(sc2, w, outfaces)
*/
} else if len(outers) != 3 { // Output the face itself, no modification
outfaces = conditionalAddTriangle(sc, w, outfaces)
}
return outfaces
}
// TODO: Now that we're here doing it like this, might as well remove faces
// that are fully outside the other clipping zones. No need to do actual clipping...