#include "Rasterizer.h" #include "SoftwareRenderer.h" #include "CameraDefinition.h" #include "CanvasPortion.h" #include "CanvasFragment.h" #include "Vector3.h" struct paysages::software::ScanPoint { int x; int y; struct { double x; double y; double z; } pixel; struct { double x; double y; double z; } location; int client; }; struct paysages::software::RenderScanlines { ScanPoint* up; ScanPoint* down; int left; int right; }; Rasterizer::Rasterizer(SoftwareRenderer* renderer, int client_id, const Color &color): renderer(renderer), client_id(client_id) { this->color = new Color(color); interrupted = false; predicted_poly_count = 0; done_poly_count = 0; } Rasterizer::~Rasterizer() { delete color; } void Rasterizer::interrupt() { interrupted = true; } void Rasterizer::addPredictedPolys(int count) { predicted_poly_count += count; } void Rasterizer::addDonePolys(int count) { done_poly_count += count; } void Rasterizer::pushProjectedTriangle(CanvasPortion *canvas, const Vector3 &pixel1, const Vector3 &pixel2, const Vector3 &pixel3, const Vector3 &location1, const Vector3 &location2, const Vector3 &location3) { ScanPoint point1, point2, point3; double limit_width = (double)(canvas->getWidth() - 1); double limit_height = (double)(canvas->getHeight() - 1); Vector3 canvas_offset(canvas->getXOffset(), canvas->getYOffset(), 0.0); Vector3 dpixel1 = pixel1.sub(canvas_offset); Vector3 dpixel2 = pixel2.sub(canvas_offset); Vector3 dpixel3 = pixel3.sub(canvas_offset); /* Filter if outside screen */ if (dpixel1.z < 1.0 || dpixel2.z < 1.0 || dpixel3.z < 1.0 || (dpixel1.x < 0.0 && dpixel2.x < 0.0 && dpixel3.x < 0.0) || (dpixel1.y < 0.0 && dpixel2.y < 0.0 && dpixel3.y < 0.0) || (dpixel1.x > limit_width && dpixel2.x > limit_width && dpixel3.x > limit_width) || (dpixel1.y > limit_height && dpixel2.y > limit_height && dpixel3.y > limit_height)) { return; } /* Prepare vertices */ point1.pixel.x = dpixel1.x; point1.pixel.y = dpixel1.y; point1.pixel.z = dpixel1.z; point1.location.x = location1.x; point1.location.y = location1.y; point1.location.z = location1.z; point1.client = client_id; point2.pixel.x = dpixel2.x; point2.pixel.y = dpixel2.y; point2.pixel.z = dpixel2.z; point2.location.x = location2.x; point2.location.y = location2.y; point2.location.z = location2.z; point2.client = client_id; point3.pixel.x = dpixel3.x; point3.pixel.y = dpixel3.y; point3.pixel.z = dpixel3.z; point3.location.x = location3.x; point3.location.y = location3.y; point3.location.z = location3.z; point3.client = client_id; /* Prepare scanlines */ // TODO Don't create scanlines for each triangles (one by thread is more appropriate) RenderScanlines scanlines; int width = canvas->getWidth(); scanlines.left = width; scanlines.right = -1; scanlines.up = new ScanPoint[width]; scanlines.down = new ScanPoint[width]; /* Render edges in scanlines */ pushScanLineEdge(canvas, &scanlines, &point1, &point2); pushScanLineEdge(canvas, &scanlines, &point2, &point3); pushScanLineEdge(canvas, &scanlines, &point3, &point1); /* Commit scanlines to area */ renderScanLines(canvas, &scanlines); /* Free scalines */ delete[] scanlines.up; delete[] scanlines.down; } void Rasterizer::pushTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3) { Vector3 p1, p2, p3; p1 = getRenderer()->projectPoint(v1); p2 = getRenderer()->projectPoint(v2); p3 = getRenderer()->projectPoint(v3); pushProjectedTriangle(canvas, p1, p2, p3, v1, v2, v3); } void Rasterizer::pushQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4) { pushTriangle(canvas, v2, v3, v1); pushTriangle(canvas, v4, v1, v3); } void Rasterizer::pushDisplacedTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3) { Vector3 p1, p2, p3; p1 = getRenderer()->projectPoint(v1); p2 = getRenderer()->projectPoint(v2); p3 = getRenderer()->projectPoint(v3); pushProjectedTriangle(canvas, p1, p2, p3, ov1, ov2, ov3); } void Rasterizer::pushDisplacedQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, const Vector3 &ov4) { pushDisplacedTriangle(canvas, v2, v3, v1, ov2, ov3, ov1); pushDisplacedTriangle(canvas, v4, v1, v3, ov4, ov1, ov3); } void Rasterizer::scanGetDiff(ScanPoint* v1, ScanPoint* v2, ScanPoint* result) { result->pixel.x = v2->pixel.x - v1->pixel.x; result->pixel.y = v2->pixel.y - v1->pixel.y; result->pixel.z = v2->pixel.z - v1->pixel.z; result->location.x = v2->location.x - v1->location.x; result->location.y = v2->location.y - v1->location.y; result->location.z = v2->location.z - v1->location.z; result->client = v1->client; } void Rasterizer::scanInterpolate(CameraDefinition* camera, ScanPoint* v1, ScanPoint* diff, double value, ScanPoint* result) { Vector3 vec1(v1->pixel.x, v1->pixel.y, v1->pixel.z); Vector3 vecdiff(diff->pixel.x, diff->pixel.y, diff->pixel.z); double v1depth = 1.0 / camera->getRealDepth(vec1); double v2depth = 1.0 / camera->getRealDepth(vec1.add(vecdiff)); double factor = 1.0 / ((1.0 - value) * v1depth + value * v2depth); result->pixel.x = v1->pixel.x + diff->pixel.x * value; result->pixel.y = v1->pixel.y + diff->pixel.y * value; result->pixel.z = v1->pixel.z + diff->pixel.z * value; result->location.x = ((1.0 - value) * (v1->location.x * v1depth) + value * (v1->location.x + diff->location.x) * v2depth) * factor; result->location.y = ((1.0 - value) * (v1->location.y * v1depth) + value * (v1->location.y + diff->location.y) * v2depth) * factor; result->location.z = ((1.0 - value) * (v1->location.z * v1depth) + value * (v1->location.z + diff->location.z) * v2depth) * factor; result->client = v1->client; } void Rasterizer::pushScanPoint(CanvasPortion* canvas, RenderScanlines* scanlines, ScanPoint* point) { point->x = (int)floor(point->pixel.x); point->y = (int)floor(point->pixel.y); if (point->x < 0 || point->x >= canvas->getWidth()) { // Point outside scanline range return; } else if (scanlines->right < 0) { // First point pushed scanlines->left = point->x; scanlines->right = point->x; scanlines->up[point->x] = *point; scanlines->down[point->x] = *point; } else if (point->x > scanlines->right) { // Grow scanlines to right for (int x = scanlines->right + 1; x < point->x; x++) { scanlines->up[x].y = -1; scanlines->down[x].y = canvas->getHeight(); } scanlines->right = point->x; scanlines->up[point->x] = *point; scanlines->down[point->x] = *point; } else if (point->x < scanlines->left) { // Grow scanlines to left for (int x = point->x + 1; x < scanlines->left; x++) { scanlines->up[x].y = -1; scanlines->down[x].y = canvas->getHeight(); } scanlines->left = point->x; scanlines->up[point->x] = *point; scanlines->down[point->x] = *point; } else { // Expand existing scanline if (point->y > scanlines->up[point->x].y) { scanlines->up[point->x] = *point; } if (point->y < scanlines->down[point->x].y) { scanlines->down[point->x] = *point; } } } void Rasterizer::pushScanLineEdge(CanvasPortion *canvas, RenderScanlines *scanlines, ScanPoint *point1, ScanPoint *point2) { double dx, fx; ScanPoint diff, point; int startx = lround(point1->pixel.x); int endx = lround(point2->pixel.x); int curx; if (endx < startx) { pushScanLineEdge(canvas, scanlines, point2, point1); } else if (endx < 0 || startx >= canvas->getWidth()) { return; } else if (startx == endx) { pushScanPoint(canvas, scanlines, point1); pushScanPoint(canvas, scanlines, point2); } else { if (startx < 0) { startx = 0; } if (endx >= canvas->getWidth()) { endx = canvas->getWidth() - 1; } dx = point2->pixel.x - point1->pixel.x; scanGetDiff(point1, point2, &diff); for (curx = startx; curx <= endx; curx++) { fx = (double)curx + 0.5; if (fx < point1->pixel.x) { fx = point1->pixel.x; } else if (fx > point2->pixel.x) { fx = point2->pixel.x; } fx = fx - point1->pixel.x; scanInterpolate(renderer->render_camera, point1, &diff, fx / dx, &point); /*point.pixel.x = (double)curx;*/ pushScanPoint(canvas, scanlines, &point); } } } void Rasterizer::renderScanLines(CanvasPortion *canvas, RenderScanlines* scanlines) { int x, starty, endy, cury; ScanPoint diff; double dy, fy; ScanPoint up, down, current; if (scanlines->right > 0) { for (x = scanlines->left; x <= scanlines->right; x++) { up = scanlines->up[x]; down = scanlines->down[x]; starty = down.y; endy = up.y; if (endy < 0 || starty >= canvas->getHeight()) { continue; } if (starty < 0) { starty = 0; } if (endy >= canvas->getHeight()) { endy = canvas->getHeight() - 1; } dy = up.pixel.y - down.pixel.y; scanGetDiff(&down, &up, &diff); current.x = x; for (cury = starty; cury <= endy; cury++) { if (dy == 0) { // Down and up are the same current = down; } else { fy = (double)cury + 0.5; if (fy < down.pixel.y) { fy = down.pixel.y; } else if (fy > up.pixel.y) { fy = up.pixel.y; } fy = fy - down.pixel.y; current.y = cury; scanInterpolate(renderer->render_camera, &down, &diff, fy / dy, ¤t); } CanvasFragment fragment(current.pixel.z, Vector3(current.location.x, current.location.y, current.location.z), current.client); Color frag_color = *color; if (cury == starty || cury == endy) { frag_color.mask(Color(0.0, 0.0, 0.0, 0.3)); } fragment.setColor(frag_color); canvas->pushFragment(current.x, current.y, fragment); } } } }