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LibSoftGPU: Simplify Clipper
interpolation
By setting the clip plane normals' W coordinate to 1, we can skip two coordinate retrievals and three additions. This works because the Vector `.dot()` operation multiplies the W coordinates of both vectors.
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1 changed files with 11 additions and 11 deletions
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@ -1,6 +1,7 @@
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/*
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2022, the SerenityOS developers.
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*
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*
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* SPDX-License-Identifier: BSD-2-Clause
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* SPDX-License-Identifier: BSD-2-Clause
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@ -35,23 +36,22 @@ template<Clipper::ClipPlane plane>
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static constexpr GPU::Vertex clip_intersection_point(GPU::Vertex const& p1, GPU::Vertex const& p2)
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static constexpr GPU::Vertex clip_intersection_point(GPU::Vertex const& p1, GPU::Vertex const& p2)
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{
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{
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constexpr FloatVector4 clip_plane_normals[] = {
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constexpr FloatVector4 clip_plane_normals[] = {
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{ 1, 0, 0, 0 }, // Left Plane
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{ 1, 0, 0, 1 }, // Left Plane
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{ -1, 0, 0, 0 }, // Right Plane
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{ -1, 0, 0, 1 }, // Right Plane
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{ 0, -1, 0, 0 }, // Top Plane
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{ 0, -1, 0, 1 }, // Top Plane
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{ 0, 1, 0, 0 }, // Bottom plane
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{ 0, 1, 0, 1 }, // Bottom plane
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{ 0, 0, 1, 0 }, // Near Plane
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{ 0, 0, 1, 1 }, // Near Plane
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{ 0, 0, -1, 0 } // Far Plane
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{ 0, 0, -1, 1 } // Far Plane
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};
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};
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constexpr auto clip_plane_normal = clip_plane_normals[to_underlying(plane)];
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constexpr auto clip_plane_normal = clip_plane_normals[to_underlying(plane)];
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// See https://www.microsoft.com/en-us/research/wp-content/uploads/1978/01/p245-blinn.pdf
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// See https://www.microsoft.com/en-us/research/wp-content/uploads/1978/01/p245-blinn.pdf
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// "Clipping Using Homogeneous Coordinates" Blinn/Newell, 1978
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// "Clipping Using Homogeneous Coordinates" Blinn/Newell, 1978
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// Clip plane normals have W=1 so the vertices' W coordinates are included in x1 and x2.
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float const w1 = p1.clip_coordinates.w();
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auto const x1 = clip_plane_normal.dot(p1.clip_coordinates);
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float const w2 = p2.clip_coordinates.w();
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auto const x2 = clip_plane_normal.dot(p2.clip_coordinates);
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float const x1 = clip_plane_normal.dot(p1.clip_coordinates);
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auto const a = x1 / (x1 - x2);
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float const x2 = clip_plane_normal.dot(p2.clip_coordinates);
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float const a = (w1 + x1) / ((w1 + x1) - (w2 + x2));
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GPU::Vertex out;
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GPU::Vertex out;
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out.position = mix(p1.position, p2.position, a);
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out.position = mix(p1.position, p2.position, a);
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