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LibGL: Move polygon clipping to Clipper
class
This code has also been optimised to be much more memory friendly by removing a _lot_ of extraneous copies. The result is that, when profiled, it's around 8x faster than the previous implementation. Co-Authored-By: Ali Mohammad Pur <ali.mpfard@gmail.com>
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5 changed files with 177 additions and 112 deletions
59
Userland/Libraries/LibGL/Clipper.h
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59
Userland/Libraries/LibGL/Clipper.h
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Vector.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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class Clipper final {
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enum ClipPlane : u8 {
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LEFT = 0,
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RIGHT,
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TOP,
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BOTTOM,
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NEAR,
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FAR
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};
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static constexpr u8 NUMBER_OF_CLIPPING_PLANES = 6;
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static constexpr u8 MAX_CLIPPED_VERTS = 6;
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static constexpr FloatVector4 clip_planes[] = {
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{ -1, 0, 0, 1 }, // Left Plane
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{ 1, 0, 0, 1 }, // Right Plane
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{ 0, 1, 0, 1 }, // Top Plane
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{ 0, -1, 0, 1 }, // Bottom plane
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{ 0, 0, 1, 1 }, // Near Plane
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{ 0, 0, -1, 1 } // Far Plane
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};
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static constexpr FloatVector4 clip_plane_normals[] = {
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{ 1, 0, 0, 1 }, // Left Plane
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{ -1, 0, 0, 1 }, // Right Plane
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{ 0, -1, 0, 1 }, // Top Plane
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{ 0, 1, 0, 1 }, // Bottom plane
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{ 0, 0, -1, 1 }, // Near Plane
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{ 0, 0, 1, 1 } // Far Plane
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};
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public:
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Clipper() { }
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void clip_triangle_against_frustum(Vector<FloatVector4>& input_vecs);
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const Vector<FloatVector4, MAX_CLIPPED_VERTS>& clipped_verts() const;
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private:
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bool point_within_clip_plane(const FloatVector4& vertex, ClipPlane plane);
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FloatVector4 clip_intersection_point(const FloatVector4& vec, const FloatVector4& prev_vec, ClipPlane plane_index);
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private:
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Vector<FloatVector4, MAX_CLIPPED_VERTS> m_clipped_verts;
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};
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}
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