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	 00d46e5d77
			
		
	
	
		00d46e5d77
		
	
	
	
	
		
			
			Each texture unit now has its own texture transformation matrix stack. Introduce a new texture unit configuration that is synced when changed. Because we're no longer passing a silly `Vector` when drawing each primitive, this results in a slightly improved frames per second :^)
		
			
				
	
	
		
			170 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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|  * Copyright (c) 2022, the SerenityOS developers.
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #include <AK/StdLibExtras.h>
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| #include <AK/Vector.h>
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| #include <LibGPU/Vertex.h>
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| #include <LibGfx/Vector4.h>
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| #include <LibSoftGPU/Clipper.h>
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| 
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| namespace SoftGPU {
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| 
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| template<Clipper::ClipPlane plane>
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| static constexpr bool point_within_clip_plane(FloatVector4 const& vertex)
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| {
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|     if constexpr (plane == Clipper::ClipPlane::Left)
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|         return vertex.x() >= -vertex.w();
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|     else if constexpr (plane == Clipper::ClipPlane::Right)
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|         return vertex.x() <= vertex.w();
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|     else if constexpr (plane == Clipper::ClipPlane::Top)
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|         return vertex.y() <= vertex.w();
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|     else if constexpr (plane == Clipper::ClipPlane::Bottom)
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|         return vertex.y() >= -vertex.w();
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|     else if constexpr (plane == Clipper::ClipPlane::Near)
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|         return vertex.z() >= -vertex.w();
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|     else if constexpr (plane == Clipper::ClipPlane::Far)
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|         return vertex.z() <= vertex.w();
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|     return false;
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| }
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| 
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| static bool point_within_user_plane(FloatVector4 const& vertex, FloatVector4 const& user_plane)
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| {
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|     return vertex.dot(user_plane) >= 0;
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| }
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| 
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| template<Clipper::ClipPlane plane>
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| bool point_within_plane(GPU::Vertex const& vertex, FloatVector4 const& user_plane)
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| {
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|     if constexpr (plane == Clipper::ClipPlane::User)
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|         return point_within_user_plane(vertex.eye_coordinates, user_plane);
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|     else
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|         return point_within_clip_plane<plane>(vertex.clip_coordinates);
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| }
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| 
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| template<Clipper::ClipPlane plane>
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| static GPU::Vertex clip_intersection_point(GPU::Vertex const& p1, GPU::Vertex const& p2, FloatVector4 const& plane_normal)
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| {
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|     auto p1_coordinates = (plane == Clipper::ClipPlane::User) ? p1.eye_coordinates : p1.clip_coordinates;
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|     auto p2_coordinates = (plane == Clipper::ClipPlane::User) ? p2.eye_coordinates : p2.clip_coordinates;
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|     auto x1 = plane_normal.dot(p1_coordinates);
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|     auto x2 = plane_normal.dot(p2_coordinates);
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|     auto const a = x1 / (x1 - x2);
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| 
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|     GPU::Vertex out;
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|     out.position = mix(p1.position, p2.position, a);
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|     out.eye_coordinates = mix(p1.eye_coordinates, p2.eye_coordinates, a);
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|     out.clip_coordinates = mix(p1.clip_coordinates, p2.clip_coordinates, a);
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|     out.color = mix(p1.color, p2.color, a);
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|     for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
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|         out.tex_coords[i] = mix(p1.tex_coords[i], p2.tex_coords[i], a);
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|     out.normal = mix(p1.normal, p2.normal, a);
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|     return out;
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| }
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| 
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| template<Clipper::ClipPlane plane>
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| FLATTEN static void clip_plane(Vector<GPU::Vertex>& input_list, Vector<GPU::Vertex>& output_list, FloatVector4 const& clip_plane)
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| {
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|     output_list.clear_with_capacity();
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| 
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|     auto input_list_size = input_list.size();
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|     if (input_list_size == 0)
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|         return;
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| 
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|     auto const* prev_vec = &input_list.data()[0];
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|     auto is_prev_point_within_plane = point_within_plane<plane>(*prev_vec, clip_plane);
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| 
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|     for (size_t i = 1; i <= input_list_size; i++) {
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|         auto const& curr_vec = input_list[i % input_list_size];
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|         auto const is_curr_point_within_plane = point_within_plane<plane>(curr_vec, clip_plane);
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| 
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|         if (is_curr_point_within_plane != is_prev_point_within_plane)
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|             output_list.append(clip_intersection_point<plane>(*prev_vec, curr_vec, clip_plane));
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| 
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|         if (is_curr_point_within_plane)
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|             output_list.append(curr_vec);
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| 
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|         prev_vec = &curr_vec;
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|         is_prev_point_within_plane = is_curr_point_within_plane;
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|     }
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| }
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| 
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| void Clipper::clip_points_against_frustum(Vector<GPU::Vertex>& vertices)
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| {
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|     m_vertex_buffer.clear_with_capacity();
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| 
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|     for (auto& vertex : vertices) {
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|         auto const coords = vertex.clip_coordinates;
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|         if (point_within_clip_plane<ClipPlane::Left>(coords) && point_within_clip_plane<ClipPlane::Right>(coords)
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|             && point_within_clip_plane<ClipPlane::Top>(coords) && point_within_clip_plane<ClipPlane::Bottom>(coords)
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|             && point_within_clip_plane<ClipPlane::Near>(coords) && point_within_clip_plane<ClipPlane::Far>(coords))
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|             m_vertex_buffer.append(vertex);
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|     }
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| 
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|     vertices.clear_with_capacity();
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|     vertices.extend(m_vertex_buffer);
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| }
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| 
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| constexpr FloatVector4 clip_plane_eqns[] = {
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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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| 
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| template<Clipper::ClipPlane plane>
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| static constexpr bool constrain_line_within_plane(GPU::Vertex& from, GPU::Vertex& to)
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| {
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|     constexpr auto clip_plane_eqn = clip_plane_eqns[to_underlying(plane)];
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| 
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|     auto from_within_plane = point_within_clip_plane<plane>(from.clip_coordinates);
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|     auto to_within_plane = point_within_clip_plane<plane>(to.clip_coordinates);
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|     if (!from_within_plane && !to_within_plane)
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|         return false;
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|     if (!from_within_plane)
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|         from = clip_intersection_point<plane>(from, to, clip_plane_eqn);
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|     else if (!to_within_plane)
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|         to = clip_intersection_point<plane>(from, to, clip_plane_eqn);
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|     return true;
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| }
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| 
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| bool Clipper::clip_line_against_frustum(GPU::Vertex& from, GPU::Vertex& to)
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| {
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|     return constrain_line_within_plane<ClipPlane::Left>(from, to)
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|         && constrain_line_within_plane<ClipPlane::Right>(from, to)
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|         && constrain_line_within_plane<ClipPlane::Top>(from, to)
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|         && constrain_line_within_plane<ClipPlane::Bottom>(from, to)
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|         && constrain_line_within_plane<ClipPlane::Near>(from, to)
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|         && constrain_line_within_plane<ClipPlane::Far>(from, to);
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| }
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| 
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| void Clipper::clip_triangle_against_frustum(Vector<GPU::Vertex>& input_verts)
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| {
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|     // FIXME C++23. Static reflection will provide looping over all enum values.
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|     clip_plane<ClipPlane::Left>(input_verts, m_vertex_buffer, clip_plane_eqns[0]);
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|     clip_plane<ClipPlane::Right>(m_vertex_buffer, input_verts, clip_plane_eqns[1]);
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|     clip_plane<ClipPlane::Top>(input_verts, m_vertex_buffer, clip_plane_eqns[2]);
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|     clip_plane<ClipPlane::Bottom>(m_vertex_buffer, input_verts, clip_plane_eqns[3]);
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|     clip_plane<ClipPlane::Near>(input_verts, m_vertex_buffer, clip_plane_eqns[4]);
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|     clip_plane<ClipPlane::Far>(m_vertex_buffer, input_verts, clip_plane_eqns[5]);
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| }
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| 
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| void Clipper::clip_triangle_against_user_defined(Vector<GPU::Vertex>& input_verts, Vector<FloatVector4>& user_planes)
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| {
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|     // FIXME: Also implement user plane support for points and lines
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|     auto& in = input_verts;
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|     auto& out = m_vertex_buffer;
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|     for (auto const& plane : user_planes) {
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|         clip_plane<ClipPlane::User>(in, out, plane);
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|         swap(in, out);
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|     }
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| }
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| 
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| }
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