GLdc/GL/clip.c
2018-06-26 08:31:31 +01:00

134 lines
4.3 KiB
C

#include <float.h>
#include <stdio.h>
#include "clip.h"
ClipResult clipLineToNearZ(const float* v1, const float* v2, const float dist, float* vout, float* t) {
if(v1[2] < dist && v2[2] < dist) {
// Both behind, no clipping
return CLIP_RESULT_ALL_BEHIND;
}
if(v1[2] > dist && v2[2] > dist) {
return CLIP_RESULT_ALL_IN_FRONT;
}
float vec [] = {v2[0] - v1[0], v2[1] - v1[1], v2[2] - v1[2]};
/*
* The plane normal will always be pointing down the negative Z so we can simplify the dot products as x and y will always be zero
* the resulting calculation will result in simply -z of the vector
*/
float vecDotP = -vec[2];
/* If the dot product is zero there is no intersection */
if(vecDotP > FLT_MIN || vecDotP < -FLT_MIN) {
*t = (-(dist - v1[2])) / vecDotP;
vout[0] = v1[0] + (vec[0] * (*t));
vout[1] = v1[1] + (vec[1] * (*t));
vout[2] = v1[2] + (vec[2] * (*t));
return (v1[2] >= dist) ? CLIP_RESULT_FRONT_TO_BACK : CLIP_RESULT_BACK_TO_FRONT;
} else {
return CLIP_RESULT_ALL_ON_PLANE;
}
}
TriangleClipResult clipTriangleToNearZ(
const float plane_dist,
const pvr_vertex_t** vertices_in,
const float* w_coordinates_in,
pvr_vertex_t** vertices_out,
float* w_coordinates_out,
unsigned char* visible
) {
const pvr_vertex_t* v1 = vertices_in[0];
const pvr_vertex_t* v2 = vertices_in[1];
const pvr_vertex_t* v3 = vertices_in[2];
const float w1 = w_coordinates_in[0];
const float w2 = w_coordinates_in[1];
const float w3 = w_coordinates_in[2];
pvr_vertex_t* v1out = vertices_out[0];
pvr_vertex_t* v2out = vertices_out[1];
pvr_vertex_t* v3out = vertices_out[2];
pvr_vertex_t* v4out = vertices_out[3];
float* w1out = w_coordinates_out[0];
float* w2out = w_coordinates_out[1];
float* w3out = w_coordinates_out[2];
float* w4out = w_coordinates_out[3];
/* Fast out. Let's just see if everything is in front of the clip plane (and as in OpenGL Z comes out of the screen
* we check to see if they are all < -dist
*/
typedef unsigned char uint8;
*visible = ((v1->z <= -plane_dist) ? 1 : 0) | ((v2->z <= -plane_dist) ? 2 : 0) | ((v3->z <= -plane_dist) ? 4 : 0);
switch(*visible) {
case 0b000:
/* If behind is zero, then none of the vertices are visible */
return TRIANGLE_CLIP_RESULT_DROP_TRIANGLE;
case 0b111:
/* If behind is zero, then none of the vertices are visible */
return TRIANGLE_CLIP_RESULT_NO_CHANGE;
case 0b101:
case 0b110:
case 0b011: {
/* Two vertices are visible */
/* Tricky case. If two vertices are visible then manipulating the other one is going to change the shape of the
* triangle. So we have to clip both lines, and output a new vertex.
*/
return TRIANGLE_CLIP_RESULT_ALTERED_AND_CREATED_VERTEX;
} break;
default: {
/* One vertex is visible */
/* This is the "easy" case, we simply find the vertex which is visible, and clip the lines to the other 2 against the plane */
pvr_vertex_t tmp1, tmp2;
float t1, t2;
if(visible == 0b001) {
clipLineToNearZ(&v1->x, &v2->x, plane_dist, &tmp1.x, &t1);
clipLineToNearZ(&v1->x, &v3->x, plane_dist, &tmp2.x, &t2);
*v1out = *v1;
*v2out = tmp1;
*v3out = tmp2;
*w1out = w1;
*w2out = w1 + ((w2 - w1) * t1);
*w3out = w1 + ((w3 - w1) * t2);
} else if(visible == 0b010) {
clipLineToNearZ(&v2->x, &v1->x, plane_dist, &tmp1.x, &t1);
clipLineToNearZ(&v2->x, &v3->x, plane_dist, &tmp2.x, &t2);
*v1out = tmp1;
*v2out = *v2;
*v3out = tmp2;
*w1out = w2 + ((w1 - w2) * t1);
*w2out = w2;
*w3out = w2 + ((w3 - w2) * t2);
} else {
clipLineToNearZ(&v3->x, &v1->x, plane_dist, &tmp1.x, &t1);
clipLineToNearZ(&v3->x, &v2->x, plane_dist, &tmp2.x, &t2);
*v1out = tmp1;
*v2out = tmp2;
*v3out = *v3;
*w1out = w3 + ((w3 - w1) * t1);
*w2out = w3 + ((w3 - w2) * t2);
*w3out = w3;
}
return TRIANGLE_CLIP_RESULT_ALTERED_VERTICES;
}
}
}