feat: barycentric interpolation for normals
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40
polygon.hpp
40
polygon.hpp
@@ -7,8 +7,10 @@ struct polygon {
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vec3 points[3];
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decimal delta[9];
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bool small = false;
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decimal baryFactor;
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decimal bounding[4]; // min x, max x, min y, max y
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vec3 normals[3];
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polygon(const vec3 &v1, const vec3 &v2, const vec3 &v3)
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: points{v1, v2, v3}, delta{} {}
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@@ -40,6 +42,16 @@ struct polygon {
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if (bounding[3] < points[i].y())
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bounding[3] = points[i].y();
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}
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baryFactor =
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(points[1].x() - points[0].x()) * (points[2].y() - points[1].y()) -
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(points[1].y() - points[0].y()) * (points[2].x() - points[1].x());
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if (baryFactor.isSmall()) {
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small = true;
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} else
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baryFactor = decimal(1.0) / baryFactor;
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// std::cout << baryFactor << std::endl;
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/*if ((bounding[1].i - bounding[0].i < 1 << HALF_SHIFT) &&
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(bounding[3].i - bounding[2].i < 1 << HALF_SHIFT))
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small = true;*/
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@@ -53,7 +65,7 @@ struct polygon {
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return true;
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vec3 d = p;
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if ((d.x() * delta[i * 3] + d.y() * delta[i * 3 + 1] +
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delta[i * 3 + 2]) > decimal(0))
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delta[i * 3 + 2]) > decimal(0.2))
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return false;
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}
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return true;
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@@ -64,6 +76,32 @@ struct polygon {
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}
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return os;
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}
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vec3 calcNormal(vec3 barycentrics) {
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vec3 result = normals[0] * barycentrics[0] +
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normals[1] * barycentrics[1] +
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normals[2] * barycentrics[2];
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return result.normalize();
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}
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decimal calcDepth(vec3 barycentrics) {
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return points[0].z() * barycentrics[0] +
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points[1].z() * barycentrics[1] +
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points[2].z() * barycentrics[2];
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}
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vec3 calcBarycentric(vec3 s) {
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if (small)
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return vec3(decimal(0.333), decimal(0.333), decimal(0.333));
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vec3 result;
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result[0] = (points[1].x() - s.x()) * (points[2].y() - s.y()) -
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(points[2].x() - s.x()) * (points[1].y() - s.y());
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result[1] = (points[2].x() - s.x()) * (points[0].y() - s.y()) -
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(points[0].x() - s.x()) * (points[2].y() - s.y());
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result = result * baryFactor;
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result[2] = decimal(1.0) - result[1] - result[0];
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return result;
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}
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};
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#endif
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