feat: optimized triangle testing
This commit is contained in:
18
fastmath.hpp
18
fastmath.hpp
@@ -208,24 +208,24 @@ struct vec2 : public vec<2, vec2> {
|
||||
};
|
||||
struct vec3 : public vec<3, vec3> {
|
||||
|
||||
vec3() : vec<3, vec3>() {}
|
||||
constexpr vec3() : vec<3, vec3>() {}
|
||||
|
||||
vec3(float x, float y, float z)
|
||||
constexpr vec3(float x, float y, float z)
|
||||
: vec<3, vec3>(decimal(x), decimal(y), decimal(z)) {}
|
||||
|
||||
vec3(double x, double y, double z)
|
||||
constexpr vec3(double x, double y, double z)
|
||||
: vec<3, vec3>(decimal(x), decimal(y), decimal(z)) {}
|
||||
|
||||
vec3(int32_t x, int32_t y, int32_t z)
|
||||
constexpr vec3(int32_t x, int32_t y, int32_t z)
|
||||
: vec<3, vec3>(decimal(x), decimal(y), decimal(z)) {}
|
||||
|
||||
vec3(decimal x, decimal y, decimal z) : vec<3, vec3>(x, y, z) {}
|
||||
constexpr vec3(decimal x, decimal y, decimal z) : vec<3, vec3>(x, y, z) {}
|
||||
|
||||
decimal &x() { return v[0]; }
|
||||
decimal &y() { return v[1]; }
|
||||
decimal &z() { return v[2]; }
|
||||
inline decimal &x() { return v[0]; }
|
||||
inline decimal &y() { return v[1]; }
|
||||
inline decimal &z() { return v[2]; }
|
||||
|
||||
vec3 cross(vec3 &v) {
|
||||
inline vec3 cross(vec3 &v) {
|
||||
return vec3((y() * v.z()) - (z() * v.y()),
|
||||
(z() * v.x()) - (x() * v.z()),
|
||||
(x() * v.y()) - (y() * v.x()));
|
||||
|
||||
55
polygon.hpp
55
polygon.hpp
@@ -13,6 +13,8 @@ struct polygon {
|
||||
decimal bounding[4]; // min x, max x, min y, max y
|
||||
vec3 normals[3];
|
||||
vec3 colors[3];
|
||||
vec3 barycentrics;
|
||||
vec3 boundingBarycentrics;
|
||||
|
||||
polygon(const vec3 &v1, const vec3 &v2, const vec3 &v3)
|
||||
: points{v1, v2, v3}, delta{} {}
|
||||
@@ -67,7 +69,7 @@ struct polygon {
|
||||
return result * decimal(0.3333);
|
||||
}
|
||||
|
||||
const bool contains(const vec3 &p) {
|
||||
const bool depContains(const vec3 &p) {
|
||||
// if (skip)
|
||||
// return false;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
@@ -80,6 +82,14 @@ struct polygon {
|
||||
}
|
||||
return true;
|
||||
}
|
||||
const bool contains(const vec3 &p) {
|
||||
if (small)
|
||||
return true;
|
||||
else
|
||||
return (barycentrics[0] >= decimal(-0.01)) &&
|
||||
(barycentrics[1] >= decimal(-0.01)) &&
|
||||
(barycentrics[2] >= decimal(-0.01));
|
||||
}
|
||||
friend std::ostream &operator<<(std::ostream &os, const polygon &p) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
os << p.points[i];
|
||||
@@ -87,40 +97,37 @@ struct polygon {
|
||||
return os;
|
||||
}
|
||||
|
||||
vec3 calcNormal(vec3 barycentrics) {
|
||||
vec3 result = normals[0] * barycentrics[0] +
|
||||
normals[1] * barycentrics[1] +
|
||||
normals[2] * barycentrics[2];
|
||||
if (result.isSmall())
|
||||
return normals[0];
|
||||
else
|
||||
return result.normalize();
|
||||
vec3 calcNormal() {
|
||||
return normals[0] * boundingBarycentrics[0] +
|
||||
normals[1] * boundingBarycentrics[1] +
|
||||
normals[2] * boundingBarycentrics[2];
|
||||
}
|
||||
|
||||
vec3 calcColor(vec3 barycentrics) {
|
||||
return colors[0] * barycentrics[0] + colors[1] * barycentrics[1] +
|
||||
colors[2] * barycentrics[2];
|
||||
vec3 calcColor() {
|
||||
return colors[0] * boundingBarycentrics[0] +
|
||||
colors[1] * boundingBarycentrics[1] +
|
||||
colors[2] * boundingBarycentrics[2];
|
||||
}
|
||||
|
||||
decimal calcDepth(vec3 barycentrics) {
|
||||
return points[0].z() * barycentrics[0] +
|
||||
points[1].z() * barycentrics[1] +
|
||||
points[2].z() * barycentrics[2];
|
||||
decimal calcDepth() {
|
||||
return points[0].z() * boundingBarycentrics[0] +
|
||||
points[1].z() * boundingBarycentrics[1] +
|
||||
points[2].z() * boundingBarycentrics[2];
|
||||
}
|
||||
|
||||
vec3 calcBarycentric(vec3 s) {
|
||||
void calcBarycentric(vec3 s) {
|
||||
// if (small)
|
||||
// return vec3(decimal(0.333), decimal(0.333), decimal(0.333));
|
||||
vec3 result;
|
||||
result[0] = (points[1].x() - s.x()) * (points[2].y() - s.y()) -
|
||||
|
||||
barycentrics[0] = (points[1].x() - s.x()) * (points[2].y() - s.y()) -
|
||||
(points[2].x() - s.x()) * (points[1].y() - s.y());
|
||||
result[1] = (points[2].x() - s.x()) * (points[0].y() - s.y()) -
|
||||
barycentrics[1] = (points[2].x() - s.x()) * (points[0].y() - s.y()) -
|
||||
(points[0].x() - s.x()) * (points[2].y() - s.y());
|
||||
result = result * baryFactor;
|
||||
result[2] = decimal(1.0) - result[1] - result[0];
|
||||
barycentrics = barycentrics * baryFactor;
|
||||
barycentrics[2] = decimal(1.0) - barycentrics[1] - barycentrics[0];
|
||||
// return result;
|
||||
return vec3::max(vec3::min(result, vec3(1.0, 1.0, 1.0)),
|
||||
vec3(0.0, 0.0, 0.0));
|
||||
boundingBarycentrics = vec3::max(
|
||||
vec3::min(barycentrics, vec3(1.0, 1.0, 1.0)), vec3(0.0, 0.0, 0.0));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
14
renderer.hpp
14
renderer.hpp
@@ -84,15 +84,18 @@ class Renderer {
|
||||
vec3 pos = vec3(testP.bounding[0], testP.bounding[2], 0.0);
|
||||
for (int x = startX; x < endX; x++) {
|
||||
for (int y = startY; y < endY; y++) {
|
||||
|
||||
testP.calcBarycentric(pos);
|
||||
|
||||
if (testP.contains(pos)) {
|
||||
if (testP.small)
|
||||
continue;
|
||||
vec3 factors = testP.calcBarycentric(pos);
|
||||
decimal depth = testP.calcDepth(factors);
|
||||
|
||||
decimal depth = testP.calcDepth();
|
||||
if (depth < target->getDepth(x, y)) {
|
||||
// std::cout << factors << std::endl;
|
||||
vec3 normal = testP.calcNormal(factors);
|
||||
vec3 color = testP.calcColor(factors);
|
||||
vec3 normal = testP.calcNormal();
|
||||
vec3 color = testP.calcColor();
|
||||
decimal lightFac =
|
||||
std::max(normal * (-sunDir), decimal(0.0)) +
|
||||
decimal(0.5);
|
||||
@@ -106,7 +109,8 @@ class Renderer {
|
||||
// target->set(x, y,
|
||||
// (normal + vec3(1.0, 1.0, 1.0)) *
|
||||
// decimal(120.0));
|
||||
// target->set(x, y, factors * decimal(200.0));
|
||||
// target->set(x, y,
|
||||
// testP.barycentrics * decimal(200.0));
|
||||
// if (!factors.isSmall())
|
||||
// target->set(x, y, vec3(0., 255.0, 0.));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user