ref: 3bf0f4fdcf9e1a61881c20ee8162924f952ba8e0
dir: /xform.c/
#include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include <memdraw.h> #include <geometry.h> #include "libobj/obj.h" #include "graphics.h" #include "internal.h" /* * transforms p from e's reference frame into * the world. */ Point3 model2world(Entity *e, Point3 p) { return invrframexform3(p, *e); } /* * transforms p from the world reference frame * to c's one (aka Viewing Coordinate System). */ Point3 world2vcs(Camera *c, Point3 p) { return rframexform3(p, *c); } /* * projects p from the VCS to clip space, placing * p.[xyz] ∈ (-∞,-w)∪[-w,w]∪(w,∞) where [-w,w] * represents the visibility volume. * * the clipping planes are: * * | -w | w | * +----------------+ * | left | right | * | bottom | top | * | far | near | */ Point3 vcs2clip(Camera *c, Point3 p) { return xform3(p, c->proj); } Point3 world2clip(Camera *c, Point3 p) { return vcs2clip(c, world2vcs(c, p)); } /* * performs the perspective division, placing * p.[xyz] ∈ [-1,1] and p.w = 1/z * (aka Normalized Device Coordinates). * * p.w is kept as z⁻¹ so we can later do * perspective-correct attribute interpolation. */ Point3 clip2ndc(Point3 p) { p.w = p.w == 0? 0: 1.0/p.w; p.x *= p.w; p.y *= p.w; p.z *= p.w; return p; } /* * scales p to fit the destination viewport, * placing p.x ∈ [0,width], p.y ∈ [0,height], * p.z ∈ [0,1] and leaving p.w intact. */ Point3 ndc2viewport(Framebuf *fb, Point3 p) { Matrix3 view = { Dx(fb->r)/2.0, 0, 0, Dx(fb->r)/2.0, 0, -Dy(fb->r)/2.0, 0, Dy(fb->r)/2.0, 0, 0, 1.0/2.0, 1.0/2.0, 0, 0, 0, 1, }; double w; w = p.w; p.w = 1; p = xform3(p, view); p.w = w; return p; } Point3 viewport2ndc(Framebuf *fb, Point3 p) { p.x = 2*p.x/Dx(fb->r) - 1; p.y = 1 - 2*p.y/Dy(fb->r); p.z = 2*p.z - 1; p.w = 1; return p; } Point3 ndc2vcs(Camera *c, Point3 p) { Matrix3 invproj; Point3 np; memmove(invproj, c->proj, 4*4*sizeof(double)); invm3(invproj); np = xform3(p, invproj); np.w = np.w == 0? 0: 1.0/np.w; np.x *= np.w; np.y *= np.w; np.z *= np.w; np.w = 1; return np; } Point3 viewport2vcs(Camera *c, Point3 p) { return ndc2vcs(c, viewport2ndc(c->view->getfb(c->view), p)); } Point3 vcs2world(Camera *c, Point3 p) { return invrframexform3(p, *c); } Point3 viewport2world(Camera *c, Point3 p) { return vcs2world(c, viewport2vcs(c, p)); } Point3 world2model(Entity *e, Point3 p) { return rframexform3(p, *e); } void perspective(Matrix3 m, double fovy, double a, double n, double f) { double cotan; cotan = 1/tan(fovy/2); memset(m, 0, 4*4*sizeof(double)); m[0][0] = cotan/a; m[1][1] = cotan; m[2][2] = (f+n)/(f-n); m[2][3] = 2*f*n/(f-n); m[3][2] = -1; } void orthographic(Matrix3 m, double l, double r, double b, double t, double n, double f) { identity3(m); m[0][0] = 2/(r-l); m[1][1] = 2/(t-b); m[2][2] = 2/(f-n); m[0][3] = -(r+l)/(r-l); m[1][3] = -(t+b)/(t-b); m[2][3] = -(f+n)/(f-n); }