ref: dc21c6d3ee44b7e088dc305e2ab685a433b42a75
dir: /render.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" Rectangle UR = {0,0,1,1}; static void pixel(Memimage *dst, Point p, Memimage *src) { if(dst == nil || src == nil) return; memimagedraw(dst, rectaddpt(UR, p), src, ZP, nil, ZP, SoverD); } /* * it only processes quads for now. */ static int triangulate(OBJElem **newe, OBJElem *e) { OBJIndexArray *newidxtab; OBJIndexArray *idxtab; idxtab = &e->indextab[OBJVGeometric]; newe[0] = emalloc(sizeof *newe[0]); newe[0]->type = OBJEFace; newidxtab = &newe[0]->indextab[OBJVGeometric]; newidxtab->nindex = 3; newidxtab->indices = emalloc(newidxtab->nindex*sizeof(*newidxtab->indices)); newidxtab->indices[0] = idxtab->indices[0]; newidxtab->indices[1] = idxtab->indices[1]; newidxtab->indices[2] = idxtab->indices[2]; idxtab = &e->indextab[OBJVTexture]; if(idxtab->nindex > 0){ newidxtab = &newe[0]->indextab[OBJVTexture]; newidxtab->nindex = 3; newidxtab->indices = emalloc(newidxtab->nindex*sizeof(*newidxtab->indices)); newidxtab->indices[0] = idxtab->indices[0]; newidxtab->indices[1] = idxtab->indices[1]; newidxtab->indices[2] = idxtab->indices[2]; } idxtab = &e->indextab[OBJVNormal]; if(idxtab->nindex > 0){ newidxtab = &newe[0]->indextab[OBJVNormal]; newidxtab->nindex = 3; newidxtab->indices = emalloc(newidxtab->nindex*sizeof(*newidxtab->indices)); newidxtab->indices[0] = idxtab->indices[0]; newidxtab->indices[1] = idxtab->indices[1]; newidxtab->indices[2] = idxtab->indices[2]; } idxtab = &e->indextab[OBJVGeometric]; newe[1] = emalloc(sizeof *newe[1]); newe[1]->type = OBJEFace; newidxtab = &newe[1]->indextab[OBJVGeometric]; newidxtab->nindex = 3; newidxtab->indices = emalloc(newidxtab->nindex*sizeof(*newidxtab->indices)); newidxtab->indices[0] = idxtab->indices[0]; newidxtab->indices[1] = idxtab->indices[2]; newidxtab->indices[2] = idxtab->indices[3]; idxtab = &e->indextab[OBJVTexture]; if(idxtab->nindex > 0){ newidxtab = &newe[1]->indextab[OBJVTexture]; newidxtab->nindex = 3; newidxtab->indices = emalloc(newidxtab->nindex*sizeof(*newidxtab->indices)); newidxtab->indices[0] = idxtab->indices[0]; newidxtab->indices[1] = idxtab->indices[2]; newidxtab->indices[2] = idxtab->indices[3]; } idxtab = &e->indextab[OBJVNormal]; if(idxtab->nindex > 0){ newidxtab = &newe[1]->indextab[OBJVNormal]; newidxtab->nindex = 3; newidxtab->indices = emalloc(newidxtab->nindex*sizeof(*newidxtab->indices)); newidxtab->indices[0] = idxtab->indices[0]; newidxtab->indices[1] = idxtab->indices[2]; newidxtab->indices[2] = idxtab->indices[3]; } return 2; } static int isvisible(Point3 p) { if(p.x < -p.w || p.x > p.w || p.y < -p.w || p.y > p.w || p.z < -p.w || p.z > p.w) return 0; return 1; } static void mulsdm(double r[6], double m[6][4], Point3 p) { int i; for(i = 0; i < 6; i++) r[i] += m[i][0]*p.x + m[i][1]*p.y + m[i][2]*p.z + m[i][3]*p.w; } typedef struct { Vertex *v; ulong n; ulong cap; } Polygon; typedef struct { ulong *idx; ulong nidx; ulong cap; } Cliplist; static int addvert(Polygon *p, Vertex v) { if(++p->n > p->cap) p->v = erealloc(p->v, (p->cap = p->n)*sizeof(*p->v)); p->v[p->n-1] = v; return p->n; } static void delvert(Polygon *p, ulong idx) { if(--p->n > 1 && idx < p->cap-1) memmove(&p->v[idx], &p->v[idx+1], p->n); } static int addidx(Cliplist *l, ulong idx) { if(++l->nidx > l->cap) l->idx = erealloc(l->idx, (l->cap = l->nidx)*sizeof(*l->idx)); l->idx[l->nidx-1] = idx; return l->nidx; } static int idxcmp(ulong *a, ulong *b) { return *a - *b; } static void reapverts(Polygon *p, Cliplist *l) { qsort(l->idx, l->nidx, sizeof(l->idx[0]), (int(*)(void*,void*))idxcmp); while(l->nidx--) delvert(p, l->idx[l->nidx]); } static int cliptriangle(Triangle *t) { /* TODO implement homogeneous clipping procedure */ /* * requirements: * * - normal and color attributes are carried over to the new * intersecting points without modification. * - uv coordinates must be adjusted in proportion to the new * points. */ enum { L, R, B, T, F, N }; /* signed distance from each clipping plane */ static double sdm[6][4] = { 1, 0, 0, 1, -1, 0, 0, 1, 0, 1, 0, 1, 0, -1, 0, 1, 0, 0, 1, 1, 0, 0, -1, 1, }, sd0[6], sd1[6]; Polygon V; /* new polygon verts */ Cliplist D; /* verts to delete */ Vertex v; /* new vertex (line-plane intersection) */ int i, j; if(!isvisible(t[0][0].p) && !isvisible(t[0][1].p) && !isvisible(t[0][2].p)) return 0; memset(&V, 0, sizeof V); memset(&D, 0, sizeof D); /* initialize with the original triangle */ // for(i = 0; i < 3; i++) // addvert(&V, t[0][i]); // // for(i = 0; i < V.n-1; i++){ // memset(sd0, 0, sizeof sd0); // memset(sd1, 0, sizeof sd1); // mulsdm(sd0, sdm, V.v[i].p); // mulsdm(sd1, sdm, V.v[i+1].p); // // for(j = 0; j < 6; j++){ // if(sd0[i] < 0 && sd1[i] < 0){ // addidx(&D, i); // addidx(&D, i+1); // }else if(sd0[i] < 0){ // addidx(&D, i); // }else if(sd1[i] < 0){ // addidx(&D, i+1); // } // reapverts(&V, &D); // } // } return 1; } /* * 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. */ static Point3 clip2ndc(Point3 p) { p.w = 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. */ static 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; } void perspective(Matrix3 m, double fov, double a, double n, double f) { double cotan; cotan = 1/tan(fov/2); identity3(m); 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); } static void rasterize(SUparams *params, Triangle t, Memimage *frag) { FSparams fsp; Triangle2 t₂, tt₂; Rectangle bbox; Point p, tp; Point3 bc; double z, depth; uchar cbuf[4]; t₂.p0 = Pt2(t[0].p.x, t[0].p.y, 1); t₂.p1 = Pt2(t[1].p.x, t[1].p.y, 1); t₂.p2 = Pt2(t[2].p.x, t[2].p.y, 1); /* find the triangle's bbox and clip it against the fb */ bbox = Rect( min(min(t₂.p0.x, t₂.p1.x), t₂.p2.x), min(min(t₂.p0.y, t₂.p1.y), t₂.p2.y), max(max(t₂.p0.x, t₂.p1.x), t₂.p2.x)+1, max(max(t₂.p0.y, t₂.p1.y), t₂.p2.y)+1 ); bbox.min.x = max(bbox.min.x, params->fb->r.min.x); bbox.min.y = max(bbox.min.y, params->fb->r.min.y); bbox.max.x = min(bbox.max.x, params->fb->r.max.x); bbox.max.y = min(bbox.max.y, params->fb->r.max.y); cbuf[0] = 0xFF; fsp.su = params; fsp.frag = frag; fsp.cbuf = cbuf; /* perspective-divide the attributes */ // t[0].c = mulpt3(t[0].c, t[0].p.w); // t[1].c = mulpt3(t[1].c, t[1].p.w); // t[2].c = mulpt3(t[2].c, t[2].p.w); t[0].uv = mulpt2(t[0].uv, t[0].p.w); t[1].uv = mulpt2(t[1].uv, t[1].p.w); t[2].uv = mulpt2(t[2].uv, t[2].p.w); for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++) for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){ bc = barycoords(t₂, Pt2(p.x,p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) continue; z = t[0].p.z*bc.x + t[1].p.z*bc.y + t[2].p.z*bc.z; depth = fclamp(z, 0, 1); lock(¶ms->fb->zbuflk); if(depth <= params->fb->zbuf[p.x + p.y*Dx(params->fb->r)]){ unlock(¶ms->fb->zbuflk); continue; } params->fb->zbuf[p.x + p.y*Dx(params->fb->r)] = depth; unlock(¶ms->fb->zbuflk); /* lerp z⁻¹ and get actual z */ z = t[0].p.w*bc.x + t[1].p.w*bc.y + t[2].p.w*bc.z; z = 1.0/(z < 1e-6? 1e-6: z); /* lerp attribute and dissolve perspective */ // t[0].c = mulpt3(t[0].c, bc.x*z); // t[1].c = mulpt3(t[1].c, bc.y*z); // t[2].c = mulpt3(t[2].c, bc.z*z); cbuf[0] = 0xFF; if((t[0].uv.w + t[1].uv.w + t[2].uv.w) != 0){ tt₂.p0 = mulpt2(t[0].uv, bc.x*z); tt₂.p1 = mulpt2(t[1].uv, bc.y*z); tt₂.p2 = mulpt2(t[2].uv, bc.z*z); tp.x = (tt₂.p0.x + tt₂.p1.x + tt₂.p2.x)*Dx(params->modeltex->r); tp.y = (1 - (tt₂.p0.y + tt₂.p1.y + tt₂.p2.y))*Dy(params->modeltex->r); switch(params->modeltex->chan){ case RGB24: unloadmemimage(params->modeltex, rectaddpt(UR, tp), cbuf+1, sizeof cbuf - 1); break; case RGBA32: unloadmemimage(params->modeltex, rectaddpt(UR, tp), cbuf, sizeof cbuf); break; } }else memset(cbuf+1, 0xFF, sizeof cbuf - 1); fsp.p = p; fsp.bc = bc; pixel(params->fb->cb, p, params->fshader(&fsp)); } } static void shaderunit(void *arg) { SUparams *params; VSparams vsp; Memimage *frag; OBJVertex *verts, *tverts, *nverts; /* geometric, texture and normals vertices */ OBJIndexArray *idxtab; OBJElem **ep; Point3 n; /* surface normal */ Triangle t[7-2]; /* triangles to raster */ int nt; params = arg; vsp.su = params; frag = rgb(DBlack); threadsetname("shader unit #%d", params->id); verts = params->model->vertdata[OBJVGeometric].verts; tverts = params->model->vertdata[OBJVTexture].verts; nverts = params->model->vertdata[OBJVNormal].verts; for(ep = params->b; ep != params->e; ep++){ nt = 1; /* start with one. after clipping it might change */ idxtab = &(*ep)->indextab[OBJVGeometric]; t[0][0].p = Pt3(verts[idxtab->indices[0]].x,verts[idxtab->indices[0]].y,verts[idxtab->indices[0]].z,verts[idxtab->indices[0]].w); t[0][1].p = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w); t[0][2].p = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w); idxtab = &(*ep)->indextab[OBJVNormal]; if(idxtab->nindex == 3){ t[0][0].n = Vec3(nverts[idxtab->indices[0]].i, nverts[idxtab->indices[0]].j, nverts[idxtab->indices[0]].k); t[0][0].n = normvec3(t[0][0].n); t[0][1].n = Vec3(nverts[idxtab->indices[1]].i, nverts[idxtab->indices[1]].j, nverts[idxtab->indices[1]].k); t[0][1].n = normvec3(t[0][1].n); t[0][2].n = Vec3(nverts[idxtab->indices[2]].i, nverts[idxtab->indices[2]].j, nverts[idxtab->indices[2]].k); t[0][2].n = normvec3(t[0][2].n); }else{ /* TODO build a list of per-vertex normals earlier */ n = normvec3(crossvec3(subpt3(t[0][2].p, t[0][0].p), subpt3(t[0][1].p, t[0][0].p))); t[0][0].n = t[0][1].n = t[0][2].n = mulpt3(n, -1); } idxtab = &(*ep)->indextab[OBJVTexture]; if(params->modeltex != nil && idxtab->nindex == 3){ t[0][0].uv = Pt2(tverts[idxtab->indices[0]].u, tverts[idxtab->indices[0]].v, 1); t[0][1].uv = Pt2(tverts[idxtab->indices[1]].u, tverts[idxtab->indices[1]].v, 1); t[0][2].uv = Pt2(tverts[idxtab->indices[2]].u, tverts[idxtab->indices[2]].v, 1); }else{ t[0][0].uv = t[0][1].uv = t[0][2].uv = Vec2(0,0); } vsp.v = &t[0][0]; vsp.idx = 0; t[0][0].p = params->vshader(&vsp); vsp.v = &t[0][1]; vsp.idx = 1; t[0][1].p = params->vshader(&vsp); vsp.v = &t[0][2]; vsp.idx = 2; t[0][2].p = params->vshader(&vsp); if(!isvisible(t[0][0].p) || !isvisible(t[0][1].p) || !isvisible(t[0][2].p)) nt = cliptriangle(t); while(nt--){ t[nt][0].p = ndc2viewport(params->fb, clip2ndc(t[nt][0].p)); t[nt][1].p = ndc2viewport(params->fb, clip2ndc(t[nt][1].p)); t[nt][2].p = ndc2viewport(params->fb, clip2ndc(t[nt][2].p)); rasterize(params, t[nt], frag); } } freememimage(frag); sendp(params->donec, nil); free(params); threadexits(nil); } void shade(Framebuf *fb, OBJ *model, Memimage *modeltex, Shader *s, ulong nprocs) { static int nparts, nworkers; static OBJElem **elems = nil; OBJElem *trielems[2]; int i, nelems; uvlong time; OBJObject *o; OBJElem *e; OBJIndexArray *idxtab; SUparams *params; Channel *donec; if(elems == nil){ nelems = 0; for(i = 0; i < nelem(model->objtab); i++) for(o = model->objtab[i]; o != nil; o = o->next) for(e = o->child; e != nil; e = e->next){ idxtab = &e->indextab[OBJVGeometric]; /* discard non-triangles */ if(e->type != OBJEFace || (idxtab->nindex != 3 && idxtab->nindex != 4)) continue; if(idxtab->nindex == 4){ triangulate(trielems, e); nelems += 2; elems = erealloc(elems, nelems*sizeof(*elems)); elems[nelems-2] = trielems[0]; elems[nelems-1] = trielems[1]; }else{ elems = erealloc(elems, ++nelems*sizeof(*elems)); elems[nelems-1] = e; } } if(nelems < nprocs){ nworkers = nelems; nparts = 1; }else{ nworkers = nprocs; nparts = nelems/nprocs; } } time = nanosec(); donec = chancreate(sizeof(void*), 0); for(i = 0; i < nworkers; i++){ params = emalloc(sizeof *params); params->fb = fb; params->b = &elems[i*nparts]; params->e = params->b + nparts; params->id = i; params->donec = donec; params->model = model; params->modeltex = modeltex; params->uni_time = time; params->vshader = s->vshader; params->fshader = s->fshader; proccreate(shaderunit, params, mainstacksize); // fprint(2, "spawned su %d for elems [%d, %d)\n", params->id, i*nparts, i*nparts+nparts); } while(i--) recvp(donec); chanfree(donec); }