ladybird/Userland/Libraries/LibSoftGPU/Clipper.cpp
Jelle Raaijmakers 00d46e5d77 LibGL+LibGPU+LibSoftGPU: Implement matrix stack per texture unit
Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
2022-09-11 22:37:07 +01:00

170 lines
6.6 KiB
C++

/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/StdLibExtras.h>
#include <AK/Vector.h>
#include <LibGPU/Vertex.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Clipper.h>
namespace SoftGPU {
template<Clipper::ClipPlane plane>
static constexpr bool point_within_clip_plane(FloatVector4 const& vertex)
{
if constexpr (plane == Clipper::ClipPlane::Left)
return vertex.x() >= -vertex.w();
else if constexpr (plane == Clipper::ClipPlane::Right)
return vertex.x() <= vertex.w();
else if constexpr (plane == Clipper::ClipPlane::Top)
return vertex.y() <= vertex.w();
else if constexpr (plane == Clipper::ClipPlane::Bottom)
return vertex.y() >= -vertex.w();
else if constexpr (plane == Clipper::ClipPlane::Near)
return vertex.z() >= -vertex.w();
else if constexpr (plane == Clipper::ClipPlane::Far)
return vertex.z() <= vertex.w();
return false;
}
static bool point_within_user_plane(FloatVector4 const& vertex, FloatVector4 const& user_plane)
{
return vertex.dot(user_plane) >= 0;
}
template<Clipper::ClipPlane plane>
bool point_within_plane(GPU::Vertex const& vertex, FloatVector4 const& user_plane)
{
if constexpr (plane == Clipper::ClipPlane::User)
return point_within_user_plane(vertex.eye_coordinates, user_plane);
else
return point_within_clip_plane<plane>(vertex.clip_coordinates);
}
template<Clipper::ClipPlane plane>
static GPU::Vertex clip_intersection_point(GPU::Vertex const& p1, GPU::Vertex const& p2, FloatVector4 const& plane_normal)
{
auto p1_coordinates = (plane == Clipper::ClipPlane::User) ? p1.eye_coordinates : p1.clip_coordinates;
auto p2_coordinates = (plane == Clipper::ClipPlane::User) ? p2.eye_coordinates : p2.clip_coordinates;
auto x1 = plane_normal.dot(p1_coordinates);
auto x2 = plane_normal.dot(p2_coordinates);
auto const a = x1 / (x1 - x2);
GPU::Vertex out;
out.position = mix(p1.position, p2.position, a);
out.eye_coordinates = mix(p1.eye_coordinates, p2.eye_coordinates, a);
out.clip_coordinates = mix(p1.clip_coordinates, p2.clip_coordinates, a);
out.color = mix(p1.color, p2.color, a);
for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
out.tex_coords[i] = mix(p1.tex_coords[i], p2.tex_coords[i], a);
out.normal = mix(p1.normal, p2.normal, a);
return out;
}
template<Clipper::ClipPlane plane>
FLATTEN static void clip_plane(Vector<GPU::Vertex>& input_list, Vector<GPU::Vertex>& output_list, FloatVector4 const& clip_plane)
{
output_list.clear_with_capacity();
auto input_list_size = input_list.size();
if (input_list_size == 0)
return;
auto const* prev_vec = &input_list.data()[0];
auto is_prev_point_within_plane = point_within_plane<plane>(*prev_vec, clip_plane);
for (size_t i = 1; i <= input_list_size; i++) {
auto const& curr_vec = input_list[i % input_list_size];
auto const is_curr_point_within_plane = point_within_plane<plane>(curr_vec, clip_plane);
if (is_curr_point_within_plane != is_prev_point_within_plane)
output_list.append(clip_intersection_point<plane>(*prev_vec, curr_vec, clip_plane));
if (is_curr_point_within_plane)
output_list.append(curr_vec);
prev_vec = &curr_vec;
is_prev_point_within_plane = is_curr_point_within_plane;
}
}
void Clipper::clip_points_against_frustum(Vector<GPU::Vertex>& vertices)
{
m_vertex_buffer.clear_with_capacity();
for (auto& vertex : vertices) {
auto const coords = vertex.clip_coordinates;
if (point_within_clip_plane<ClipPlane::Left>(coords) && point_within_clip_plane<ClipPlane::Right>(coords)
&& point_within_clip_plane<ClipPlane::Top>(coords) && point_within_clip_plane<ClipPlane::Bottom>(coords)
&& point_within_clip_plane<ClipPlane::Near>(coords) && point_within_clip_plane<ClipPlane::Far>(coords))
m_vertex_buffer.append(vertex);
}
vertices.clear_with_capacity();
vertices.extend(m_vertex_buffer);
}
constexpr FloatVector4 clip_plane_eqns[] = {
{ 1, 0, 0, 1 }, // Left Plane
{ -1, 0, 0, 1 }, // Right Plane
{ 0, -1, 0, 1 }, // Top Plane
{ 0, 1, 0, 1 }, // Bottom plane
{ 0, 0, 1, 1 }, // Near Plane
{ 0, 0, -1, 1 } // Far Plane
};
template<Clipper::ClipPlane plane>
static constexpr bool constrain_line_within_plane(GPU::Vertex& from, GPU::Vertex& to)
{
constexpr auto clip_plane_eqn = clip_plane_eqns[to_underlying(plane)];
auto from_within_plane = point_within_clip_plane<plane>(from.clip_coordinates);
auto to_within_plane = point_within_clip_plane<plane>(to.clip_coordinates);
if (!from_within_plane && !to_within_plane)
return false;
if (!from_within_plane)
from = clip_intersection_point<plane>(from, to, clip_plane_eqn);
else if (!to_within_plane)
to = clip_intersection_point<plane>(from, to, clip_plane_eqn);
return true;
}
bool Clipper::clip_line_against_frustum(GPU::Vertex& from, GPU::Vertex& to)
{
return constrain_line_within_plane<ClipPlane::Left>(from, to)
&& constrain_line_within_plane<ClipPlane::Right>(from, to)
&& constrain_line_within_plane<ClipPlane::Top>(from, to)
&& constrain_line_within_plane<ClipPlane::Bottom>(from, to)
&& constrain_line_within_plane<ClipPlane::Near>(from, to)
&& constrain_line_within_plane<ClipPlane::Far>(from, to);
}
void Clipper::clip_triangle_against_frustum(Vector<GPU::Vertex>& input_verts)
{
// FIXME C++23. Static reflection will provide looping over all enum values.
clip_plane<ClipPlane::Left>(input_verts, m_vertex_buffer, clip_plane_eqns[0]);
clip_plane<ClipPlane::Right>(m_vertex_buffer, input_verts, clip_plane_eqns[1]);
clip_plane<ClipPlane::Top>(input_verts, m_vertex_buffer, clip_plane_eqns[2]);
clip_plane<ClipPlane::Bottom>(m_vertex_buffer, input_verts, clip_plane_eqns[3]);
clip_plane<ClipPlane::Near>(input_verts, m_vertex_buffer, clip_plane_eqns[4]);
clip_plane<ClipPlane::Far>(m_vertex_buffer, input_verts, clip_plane_eqns[5]);
}
void Clipper::clip_triangle_against_user_defined(Vector<GPU::Vertex>& input_verts, Vector<FloatVector4>& user_planes)
{
// FIXME: Also implement user plane support for points and lines
auto& in = input_verts;
auto& out = m_vertex_buffer;
for (auto const& plane : user_planes) {
clip_plane<ClipPlane::User>(in, out, plane);
swap(in, out);
}
}
}