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o3de/Code/Editor/LightmapCompiler/SimpleTriangleRasterizer.h

182 lines
6.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#ifndef CRYINCLUDE_EDITOR_LIGHTMAPCOMPILER_SIMPLETRIANGLERASTERIZER_H
#define CRYINCLUDE_EDITOR_LIGHTMAPCOMPILER_SIMPLETRIANGLERASTERIZER_H
#pragma once
class CSimpleTriangleRasterizer
{
public:
class IRasterizeSink
{
public:
//! is called once per triangel for the first possible visible line
//! /param iniStartY
virtual void Triangle([[maybe_unused]] const int iniStartY)
{
}
//! callback function
//! /param infXLeft included - not clipped against left and reight border
//! /param infXRight excluded - not clipped against left and reight border
//! /param iniXLeft included
//! /param iniXRight excluded
//! /param iniY
virtual void Line(const float infXLeft, const float infXRight,
const int iniXLeft, const int iniXRight, const int iniY) = 0;
};
typedef unsigned long DWORD;
// -----------------------------------------------------
//! implementation sink sample
class CDWORDFlatFill
: public IRasterizeSink
{
public:
//! constructor
CDWORDFlatFill(DWORD* inpBuffer, const DWORD indwPitchInPixels, DWORD indwValue)
{
m_dwValue = indwValue;
m_pBuffer = inpBuffer;
m_dwPitchInPixels = indwPitchInPixels;
}
virtual void Triangle(const int iniY)
{
m_pBufferLine = &m_pBuffer[iniY * m_dwPitchInPixels];
}
virtual void Line([[maybe_unused]] const float infXLeft, [[maybe_unused]] const float infXRight,
const int iniLeft, const int iniRight, [[maybe_unused]] const int iniY)
{
DWORD* mem = &m_pBufferLine[iniLeft];
for (int x = iniLeft; x < iniRight; x++)
{
*mem++ = m_dwValue;
}
m_pBufferLine += m_dwPitchInPixels;
}
private:
DWORD m_dwValue; //!< fill value
DWORD* m_pBufferLine; //!< to get rid of the multiplication per line
DWORD m_dwPitchInPixels; //!< in DWORDS, not in Bytes
DWORD* m_pBuffer; //!< pointer to the buffer
};
// -----------------------------------------------------
//! constructor
//! /param iniWidth excluded
//! /param iniHeight excluded
CSimpleTriangleRasterizer(const int iniWidth, const int iniHeight)
{
m_iMinX = 0;
m_iMinY = 0;
m_iMaxX = iniWidth - 1;
m_iMaxY = iniHeight - 1;
}
/*
//! constructor
//! /param iniMinX included
//! /param iniMinY included
//! /param iniMaxX included
//! /param iniMaxY included
CSimpleTriangleRasterizer( const int iniMinX, const int iniMinY, const int iniMaxX, const int iniMaxY )
{
m_iMinX=iniMinX;
m_iMinY=iniMinY;
m_iMaxX=iniMaxX;
m_iMaxY=iniMaxY;
}
*/
//! simple triangle filler with clipping (optimizable), not subpixel correct
//! /param pBuffer pointer o the color buffer
//! /param indwWidth width of the color buffer
//! /param indwHeight height of the color buffer
//! /param x array of the x coordiantes of the three vertices
//! /param y array of the x coordiantes of the three vertices
//! /param indwValue value of the triangle
void DWORDFlatFill(DWORD* inpBuffer, const DWORD indwPitchInPixels, float x[3], float y[3], DWORD indwValue, bool inbConservative)
{
CDWORDFlatFill pix(inpBuffer, indwPitchInPixels, indwValue);
if (inbConservative)
{
CallbackFillConservative(x, y, &pix);
}
else
{
CallbackFillSubpixelCorrect(x, y, &pix);
}
}
// Rectangle around triangle - more stable - use for debugging purpose
void CallbackFillRectConservative(float x[3], float y[3], IRasterizeSink * inpSink);
//! subpixel correct triangle filler (conservative or not conservative)
//! \param pBuffer pointe to the DWORD
//! \param indwWidth width of the buffer pBuffer pointes to
//! \param indwHeight height of the buffer pBuffer pointes to
//! \param x array of the x coordiantes of the three vertices
//! \param y array of the x coordiantes of the three vertices
//! \param inpSink pointer to the sink interface (is called per triangle and per triangle line)
void CallbackFillConservative(float x[3], float y[3], IRasterizeSink * inpSink);
//! subpixel correct triangle filler (conservative or not conservative)
//! \param pBuffer pointe to the DWORD
//! \param indwWidth width of the buffer pBuffer pointes to
//! \param indwHeight height of the buffer pBuffer pointes to
//! \param x array of the x coordiantes of the three vertices
//! \param y array of the x coordiantes of the three vertices
//! \param inpSink pointer to the sink interface (is called per triangle and per triangle line)
void CallbackFillSubpixelCorrect(float x[3], float y[3], IRasterizeSink * inpSink);
//!
//! /param inoutfX
//! /param inoutfY
//! /param infAmount could be positive or negative
static void ShrinkTriangle(float inoutfX[3], float inoutfY[3], float infAmount);
private:
// Clipping Rect;
int m_iMinX; //!< minimum x value included
int m_iMinY; //!< minimum y value included
int m_iMaxX; //!< maximum x value included
int m_iMaxY; //!< maximum x value included
void lambertHorizlineConservative(float fx1, float fx2, int y, IRasterizeSink* inpSink);
void lambertHorizlineSubpixelCorrect(float fx1, float fx2, int y, IRasterizeSink* inpSink);
void CopyAndSortY(const float infX[3], const float infY[3], float outfX[3], float outfY[3]);
};
// extension ideas:
// * callback with coverage mask (possible non ordered sampling)
// * z-buffer behaviour
// * gouraud shading
// * texture mapping with nearest/bicubic/bilinear filter
// * further primitives: thick line, ellipse
// * build a template version
// *
#endif // CRYINCLUDE_EDITOR_LIGHTMAPCOMPILER_SIMPLETRIANGLERASTERIZER_H